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V8 SUPERCARS RACE DRIVER (PS2)
The best racing game in the world?
By WILLIAM BARKER
Is
Codemasters the king of driving simulators? Hard to say really, but it's
definitely in the top three - no doubt about that.
The latest project from the
British-based developer, V8 Supercar Race Driver, further cements its
position as a leading name in driving games, taking a slightly different
angle on the tried-and-tested racing genre.
But before we go any further,
let's straighten one thing out. Our readers from the UK are probably saying:
"That's funny, that game looks more like Toca Race Driver. What's
this V8 business, eh?"
Well, it is Toca. But because
the 'Blitz is based in Australia, our review copy is the Australian V8
Supercar version - but rest assured, they're all the same (we think...).
Tailored to each region, this game is known as DTM Race Driver in Germany,
Pro Race Driver in the US and so on.
Moving right along, Codemasters
decided that rather than just offering another run-of-the-mill driving
sim, which, having said that, wouldn't have been such a bad thing, Codies
decided to try something a little different.
And, for the most part, it
works a treat.
For me, this is
the game that GT4 should be. While you don't have as much input over the
choice of car you drive, the way the game progresses - while linear -
has to be the best innovation in racing games since Street Rod revolutionised
driving games more than a decade ago (it was produced in 1989).
After booting up the game,
you are treated to a rather interesting intro - at least for a racing
game. You watch a race, with the focus on one one Mr. McKane. He wins,
but just after the crossing the finish line, another driver rams his car.
The resulting prang ends in the death of Old Man McKane - who just happens
to be your old man...
The game starts with the player
taking over the alter-ego of Ryan "Butane" McKane, as I like
to call him. He's a young rookie driver out to prove a point, but it's
also nice to see the game doesn't take a cliched angle here.
Codemasters could have gone
for the: "I'm going to avenge my Father's death by taking a 12-guage
to the the bastard who killed him! After I win the world championships,
of course..."
Indeed, the above plot would
have been the easy way out, so in hindsight kudos to Codies for doing
it a little differently. I guess if you want to find out what happens,
and more importantly how it happens, you'll have to play the game. Sorry,
no spoilers here (spoilers, racing cars - geddit?).
After understanding
that the story is fairly integral to the progression of the game, the
menu interface and non-racing sections come as no surprise. The main menu
is young Ryan McKane's office, or racing HQ.
From here you can check up
on your progression in the three different racing classes, which become
unlocked by winning multiple championships, of which there are about a
dozen - comprisign the Aussie V8 Supercars, European Toca season, Italian
Alfa GTV league and so on.
Anyway, back to racing HQ,
and click on the filing cabinet for the game options or on the wall map
to check out your bonus one-off, one-lap, invite-only pro races. To get
a call up for these, you'll need to show that you're all that and a bag
of Doritos on the race track (Ed - we think he means you need to race
good).
Click on the door to go to
the drivers lounge and it's here that you can choose (up to) four player
multiplayer races, time trials, free races and check out the TV/VCR. Obviously
Codies was on a tight budget - you're no one these days without a trick
DVD player.
The last option, back in the
office, is the computer. Log on and you can check out the emails you've
received. Some are personal, others are offers from race teams wanting
you to race a season for them.
Initially, you'll
need to do a test for them, just to prove you can cut the mustard, but
later on in the game everyone will want a piece of you, so you can forget
the entrance exam.
As far as the V8 Supercar races
go, which I'm a huge fan of here in Australia, it's pretty cool to note
the Network Ten logos throughout the races (who it must be said do an
excellent job of broadcasting the races in Australia and overseas). For
those who don't know, V8 supercars are based on Ford and GM large rear-wheel
drive 620bhp sedans.
To that end, Codies has included
pretty much all the official sponsors, which is a nice touch, making the
races very authentic - and this goes for the DTM, Toca and all the other
champioships too. The attention to detail is magnificent.
Even the real drivers are in
there - at least with the V8s, though there is an ominous absence in the
form of two of the series best drivers: HRT's Jason Bright and Mark Skaife.
Coming back to the story, and
while not integral to the game, it does make it ultimately more fulfilling.
Just like the movie Days of Thunder, you'll stumble upon love,
come across great revelations about your father's death and, while this
may sound corny - actually, it is pretty corny - the whole B-grade feel
works tremendously well.
Don't ask me why
- maybe it's just that car racing movies have a very bodgy reputation,
so that whole bad acting thing comes across as fairly accurate.
As far as the actual physics/driving
engine goes, most won't be disappointed.
The way the cars bottom out
during dips and lose traction over crests is just terrific - the physics
engine is without equal. You'll also note the engine revs fluctuating
during these moments, which is highly realistic.
It's quite a world away from
the game engine in GT3, and for my liking it's actually better, or rather
more realistic at least. It takes longer to get used to, but proves to
be more rewarding at the end of the day.
