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Rally Champ Demo - Impressions (Long)

2 posts by 2 people · 31 Aug 1999 - 31 Aug 1999

Joe Marques 31 Aug 1999#488952
After 1 hour and 49 minutes on a cable modem (averaging 12k) I finally got the 64 meg demo down and installed. Installation was smooth launching right into the game's intro. Very impressive intro (although a complete waste of space in this demo, it unzipped to 44MB!). Great musical beat, nice changing camera angles of rally cars flying around the course. One of the best intro's I've seen. Enough intro crap, onto the game. Keyboard only, ARGHHH! Not a good way to start. There is no option selection at all, just hit enter and race. So off I went on a 15:00 stage (which I butchered in just over 18:00). The graphics were not great but very good. Good variation of ground colors, really looked like brown grass, green grass, gravel, dirt, sand, rocks, etc. The ground was almost photorealistic instead of rendered. Trees were also nice, more 3 dimensional and full than most games. Certainly had that tunnel vision feel, not much room to wander off the path. Some slight draw in in the distance but not nearly as poor as SCGT. Although annoying lens flare was used (do we have glass corneas?), this sim also used real time lighting very well. When driving into the sun the glare was simulated with a "white out" effect that I've never seen done in a game. The screen became extremely bright, it really was difficult to see and added to the realism. It had me reaching for my sunglasses ;-). Only major graphics issue is the ***pit art which wass poor. The driver's hands looked unnatural, like he dislocated his wrist when he turned full lock. They also used an odd combination of renedered***pit graphics blended with photo realistic dash board shots. End result was a mixed color palette of bright rendered art and muted photo realistic art. I did like the***pit views of center of ***pit or drivers side view. I also liked the windshield with the cleared wiper area and dirty border. Overall, however, the***pit looked fake and just plain ugly. The physics was hard to judge without my wheel based on my keyboard driving I was pleased. The bouncy, slippery, understeer feel of rally cars was achieved. The***pit view really did a nice job of shimmering and bouncing over every bump and hill. You had the sensation that you were crossing rough and varied terrain. This really did feel right. The car was loose and slipped around quite a bit. I could not get the car to push through any turn so I'm a little concerned. The sliding and spinning felt realistic and certainly not canned. The rolling feel wasn't right. The car felt too light and didn't seem to be modeled as a front engine car, thus having the heavier front cause an unbalanced roll. It seemed like the car had equally distributed weight. Only real negative was that the physics seemed fickle. Hit a hillside and you launch your car into a jumping barrel roll. Hit a tree, however, and you just stop. Hopefully damage modelling (not available in demo) will improve this by showing more effects after impact. Overall I rate the physics good and about what I'm looking for in a rally sim. I reserve full judgement until I have access to all game options and wheel and pedal support. I'm just not sure if realistic settings were used across the board for the demo. I would think they would want the demo to be more accessible to the masses so it may have been more of the arcade physics instead of full simulation. The most notable positive physics component was the fine job of modelling the different road surfaces - the bounce and the slide. I went from hard packed gravel to loose gravel and finally to dirt. Each sounded and felt very different. The dirt was the most slick while the loose gravel was the most rough. This was very well done and I only expect snow/rain/mud/ice to add to the immersion and feel. The sound was good. This wasn't exactly a V-12 Ferrari so as small engines go it sounded fine. The road sounds, as I mentioned earlier, were very good. When moving from dirt to gravel, the sound clearly changed to reflect the surface. The shifting pops were very good as well. The co-pilot sounded pretty good, his directions were timely and correct. Although he sounded a little unnatural since you clearly heard the transitions between phrases. Overall I liked the demo. While no one area of Rally Championship was particularly impressive or remarkable taken by itself, when viewed as a whole this is a very nice package and should be a fine representation of rally racing. It felt just as I expected a small rally car to feel and the graphics and sound were more than enough to provide a realistic, immersive experience. Although I may grow tired of racing the clock, I look forward to seeing the full product. -- Joe Marques
John Bodin 31 Aug 1999#488953
