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SEGA RALLY REVO -- Preview, Interview, Screens

1 post by 1 person · 16 Apr 2007 16:54 UTC - 16 Apr 2007 16:54 UTC

Sprite Scaler 16 Apr 2007 16:54 UTC#6584
screenshots here: http://www.jeux-france.com/images_5020.html?Nbr_images_pages=128 Preview: http://www.neogaf.com/forum/showpost.php?p=6103915&postcount=1 "Before we actually write our impressions of SEGA Rally, let us begin with a little history lesson of the franchise the representative gave us. The original SEGA Rally dates from 1995 and was released as an arcade machine with two chairs and dito steering wheels. The graphics were on a very high level in their time and the first game of the franchise is still an overwhelming success, even today. In fact: it's the most SEGA's most profitable arcade game yet! There's even a cabinet in the United Kingdom that swallowed more than 750 000 British pounds, or more than a million euro's, which is no mere feat! Later, the game was also ported to the PC and the Saturn, but wasn't nearly as succesful. SEGA Rally 2 arrived a few years later in the arcades and the Dreamcast, reviving the series with somewhat deeper gameplay and more options. This game would eventually turn into one of the most beloved game on SEGA's visionary 6th generation console. After a few ports of this iteration, this series would be covered in silence for another few years, until the PS2 received SEGA Rally: The Anniversary Edition in 2006. It became the worst game in the series by far, which is mostly the case with compilation games, but that aside... Yet SEGA wasn't satisfied with such a blame on one of their treasured franchises and they wish to correct that mistake with a next-gen SEGA Rally for Xbox 360, PS3 and PC at the end of the year. The game will - for your information - carry the suffice 'Revo' in Amerika, because it's supposed to go hand-in-hand with a revolutionizing entree for the series. Which is necessary in this case, considering they developed this game from the ground up for Western gamers, hoping it will make a comeback in said part of the global hemisphere. The introductory part of the presentation in Amsterdam contained comparisons between the old and new SEGA Rally, especially concerning graphical details. For instance: the first SEGA Rally had environments consisting out of 20 000 triangles. Pretty weak in this day and age, but you mustn't forget that in it's time (already 12 years ago) these were pretty impressive. Next-gen consoles won't be easily intimidated by this and plans to provide us with levels built out of 20 million triangles! Furthermore, this new SEGA Rally will include cars with 65 000 polygons each, which should provide us plenty of eye candy. All of this should normally run on a constant 60 frames per second and at 1080p; my hat off to SEGA should they attain this goal in the retail version. We couldn't actually get any confirmation though whether or not the Xbox 360-version will support the same resolution, but we were assured both versions will look exactly alike in every way. Let's follow up with some words about the studio behind the latest iteration of the ever so famous series shall we? SEGA Rally Studio was founded in April 2005 and is located in Solihul, in the rainy West Midlands of the United Kingdom to be precise. Currently, they have about 50 members and most of them (if not all) are ex-employees from other well-known studios. Codemasters, Criterion, Rare and Rockstar North for example. The main purpose of this development company is to offer us next-gen racing games from old and new IP's and they take their job seriously. Mark Fisher, whom gave us the presentation, assured us that the basement of SEGA Racing Studio is literally filled with arcade cabinets, so that they can look for inspiration at all times if they don't have an idea where to go next for a while. Perhaps we'll give some false hope to die-hard fans with our next comment, but what the hell: when asked by other members of the press whether or not the next project of this company will be Daytona USA, we were met with a "maybe". Mark Fisher also replied with a "who knows!", when asked if there'll ever be an arcade version of this new SEGA Rally. Now, the most important of racing games are of course the cars themselves. There will be more than 30 cars available in the latest SEGA, each with four different car classes: 4WD, 2WD, Classic and Bonus. Classic practically speaks for itself: there will be a few vehicles from the previous games. We don't know which ones will reappear, as the subject was hardly discussed. It's also possible by the way that these classic cars will be potentially unlockable, just like the Bonus Cars. We know very little of these as well, but it wouldn't surprise us if they have a lot of extra power under the hood, considering the fact that the sense of speed was already satisfying. Each car will also provide you three different pre-sets, depending on what kind of ground they have to race on. Typical Paris-Dakar vehicles will obviously come in hand in the desert, while other cars will be more suitable for ice tracks, wet surfaces or just plain asphalt. You won't be able to manually configure these pre-sets however, which was the case in previous installments. The biggest feature SEGA Racing Studio loves to boast about in this game, are the environments and this for many reasons. For starters: they paid a lot attention to the level designs so that the environments look gorgeous. We only got to take a gander at one sadly, but it was - especially for an older January build - already rather impressive. Said jungle level had some features that other environments could lack, namely large draw distances and big sections of forest. It's