Perhaps this has something
to do with the tracks as well, which crap all over the predominantly ficitonal
circuits found in Polyphony Digital's work.
Track design - or should that
be replication - is impeccable. I've personally raced on two of the tracks
in the Australian section (of which there are seven) - Philip Island and
Sandown, and although I was on two wheels, rather than four, it is safe
to say that they are more accurate than an Enron bean counter. It's also
nice to see plenty of Gum trees in there too. All up, there are perhaps
40 or so tracks - each one of them with a real-world counterpart - longevity
is well and truly taken care of.
Many Aussie gamers
will be stoked to hear that 'The Mountain' has made the cut too, that
being the great Mount Panorama racetrack, or Bathurst.
Anyway, the driving engine
is both highly realistic yet ultimately rewarding. It can get frustrating
at times - but hey, that's what realism does for you. I did find some
of the races getting a little too easy as my mastery of the game improved,
but even then it's too much fun to put down.
All the different cars feel
really solid, and the difference between them is great. For instance,
a Mini Cooper compared to a 780bhp Monte Carlo are worlds apart, yet each
feels just right. The game allows the cars to do plenty of crazy things
too - particularly accidents.
I reckon if you can't flip
a car in a racing game, then it's not a real racing game. For the record,
I managed three flips with a twist in a Lexus IS200 in the Toca league.
You should see me in real life - or maybe not...
The pitting animations are
really cool, but sadly you can only view these from the in-car view. The
mechanic will lift the hood if you've sustained engine/transmission damage,
while you can use the shoulder buttons to view the rest of the pit crew
changing tyres. Very nice.
The damage model
also goes above and beyond the call of duty. How's this: smash your car
really hard - we're talking 300+ km/h into a solid concrete wall (hey,
it's a reviewers duty!) and not only will the front bumper and hood fly
off, or at least crumple with a lesser hit - with the front windscreen
showering glass everywhere - you can even make out the engines in the
cars with the rear view camera option!
If you're good (or bad) enough,
you can smash both the front wheels off, exposing the disc brakes and
suspension setup. One time I even managed to shred the tyre off my VX
Commodore, leaving just the inner rim of the tyre.
The Australian V8 Supercars,
with their GM/Ford big block V8s look amazing when revealed, as do the
Lexus IS200's inline six-cylinder powerplants. Sure, you'll have to do
big-time damage to see them, but it's more than worth it. The attention
to detail is truly gobsmacking.
The replays are very nice,
though not quite up to the GT3 standard. That said, they do have a rather
groovy effect not seen in the Japanese game: motion blur. The camera will
focus on the cars, while the track, trees, and advertisements will be
acutely blurred. The end result makes for tremendously realistic replays.
Attention to detail on the
cars - while undamaged - is quite phenomenal. From the sponsors to the
exhuast outlets, the rear wings to the body kits - it's all so good you
can almost smell the hi octane fuel.
In general, the
graphical level in Race Driver is well above par, yet not quite up to
the GT3 standard - though it must be said that the smoke effects are spooge-worthy.
Still, the gameplay is easily leaps and bounds ahead of GT3, so it's a
compromise we're more than willing to put up with.
I would like to know from Mister
Codemaster, however, what happened to qualifying? Was it our review copy?
I think not.
This is a serious racing game
- very much a simulation. But where's the qualifying? It really got my
goat after a while because I would finish first or second in a race, only
to start the next race tenth on the grid, while the putz who came one
place behind me (always that Landers mofo'...) would always line up first
on the grid. A bit of parity, next time, if you wouldn't mind!
Sonically, even the perfectionists
will delight in the aural replication of the many motor cars on offer
here. The transmission whine in most of the cars, for instance, is fan-bloody-tastic,
increasing the feeling of being there tenfold.
The engine sounds, while still
not perfect, are easily the best yet in a videogame. Wheelspinning sounds
nice, while locking up the wheels results in a fairly generic screech.
Still, add all these elements together, along with your racing manager
encouraging you in-race, or reporting on spills and crashes ahead, makes
for a very engrossing racing experience.
My only gripe with
this fantastic game, really, is the qualifying issue, and it has to be
said that many of the folks around here were quite happy that it wasn't
included. Other than this, Race Driver is a complete and utter success,
with the racing on offer the most thrilling we've ever had the chance
to experience.
Longterm value is guarateed,
as although the story mode will only last so long, the actual racing aspect
is so damn good you won't really care if there's no more story left. Lap
after lap, this is as engaging a racer as you're likely to play.
With Colin McRae Rally 3.0
due out in late October and Race Driver currently outselling everything,
it's hard not applaud Codemasters. The game may not go down so well with
those who prefer a more arcadey driving/physics engine, but for our money,
there is no better racing game than this.
ORIGINALITY 85%
SOUND/GRAPHICS 85%
PLAYABILITY 90%
ADDICTION 95%
ENJOYMENT 95%
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