You can practically hear the roar of engines as DiRT Rally 2.0 approaches release. We were huge fans of the incredibly challenging first game, so we're champing at the bit to get our tyres muddy with the next release in the series. Our interest was further piqued when, just recently, Codemasters announced an updated car list, as well as a slew of new features that will be appearing in the much anticipated sequel, from streamlined handling to track degradation.
We caught up with Ross Gowing, Chief Games Designer on DiRT Rally 2.0 at Codemasters, who gave us a rundown of just what we can expect from the new cars and features, while also offering some handy tips for beginners to the series.
For beginners to the game, what vehicle would you recommend to start with?
This is something we get asked a lot by new players, and our advice is always the same: start out in something from the modern R2 class, or a front-wheel-drive classic from the 1960s. These lower-powered vehicles will help you get to grips with how rally cars behave, and give you a chance to hone your weight transfer skills at sensible speeds.
Start out by driving within your own limits (don't just plant the throttle to the floor and hope for the best), learn to listen to your co-driver, and get plenty of clean stages under your belt before you start eyeing up the 4WD or RWD vehicles.
What are the vehicles you've found particularly satisfying or challenging?
In terms of satisfaction, the R5 class vehicles are always a pleasure to drive. You have so much grip and power to play with that you can find your way out of most surprises without too many problems. Challenge-wise, I can't look too much further than our rear-wheel-drive vehicles, or those from the Group B era. Holding the throttle in just the right place to get the back end sliding smoothly through a corner is the real challenge and satisfaction of our RWD vehicles, whereas with Group B, I find I'm often gripping the steering wheel far harder than I should be, as I try and wrestle my way through tight, tricky corner sequences in Argentina.
How would you describe the level of vehicle choice in the game?
We wanted to provide a really broad spread from all eras of rallying for our players to enjoy, and I'm confident that they'll find that's the case. Whether you grew up with rallying half a century ago, the 'Golden Era' Group B cars, or have only seen modern R2 and R5s in action, there's something for everyone.
There's plenty of iconic cars from across the years, but I can't resist a personal shout out to Colin McRae's 1995 Subaru Impreza here, or the classic Lancia Stratos. There's also a few surprises tucked away to enjoy.
What can you tell us about the new tracks from the 2018 FIA World Rallycross Championship?
We're really excited to bring Circuit de Barcelona-Catalunya, Mettet (Belgium), Silverstone (UK), and Trois-Rivières (Canada) to our players for the first time, and these will be joining Montalegre (Portugal), Hell (Norway), Holjes (Sweden) and Loheac (France) in our lineup.
Unique challenges to look out for are avoiding heavy contact at the first corner of Silverstone, making sure your gear ratios are tuned properly for the really long straight at Trois-Rivières, and avoiding driving back into the start line area at the end of the first lap at Mettet by mistake.
What can you tell us about the four different classes of rallycross?
At launch we'll have RX Super 1600s, RX Crosskarts, RX2, and RX Supercars in the game, which provide a really broad spread of power for players to get to grips with. Super 1600s are a great place to start. They're the best way to learn each circuit layout, and get used to the way rallycross cars behave when changing surface type.
Once you're comfortable with these, I'd recommend you move your way up to RX2, where you'll find the pace and excitement increases. RX Supercars will really test your skills at the top level. These cars do 0–1000kph in less than two seconds, and offer so much power that you really need to pay attention to your throttle feathering in corners. RX Crosskarts are in the game for players who never lose concentration and can keep a really lightweight chassis pointing in the right direction on corner exits at all times.
What will Rallycross Championship content add for rally fans?
Whilst the game holds 'Rally' in the title, we think that rallycross content provides a great balance, and complements the point-to-point side of the game perfectly. The skills and principals you'll learn in either discipline can be transferred to the other, and this gives us a real breadth of events for players to compete in.
Want to focus on rising to the top of the Career Ladder in rally? That's fine. Want to go door-to-door with other drivers, and prove you've mastered every circuit in the game? No problem. Want to combine both order to prove you're the best off-road and mixed surface driver in the world? Then this is the perfect game for you.
Tell us about the thinking behind the latest improvements to DiRT Rally 2.0
Whether it's the handling updates, the way the environments look, or the introduction of tyre choice, it's all done to more accurately represent the real-life challenges and conditions of off-road racing. We've also made a lot of improvements in areas the community had raised with us on the first DiRT Rally, and a content service plan is part of that. We're really looking forward to being able to support DiRT Rally 2.0 with lots more improvements in the weeks and months after it launches.
What can you tell us about the overhauled handling?
We can't give away too much of our secret sauce, but every aspect of the physics model has been looked at in close detail. We've made improvements on core areas, like differentials, tyre models and aerodynamics, and the way tyres interact with loose surfaces has been improved, too. It's a challenging, but hugely rewarding, experience. It's at its hardest when you've switched all assists off and use 'Hardcore Damage' mode. Then you’re in for a real challenge.
Any tips for getting to grips with the new handling?
I'd always recommend starting with either the R2 class vehicles, or something like the classic Mini. You want a FWD car that pulls you into corners, requires less balancing on the throttle, and where you can just focus on being fast and smooth. From there you can move onto the 4WDs, and when you think you're ready to get to grips with the livelier vehicles, you can make a start on trying to master the Group B and RWD cars.
How will track degradation play out, and what impact will it have on racers?
Track degradation adds a whole new layer to the experience. As with a real rally, the competitors who run before you will affect the surface, meaning that the road evolves throughout the course of a rally. If you run first, it might be a little slippier, as you have to clear all of the finer, loose debris from the top of the surface. Running fifth to 15th is optimal, as you have all that swept off for you, but after that the roads start to rut and become trickier to drive. If you're one of the last people to run, you'll have to change your style. To get through the stage safely you'll have to stick closely to the grooves and ruts that have already been carved ahead of you.
Any tips for better handling on degraded tracks?
If you're racing on a highly degraded track, it will help to soften your suspension to cope with all of the ruts and bumps. If you raise your car's ride height, too, it'll also give you better ground clearance.
Can you tell us any more about the new modes coming to the game?
Time Trial is a very exciting introduction to the game. It provides you a set of optimal conditions to go out there and do your best, so it's all about perfecting your run, and finding how and where to shave extra seconds off your time. You can drive against your own ghost (or a selected ghost from the leaderboard), too, so you’ll also have a visual benchmark for chasing a better time.
There's also Historic Championships and WRX Championship mode, which are great additions for people who want a more focused experience of the classic cars and rallycross content.
How have you changed your approach to creating the visuals?
We're back to bespoke environments, as we used in the original DiRT Rally, and since then we've refined the process and added more lots detail. While there's been a visual uplift across the board, things like foliage in our environments have had a lot of work done to. We've got a new pipeline, which has changed the way we create trees and bushes, so that's a particular area that will players will be able to see an immediate difference in fidelity. We still don't recommend driving into them though – that might slow you down a bit.
DiRT Rally 2.0 races onto PlayStation 4, Xbox One and PC on February 26.