only natural that you won't find much bystanders in the rainforest, unless you take a bunch of mosquito's into consideration. But nevertheless, there will be more spectators in fitting locations. The second reason why environments are so important, is because of the Track Deformation, which will undoubtedly be the most discussed topic whenever SEGA Rally is mentioned. What's the idea behind this feature? Imagine driving through a sandy track with the ocassional water puddle or two. After a few laps, the entire surface will be changed so drastically, that no round will ever be the same. Creating muddy tire tracks, grinding the top layer, expanding the puddles et al will be possible during the entire race. Maybe it's for the best to explain what we saw with a clear example. At the beginning of the jungle level, you start with a hard surface where the tire tracks are hardly visible. When you advance however, the structure of the surface will become less tight and a couple of mud puddles will originate as a result. Drive through these muddy parts of the track and you will create deep tire tracks that not only improve your traction, but also entirely change of the outlook of the racing track. Because of this, your car will visibly bounce up and down and will also covered with a hefty amount of mud, something you can actually see on your vehicle. A nice little detail is that you can remove the mud by driving through puddles of water, which in their turn act as a carwash, instantly cleansing your car. In other words: the Track Deformation will have a noticeable influence on the gameplay, unlike Motorstorm, where it mainly served as a fancy graphical effect. We agree with such statements from Mark Fisher in any case, now that we've seen SEGA Rally with our own eyes. There will be other important physics to the gameplay besides the Track Deformation. The weight of your car for instance will help decide the road holding (as well as how badly the track will change) and there will be a handful of graphical effects to admire. In the code that they demonstrated were plentiful minor details, such as kickback of sand, mud and water - all of them were a Work-in-Progress by the by - but we noticed they're also a part of the gameplay. The unlucky racer that's way in the back, will possibly have to think in advance when he will pass one of his opponents, thanks to an obstructed view. These kind of physics will expand in the final version, with fluttering leaves of breakable wooden fences. Or to quote Mark Fisher: "even the side parts of the main course will be submitted to Track Deformation, including grass". Not only that, but it seems that the (in theory) impressive weather 'simulation' of Project Gotham Racing 4 also had an impact on the developers, due to the fact different weather conditions were promised. When it rains, the course will be filled with mud in no time, which will naturally give an advantage to off-road vehicles. This change in weather won't happen in real time mind you: it will only differ per track. Don't expect any extreme physics calculations either, seen in Forza Motorsport 2. You might be wondering: sooner or later we'll have to discuss the actual gameplay, next to the graphical splendor and possible influences to the replay value of the game and don't you worry: we'll get to it in a minute. The SEGA Rally franchise, right from the beginning, has been known for its intense playing style and this will be retained in the next-gen sequel. Wholly different to the point-to- point racing of the older games, is the new approach of SEGA Rally Revo. Here you'll have to approach your opponents very closely and sometimes even give them a strategical nudge in the back to increase your position to eventually defend the first place during three laps, all at blazing speeds. This kind of gameplay reminds of us the term 'arcadey', but they want to avoid that as much as possible by creating this very complete game with a ton of unlockables and extra's. Mark Fisher also gave us the very reason why they didn't choose for the old- fashioned way in this next-gen edition: SEGA only used the aforementioned checkpoint system due to technical reasons. The company also tries to make the game feel more 'realistic' in a way by introducing solid graphics and the Track Deformation, but they don't want to bring in the bad sides of realism to the gameplay either, like being slowed down because of damage. At the same time, the representative mentioned "Hollywood damage" to further describe their damage models. Your cars won't be made of plastic as they will be visibly damaged eventually, but there won't be any consequences to the performance of your car. We have no idea whether or not they'll go as far Rallisport Challenge 2 though, where seperate parts were yanked from your vehicle as you tumbled off a cliff. It's also possible you will be spun out by your opponents through a gentle tap at the rear bumper during a turn, but this is something the creators would like to avoid as much as possible. They don't want to frustrate the player, to the extent he hits the reset button as soon as he's behind the other racers. This doesn't mean each race will be void of suspense, because this is where some slight rubberband A.I. will kick in. Said intelligence is kind of excessive in games like Burnout or Motorstorm, but SEGA Racing Studio wants their A.I. to be reasonable so that the players won't end up being irritated. In other words: they want to make sure a race will only be decided at the finish line, instead of continuously bothering you through the opposition. This kind of attitude should give the game a higher replay value. Another important element in any racing game, are the camera positions. SEGA Rally Revo