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wraggster
April 19th, 2007, 21:37
If SEGA Rally is anything to go by, it seems the battle lines in the next-gen war - as far as arcade racers are concerned - are being drawn in the mud. Following in MotorStorm's messy wake on PS3, this latest entry in SEGA's long-running series - and the first title from the company's brand new SEGA Racing Studio - seems determined to steal Sony's mud mantle.

Sitting down with SEGA for a first early at this latest iteration of the SEGA Rally franchise, it's clear the team behind it - consisting of race development veterans from Criterion, Codemasters, Rockstar North and Rare - are passionate about the series. For a start, unlike SEGA Rally 2006, which never saw light of day in the west, this next-gen version dumps any simulation pretensions in favour of returning to the franchise's shamelessly arcade roots.

Of course, with the might of PS3, Xbox 360 and PC behind this new game, it's the slickest entry in the series yet, promising impressive visuals, state-of-the-art physics and handling, as well as the core close competitive racing elements SEGA Rally's known for. Even at this stage, it looks like the development team is set to hit its lofty goals. Certainly, there's plenty of graphical bluster on display, with a wide variety of locations - ranging from frozen artic wastelands to blistering safari tracks - and the usual next-gen touches like self-shadowing and a rather nifty, appropriately-reactive two-tone paint job on the cars in evidence.

Sadly, it's too early to state with any certainty how the final product will look. The frame-rate was erratic, although it's set for a significant amount of tweaking, while water and particle effects are currently undergoing a complete overhaul. What's more, the build we saw lacked any form of damage modelling, although SEGA did mention it wouldn't affect car performance when implemented, to maintain the game's arcade sensibility. Of course, there's still plenty of development time to go and, even now, the game looks promising.

Showing off one of the game's jungle-based tracks, roadsides were packed with lush, detailed foliage, SEGA's trademark set-piece elements - like the towering waterfall looming against a rich backdrop of distant mountains - and plenty of persistent, interactive environmental objects. For example, clip one of the track-side huts and the porch will crumble, sending wood and debris scattering across the road - a nasty surprise for anyone following your tail.

Of course though, it's the mud effects that SEGA's keen to trumpet at this stage. Unlike some other racers, SEGA Rally's mud is more than a flash visual effect. As your tyres carve up the track your actions have an actual effect on the road surface. Bumps and grooves remain in place for the entire race, making for significantly variable conditions as your car's suspension and wheels react accordingly. As loose top soil is dislodged on the first lap you benefit from increased grip. However, as water slowly seeps from the ground to fill gouges in the dirt, you'll need to constantly analyse the road ahead and adjust your approach accordingly.

While it's difficult to assess just how much of an impact all this will have on the final game without going hands-on, it certainly promises to add a considerable amount of depth to your usual arcade racer fare. What's more, with around three tracks per environment, plus a variety of modes including practice, championship and - of course - online multiplayer, SEGA Rally is certainly heading in the right direction.

via ign (http://uk.ps3.ign.com/articles/781/781185p1.html)