Table of Contents Table of Contents
Previous Page  60 / 98 Next Page
Information
Show Menu
Previous Page 60 / 98 Next Page
Page Background

dirt

Where does

DiRT Rally

fit

into the DiRT

series?

PC:

In my opinion

it’s the latest and

greatest DiRT

game. It’s not

a spin off – it’s

just where we

have taken the

franchise based

on what our fans

had been asking

us for.

visit

stack.net.au

GAMES

FEATURE

60

jbhifi.com.au

APRIL

2016

GAMES

"W

e set out to make the most

authentic rally game ever

made and the result is

something that rally drivers are already

using as a training tool.”

Paul Coleman, chief games

designer at Codemasters, is talking

about the studio's latest racer,

DiRT

Rally.

Touted as a true sim, Coleman

describes the title as suitable for

“gamers that are up for a challenge”.

“The key thing is that these cars

are not hard to drive in real life and

they are not hard to drive in game; it’s

driving them fast down a narrow rally

stage that is the challenge.”

Almost 12 months ago,

Codemasters put

DiRT Rally

up on

the PC-only Early Access to garner

feedback from the race community.

Coleman says the response really

helped to shape the direction of the

game and identify important design

flaws.

“The PC sim community judged us

based on our claim that we were a

sim, and were very quick to point out

that the Force Feedback on steering

wheels was terrible. We invited a

particular guy into the studio based on

a YouTube video he put together and

he gave us some good pointers on

where to go with the game.

“We ended up completely rewriting

the system and incorporating a load of

additional features that the community

had asked for. I’ll be honest and say

that it made the game feel completely

new again. It was miles better than

what we had released with and we

have those community members to

thank for it.”

Coleman details how Codies

decided to completely overhaul the

physics engine to fit in with the

studio’s vision of what they wanted

the sim to be.

“We really went deep into our old

codebase and stripped out a lot of

areas that were just plain wrong and

rebuilt them. I guess we had gotten

away with it when we were making

our more arcade-handling games,

but they simply didn’t cut it when

we started to go down this more

authentic route.

“We actually started with how

we model the surfaces of the road;

specifically the density of them.

Once we had that feeling right we

rewrote the tyre model, the engine,

transmission and suspension. We did

a lot of work on the differentials, too.

We worked on pretty much every

component and improved it.”

As for customisation, the options

are available for players to tweak

performance. Or if you prefer to avoid

getting involved and would rather just

buckle up and race,

DiRT Rally

caters

for that too.

“We’ve made it as detailed as we

possibly could,” explains Coleman.

“Each car has settings related to the

way it is engineered and you can

tinker with plenty of stuff. We’ve

given the cars really decent default

set-ups and we tweak those based

on which location and surface you are

competing on. So if you don’t want to

get your hands dirty, you can just jump

in the cars and drive. But for those

looking to dial in a good set-up, there

are plenty of tuning options available

to them.”

And for gamers looking to take the

competitive streak online, there are

challenging options for that too.

“Our online championships net you

some pretty decent rewards that will

help you buy more cars and keep the

best engineers in your service crew,”

says Coleman. “However, for me it’s

all about bragging rights. Knowing that

you’ve finished an event in the top ten

per cent means a great deal to me and

a lot of our players out there, so I think

that is its biggest hook.”

Chief games designe Paul Coleman chats

with

STACK

about Codemaster's

DiRT Rally.

Dishing

the

d t

We've made it as detailed

as we possibly could.

DiRT Rally

is out

April 8