will have four of those: two of which will be first-person and the other two third-person. The first two camera's are located on the bumper and the hood of your car, while the third- person views will either show you a close-up of your car, or will be removed further than normal for maximum viewability. Sadly, the most wanted cockpit view is missing, something which will disappoint a couple of racing fans. This seems to be intentional though, so that SEGA doesn't collide with the (sort of) 'arcadey' gameplay. Which in its turn, isn't a beloved expression for Mark Fisher. When we think of arcadey gameplay, we don't necessarily think about a multitude of modes. These kind of games are supposedly all about instant accessibility after all, with a hefty dose of instant fun. This is something SEGA tries to blend in the latest installment, coupled with deeper gameplay. We only got to see one single player mode though, namely Championship; a new 10-Year Career Mode à la SEGA Rally 2 or a tour-de-force mode on the other hand, are very unlikely. Anywho, in Championship you compete in this large tournament on a couple of circuits against six other competitors in the retail version - We only saw 5 A.I. drivers in the January build. There's also a more accentuated focus on fun with more than one player: there will online functions no matter what, as well as split-screen multiplayer. It isn't clear at the moment how much players will be supported, but we're hoping they'll go as far The Club by including 4-player split- screen. SEGA is also planning 'ghost downloads' so that you can visibly compete against the best of times, next to online leaderboards and naturally online play itself. There isn't much to say about the music right about now, knowing that we only saw one track. SEGA did inform us that they are currently experimenting with the music, so that the soundtrack fits with the track and the competitive side of the game. Old familiar tunes won't return (as well as the commentator), but they're trying to keep the same tone so that those who love 'The Sound of SEGA Rally' will instantly remember these. Other than that, there's very little to express about the remaining audio: the engines sound well and small details are very noticable. The mud for example lets off this juicy, squishing sound whenever you drive on it. Finally, potential extra's were discussed that may or may not be a part of the game. As expected, they weren't willing to inform us about downloadable content, but Mark Fisher did provide us small hints concerning actual unlockables. Sonic will appear "somewhere in the game" and there will also be a couple of familiar moments from previous games returning as cameo's (such as the helicopter). SEGA is also considering the inclusion of the original SEGA Rally, but they're still on the edge about this because of the recently released Anniversary Edition. Which, as we all know, didn't do too well. In a period where racing games are slowly returning in a glorious fashion after a disappointing 2006, it is very important for SEGA Rally to differeniate itself from other games to draw sufficient attention. Figures, with local competition (sort of) from Forza Motorsport 2, Project Gotham Racing 4, FlatOut: Ultimate Carnage and Colin McRae: DIRT, let alone the games on other platforms. But SEGA Rally actually succeeds to do just that from the looks of it, by delivering a feeling that we don't see in any other similar next-gen racer. Not even in DIRT or Motorstorm, by far their biggest 'rivals'. Are you craving for semi-realistic steering, then you're looking up the wrong bush and you'd better for Codemasters game. Are you actually looking for a game similar to Rallisport Challenge 2 to fill the void DICE left, then without a doubt SEGA Rally is a game to look forward to. Add advanced Track Deformations and pretty graphics, and we realised at the end of the presentation that SEGA Rally could turn into an excellent debut for SEGA Racing Studio. If they can work things as promised, that is. Expect SEGA Rally Revo in your store, starting from the fourth quarter of this year. The game itself is currently 80% complete." __________________________________________________________________________ Sega Rally Revo interview http://www.x-power.be/?act=artikels&content_id=6985&game_id=745 X-Power: Will SEGA Rally include online racing? Will the game combine this with other online functionalities? Or is the ability to race against other people enough? Mark Fisher: It will most definitely have online modes and SEGA Racing Studio will include as much technology as they can. It's all about competition and not hing gets better than something like Xbox Live. They will focus on that and make it as best as an experience as possible. I'm not too sure, but they will have plans to download ghosts, but I don't know whether or not it'll happen automatically like in other games. I can't disclose too much about the online aspect sadly, so we'll announce our plans in the future. XP: Are you considering adding content from the previous SEGA Rally's? Such as the announcer from SR 1 and some tracks from previous games? If not: is there a chance these will appear as downloadable content? MF: The team are looking to recreate and enhance the regional SEGA Rally: all the previous elements from the others will be present, and it will sound familiar to longtime fans, while sounding more advanced; it's not the same guy however, but he's quite similar in the way he delivers the lines. We'll be taking these moments, add them as cameo's so that people will remind stuff from the previous SEGA Rally's, the stuff they enjoyed and fondly think back of. XP: Regarding the engine: will physics play a big part in the game (next to track