...:::DiRT:::...

User Rating: 8 | DiRT PC
The "masters" work in codified ways. Those who speak freely about finding a perfectly and completely good explanation are just messing around, particularly since there's not much to explain. Under the new name of DiRT (Direct Infusion of Refurbished Technology) hides an ambitious project, meant to promptly answer the current competition found on consoles. The reason for which the PC users who've waited the release of a new rally game (I deliberately avoid using the term "simulation") as if it were their winning lottery ticket, are now left high and dry. Tailored after the idea of "more equals better", DiRT borrows from its neighbors (ToCA Race Driver 3, RalliSport Challenge 2, and MotorStorm), some of the necessary elements to assemble a next-gen offer, even if the producers' avouches regarding the novelty concept, caressed our left hemisphere for a whole year. The secret of a strong alloy is found in its components and their percentage of inclusion. In the present case, the components are normal for a game of its genre (a mix of arcade and simulation), but far from complying with the requests funded in 2000. Or, to explain the current attitude, far from entirely pleasing me. Codemasters' new creation dishes out the tasks after a baselessly (?) successful recipe: it realistically simulates the mechanics' visual aspect (the damage) and gives an intense arcade tint to the actual driving mechanics and physics. With this aspect lodged into memory, we are prepared to storm the career mode. The offer puts at our disposal as many as six motor disciplines - Rally, RallyCross, Hillclimb, Crossover, CORR (Championship Off Road Racing), and some Rally Raid varieties - as well as a rich selection of vehicles: from World Rally Championship's unlicensed 4WD cars (we can easily find amongst the custom liveries, a 2006 Subaru Impreza, a Mitsubishi Lancer IX, and a Peugeot 307 to satisfy our needs), Dakar stars and 2WD exemplars, to skittish buggies and trucks with low pitch. The advancement model complies with the pyramidal style, a „climbing" that promotes multiple unlocks and in-game financial gains. The gameplay calmly flows, while on the lowest difficulty level. That translates into an uncanny driving ease (and yet normal under the circumstances). The cars' behavior is well diversified, but despite the prior tuning (which, between you and me, is a punctured feature), both the acceleration and braking are very brutal. Coupled with the scathing sensation of a car that's not well placed on the road, and the odd camera movement while in chase view, they demand important adapting time from the finical player who's willing to "dope out", courtesy of a vicious lack of alternatives. The results are the anticipated ones: the fast come-backs from often ditching, with intermediate times deficiencies easily reclaimed, and hairpin turns taken without the natural and overflowing tendency to skid around them (even when we succeed in pulling out a decent drift, thanks to the preset power ratio, available tuning options, and our finesse and skill, there's rarely a proper feeling attach to it, and a good looking depiction in real time and/or during replays). By raising the difficulty level, we don't witness any miracle for the hardcore players, „only" a reduction of the error backlog, and the harsh punishment for loosing the control over our car, while speeding on dusty and usually narrow roads (or any other tracks). However, if you want to experience a feeling of masked authenticity, I urge you to switch to cockpit view (the distant in-car angle is worth every penny, and it will definitely remind you of Rally Championship 2000). Ever since the „obscene" Colin McRae Rally 3 hit the shelves, the task of driving „from inside the car" was much alleviated, an aspect that, to my gratification, was also assumed by DiRT. From the decently animated car interior, the driving sensation is much amplified, the turns can be approached with both fluidity and genuineness in car animation (of course, by watching the replay, we shall shatter the prior sensation), and the feeling "we're there" is fueled accordingly.

Since I reminded you of the replay system, I allow myself to ascertain that it bashfully gains upon the model inaugurated more than seven years ago, by RC 2000. A notice for film addicts and video editing passionates: launch the Fraps application and use the "abilities" of switching the camera, rewind, and slow down the play rate, in order to assemble your own advertising trailer. For whatever reason you find it fit. Hmm, I'm starting to wander way off right now. Let's come back to our beloved black sheep. Pardon me, our piebald ones, since I'm about to debate the graphical presentation, which raised enough controversies to date. But not before I announce with dolor in my "voice", that the multiplayer support is a major flout (the praises are reserved for the netcode). Two game modes (Rally and Hillclimb), a smallish tiered lobby laden with up to a hundred players (and their statistics) voting for the next stage, and the lack of some elementary options, such as car choice and a search engine for specific rooms. And if you come to thing that I wanted to have my car tuned up prior every race! Getting back to graphics, there are many things to be said, and that's precisely why I'll try to stick to the essential. Leave aside the "official" screenshots. Or, if you get lucky (like myself) and start with the proper races, we can take into consideration, for about ten minutes, the fact that DiRT shows itself similar to a pre-rendered movie from the yesterday games. I'm not deceiving you. At times, both cars and especially the tracks look sensational. From the dirt which adders to the bodywork, and the few examples of an interactive environment (destructible objects planted along the track, dashed rubber bales, bulwarks bended under pressure, shrubs flattened by bumpers), to everything what an exemplary car damage model means (impressive as always, throughout the series). Then, a bunch of incriminating images for the excessive use of visual artifices slowly creeps in. And that's a shame. I count the small number of polygons in close-up surface renderings, the eye-bleeding HDR lighting, and the disappointingly dull particle system when used to simulate the trails of dust. Alas, even the lesser of things cost. Too much, in my opinion, and in this case, the stolidity reaches an unsuspectedly high "bench mark". The frame-rate is a constant nuisance, fluctuating and taking serious drops whenever the accuracy imports the most. Even top of the line systems are at pains, if one tries, as it would be normal, to crank the details all the way up (ultra, in the current case). A single official assertion, presented in the newly launched patch's read-me, is worth a thousand other words: "Ultra graphic settings modified slightly to be usable with hardware of today". I rest my case! As a sound representation, DiRT does, at times, bizarre things, to say the least and to replace the "off-color" word. No, it's not the absence of Grist's voice that bothered me, but the lines worthy of the cheapest of B movies, tied in the beginning of each stage, randomly mixed, and galling through the untiring rehearsal of awkwardness. Other than that, there's nothing to indict. By changing the view, the sound modifies its values, with emphasis on different progressive effects, while the explanatory narration fell on the shoulders of Travis Pastrana (a renowned champion and gold medal winner in the X Games competitions). By admitting the staggering four-wheel battle on the console tracks, all this production effort seems to be justified. But that fails to comfort the earliest upholders of a franchise that, as far as I'm concerned, has started to walk on two lines from the moment the third installment has seen the publishing light. One thing is more certain that the rest. The Colin McRae Rally series is dead. Officially buried, and with all the proper bells and whistles involved.