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The best racing game in the world? By WILLIAM BARKER 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.
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?).
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.
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.
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.
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.
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.
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.
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%
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