VERY in-depth analysis -- thanks a lot! Let's hope they've just "dumbed-down" they demo's physics to broaden the appeal; it sounds as though this could be a good game, if they provide for physics/realism adjustments in the final version (or a sim mode versus arcade mode). I really like the sound of the "white out" effect when driving into the sun -- sounds like a nice touch! One question, though -- in the final version, which key will be used to activate the sun visor? <G> -- JB >After 1 hour and 49 minutes on a cable modem (averaging 12k) I finally got >the 64 meg demo down and installed. Installation was smooth launching right
Quoted text (10 lines)>into the game's intro. Very impressive intro (although a complete waste of >space in this demo, it unzipped to 44MB!). Great musical beat, nice >changing camera angles of rally cars flying around the course. One of the >best intro's I've seen. Enough intro crap, onto the game. >Keyboard only, ARGHHH! Not a good way to start. There is no option >selection at all, just hit enter and race. So off I went on a 15:00 stage >(which I butchered in just over 18:00). >The graphics were not great but very good. Good variation of ground
colors, >really looked like brown grass, green grass, gravel, dirt, sand, rocks, etc.
Quoted text (7 lines)>The ground was almost photorealistic instead of rendered. Trees were also >nice, more 3 dimensional and full than most games. Certainly had that >tunnel vision feel, not much room to wander off the path. Some slight draw >in in the distance but not nearly as poor as SCGT. Although annoying lens >flare was used (do we have glass corneas?), this sim also used real time >lighting very well. When driving into the sun the glare was simulated with >a "white out" effect that I've never seen done in a game. The screen
became
Quoted text (14 lines)>extremely bright, it really was difficult to see and added to the realism. >It had me reaching for my sunglasses ;-). Only major graphics issue is the >cockpit art which wass poor. The driver's hands looked unnatural, like he >dislocated his wrist when he turned full lock. They also used an odd >combination of renedered***pit graphics blended with photo realistic dash >board shots. End result was a mixed color palette of bright rendered art >and muted photo realistic art. I did like the***pit views of center of >cockpit or drivers side view. I also liked the windshield with the cleared >wiper area and dirty border. Overall, however, the***pit looked fake and >just plain ugly. >The physics was hard to judge without my wheel based on my keyboard driving >I was pleased. The bouncy, slippery, understeer feel of rally cars was >achieved. The***pit view really did a nice job of shimmering and
bouncing >over every bump and hill. You had the sensation that you were crossing >rough and varied terrain. This really did feel right. The car was loose >and slipped around quite a bit. I could not get the car to push through any >turn so I'm a little concerned. The sliding and spinning felt realistic and >certainly not canned. The rolling feel wasn't right. The car felt too >light and didn't seem to be modeled as a front engine car, thus having the >heavier front cause an unbalanced roll. It seemed like the car had equally >distributed weight. Only real negative was that the physics seemed fickle. >Hit a hillside and you launch your car into a jumping barrel roll. Hit a >tree, however, and you just stop. Hopefully damage modelling (not available >in demo) will improve this by showing more effects after impact. >Overall I rate the physics good and about what I'm looking for in a rally >sim. I reserve full judgement until I have access to all game options and >wheel and pedal support. I'm just not sure if realistic settings were used >across the board for the demo. I would think they would want the demo to be >more accessible to the masses so it may have been more of the arcade physics >instead of full simulation. The most notable positive physics component was >the fine job of modelling the different road surfaces - the bounce and the >slide. I went from hard packed gravel to loose gravel and finally to dirt. >Each sounded and felt very different. The dirt was the most slick while the >loose gravel was the most rough. This was very well done and I only expect >snow/rain/mud/ice to add to the immersion and feel. >The sound was good. This wasn't exactly a V-12 Ferrari so as small engines >go it sounded fine. The road sounds, as I mentioned earlier, were very >good. When moving from dirt to gravel, the sound clearly changed to reflect
Quoted text (15 lines)>the surface. The shifting pops were very good as well. The co-pilot >sounded pretty good, his directions were timely and correct. Although he >sounded a little unnatural since you clearly heard the transitions between >phrases. >Overall I liked the demo. While no one area of Rally Championship was >particularly impressive or remarkable taken by itself, when viewed as a >whole this is a very nice package and should be a fine representation of >rally racing. It felt just as I expected a small rally car to feel and the >graphics and sound were more than enough to provide a realistic, immersive >experience. Although I may grow tired of racing the clock, I look forward >to seeing the full product. >-- >Joe Marques

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