deformation) and will it run at 60 frames per second, as stated before? MF: It will stay hundred percent correct f rom what I know, and one thing I know they will strive for, is perfection. One of these things will be fluent sixty frames per second and they will not stop until they achieve perfection in this regard. The bulk of the races will revolve around three laps, so the deformation can optimize during the length of the race. Generally speaking: the tracks are made up out of three layers, but if you keep the race running, there will be parts of the track that will look noticeably different than at the beginning of the race, like expanding the water puddles or reaching the bottom of the mud and making the tracks very hard. We even left the game running once for more than 12 hours straight (as a test) and the differences between its original and final state were vast. You've all played Motorstorm by now, right? It's a fun racing game, no doubt, but what we're doing with track deformation is completely different from what you see in Motorstorm. You know how they, the developers, claimed they were pioneers, that their game would be the first racing game to properly include track deformation? I was looking forward to that, but when I played it, it became clear that it was nothing but a fancy graphical effect, more than anything else. Sure, it has some (minor) influence on the track, but their track deformation is more 'arcadey' than what we have created in SEGA Rally. SEGA Racing Studio is the first to include true track deformation, and they're proud of this! The amount of kick-ups, such as the amount of dust, is being discussed and adjusted, but we've had some very interesting conversations about the track deformation. You can wait and keep a distance instead of plowing through the dust clouds, which limits your vision, but later on, once the ground becomes wetter and filled with mud, that's your time to make your move and pass your opponents. Physics will play an equally large part for the handling of your car, but not in a realistic manner. Your car can't be totaled, but they will have cosmetic damage. We like to call this 'Hollywood damage', but sadly we couldn't show you today to what extent our cars can be damaged. It isn't available in the current build, but rest assured: damage models will be available in the final code. The reason why we haven't gone for realistic damage: SEGA Rally is about a smile inducing experience and having physical consequences for bad driving (like mine today!) distracts the player from that feeling. It's all about fast-paced racing and competitiveness. That's where the rubber band A.I. comes in: yes there will be slight rubber banding, but we also want to prevent frustrations like being spun in the back by your opponents. Frustrations like that isn't what SEGA Rally is about. XP: What kind of single and multiplayer modes can we expect? Also: why did SEGA prefer something like Championship in stead of opting for the return of SR 2's 10-year career mode, or tour de force? MF: They're currently finalizing the single player modes, so unfortunately I can't give you much information about this. But, the team, if they got a question or don't know what to do, they'll replay the previous games and evaluate wh at made them great, and add them in the game to further emphasize its roots. Not many people get the chance to get to work on such an iconic franchise, so to them, it's all about bringing back the feeling of the previous games and the intensity of the racing itself. XP: Speaking of modes: any new race types that weren't in the previous games? MF: SEGA is guilty of the past in that they had a arcade IP for consoles, but didn't fully develop them for that specific userbase. But SEGA wants to improve on that and insure a solid single player where you have great depth in the concept yet keep the core addictiveness at the same time. We want to keep the fun factor very instant and very accessible, which is what people expect from arcade games after all. The team is really going to great length so that this SEGA Rally won't disappoint in both single and multiplayer. XP : Out of the camera views: will there be a dashboard view? It would add greatly for the immersion of the races. For that matter: any word on support for force feedback steering wheels? MF: There will be four different camera views: two of them will be in third-person (one close to the car, one further), a hood cam and bumper view. There will be no dashboard view, but there will be force feedback on the Xbox 360: we've tried it with the Forza 2 wheel, it works and it feels incredible! Regarding the PlayStation 3 version: the ball is in Sony's court. We'd like to add force feedback in one way or another and we're currently negotiating with Sony, but we're not making any promises. The situation is also a little different than on the Xbox 360, considering the lack of rumble in the Sixaxis controller. XP: Will there be any form of car customization, be it decals or adjusting some parts of your car such as suspension, tires et cetera? MF: The team looked closely to the level of customization in previous games and they want to make sure that all of the vehicles will be pretty even versus others. They will have some 'special abilities' if you will: some are better suited for certain environments and surfaces, but all of them will nonetheless be pretty even to one another. In terms of actual customization: there will be different liveries, and the standard vehicles will have three different variants where tires, suspension and other components will be pre-set for you, all with specific statistics. However, there will be no independent customization.

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