Chief Games Designer Ross Gowing and Codemasters' resident rally driver Jon Armstrong talk you through the improvements that have been made since the original DiRT Rally released three years ago.
There's some footage as well from their channel (starts at 4:30):
I'm not sure what to think about it, doesn't give the impression of being very sim-y but only an isodirt driving test will tell the truth. *fingers crossed*
There's some footage as well from their channel (starts at 4:30):
I'm not sure what to think about it, doesn't give the impression of being very sim-y but only an isodirt driving test will tell the truth. *fingers crossed*
Its a bit odd, on one hand he is sliding on tarmac, on the other hand his front end is really twitchy on gravel and not slidy enough. Not sure if its the drivers problem he looks like a dick anyway. Luckily isodemo isnt usually an issue with codemasters.
Chief Game Designer Ross Gowing has briefly touched on the title’s career mode format which understandably takes some cues from the original DiRT Rally.
DiRT Rally 2.0’s career mode consists of five steps on the ladder culminating with the “Masters” rung. The real challenge, according to Gowing, is staying at this highest level.
Achieving progression through the various rungs (or tiers) can be done in any of the title’s cars so you can achieve success with a low powered front wheel drive car if you want to steer clear of some of the trickier rear wheel drive monsters.
This is possible because DiRT Rally 2.0 pairs you with AI opponents that use cars in your class which should make for close racing regardless of what car(s) you choose to drive in the career mode.
Although the rallycross segment in DiRT Rally 2.0 opts for a similar system, Gowing points out that once you reach the top of the rallycross ladder you will need to use a world rallycross supercar to compete.
Monte Carlo Rally and other returning classic rally environments Germany and Sweden benefit from a significant visual uplift since the first DiRT Rally®. The new lighting system combined with improvements to the track materials, foliage and character models bring the locations to life even more – while the challenges of tyre choice, track degradation, updated handling physics, and the optional hardcore damage mode, all arriving to the franchise with DiRT Rally 2.0, provide a breadth of new ways to experience these iconic stages.
Why wasn't that stuff in? It's not like its still a tech demo being transformed in a game...
Or am I wrong in thinking the content in release isn't that much?
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