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|    rec.games.video.sega    |    All Sega video game systems and software    |    13,461 messages    |
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|    Message 12,383 of 13,461    |
|    Scott H to All    |
|    Sega Rally Revo review    |
|    20 Oct 07 18:30:22    |
      From: weaponx013@yahoo.com               Barring Gamespot's "history" lesson on the Sega Rally series, the       reviewer makes it abundantly clear that he thinks down upon arcade style       gaming. Having only a "scant" number of tracks and cars, when compared       to modern racers with entirely different focuses, is not a deficiency       for Sega Rally Revo. Reviewers have said in the past that a good game       manages 10-30 seconds of "fun" and then manages to repeat it over and       over. Similarly, while Sega themselves lost their magic years ago, Sega       Racing Studio clearly understands what Sega racers are supposed to be.               Sega racers, like all Sega games before the PS2's days, were       always easy to pick up and play and rewarding to master. Perhaps more       significantly, Sega racers always gave the player a feeling of being on       the bleeding edge of losing control, and yet you could control it all.       This is true of the Outrun, Daytona and Sega Rally games. The fact that       multi-player was always a component of these games was not lost on Sega       Racing Studio.               In Sega Rally, the game gives this dialectic of chaos and control       by means of the powerslide mechanic, and the unique physics of how the       tires interact with the road. While a driving simulation would punish       the player for oversteering by spinning the car and stopping the action,       Sega Rally emphasizes flow and speed. Gamers with a bent toward Gran       Turismo, Forza, and Toca will have a knee-jerk reaction to this and       assume that the gameplay is "shallow." This sort of narrow mindedness       is what makes modern gameplay so limited. It is possible to spin your       car in Sega Rally, but the player really has to screw up for this to       happen.               The game does punish the player for hitting walls, but it does       everything it can to keep the action flowing without giving the player       an easy road. Only a head on collision with a track side object will       result in a full stop. Otherwise the car will careen off the object,       and the player will have to struggle to regain control and down shift       one to three gears to get back into the race. Aside from steering clear       of the walls, Sega Rally adds the dynamics of traction with various       types of surfaces. So, while the player is attempting to make a turn,       or speed up on the straightaways, dodging water puddles or staying on       asphalt is also part of the game. The challenge comes in from trying to       do all of this while avoiding the other (ghost) cars. While the other       cars are not AI by modern standards, they do present a challenge by       being both obstacles and progressively challenging times to beat.               Failing to understand this gameplay dynamic will result in the       assumption that the "fun" that Sega Rally Revo presents is limited to       how many tracks and cars are available. The dynamic of differing       controls between cars and memorizing different tracks is, at best, of       tertiary importance to a proper arcade racer. In fact, adding more       tracks and cars can be a detriment to a game like this. DVD generation       game players are already predisposed to think that added content equates       to more enjoyment. In a game like Sega Rally it can be quite the       opposite, as the player will have to break the flow of the action and       speed to learn each new track and car. In a game that presents such a       great effort to *not* break the flow or the speed, additional tracks and       cars are of limited importance.              --- SoupGate-Win32 v1.05        * Origin: you cannot sedate... all the things you hate (1:229/2)    |
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