Colin McRae Rally 2
Hands
up anyone who hasn't played Colin McRae Rally. Thought so. I'd suggest that the
three of you brave enough to
own up pop down the shops and buy it on budget ASAP. As for everyone else,
tighten your harnesses and flip down your visor for a spin round the block in
the thrilling McSequel.
With over 1.25 million copies sold in Europe alone, CMR has enjoyed continuous
star billing in the multi-format gaming charts since its release in September
1998. Even today it only takes a couple of minutes behind the wheel to realise
the genius in Codemasters' first rally title. Never before has a game bamboozled
so many gullible punters (myself included) into thinking that maybe, just maybe
they might be World Rally Championship material.
Of course there had to be a follow up, and with PC processing power spiralling
upwards faster than a shed in the South-East, it was always going to be a good
one. Our sister print magazine PCGW paid a visit to Codemasters' HQ in leafy
Warwickshire for the first hands-on playtest.
On first acquaintance, it's the new sophisticated designer presentation that
grabs your attention. Gone are the old arcade-style selection screens, replaced
instead by all-new minimalist menus featuring a stylish "version 2.0"
logo. But Codemasters notes that CMR 2.0 is far more than simply CMR with knobs
on, as producer Guy Wilday explained.
"Huge
chunks of the code have been entirely re-written. Most of the 26-strong team who
worked on CMR have transferred across and we've now got 40 people working on the
new game. The underlying philosophy is to take the game to the next level."
Putting this into practice has involved research to identify which areas of the
original game needed overhauling. With most folk now familiar with the rally
game genre, the original game's Rally School feature was deemed
unnecessary. However, extensive research in the gaming community revealed that
what players craved most was a pukka Arcade mode.
This most significant addition features six cars racing simultaneously on a selection of eight unique tracks. Each looped circuit is unique to the Arcade mode and there will be one for each of the countries featured in the game (Finland, Greece, France, Sweden, Australia and the UK, plus newcomers Kenya and Italy). Variable surfaces changing from gravel to tarmac to mud in a single lap will help keep you focused, but the real challenge comes from your opponents. I took up the offer of a demo on the almost-complete PlayStation version and was soon mobbed by a pack of Subaru Imprezzas and bewinged Mitsubishi EVO VIs.
The new computer opposition draws on Neural Net AI technology
first developed for the TOCA series, and Codemasters' resident AI experts
actually 'teach' each virtual racer to drive from scratch. Each virtual racer
then goes on to develop its own individual strengths and weaknesses (not to
mention some psychopathic road rage tendencies). As well as trying their hardest
to punt you into touch, you'll find some drivers better suited to particular
surfaces and others making the odd mistake along the way.
Apres-pub gaming nirvana beckons in the shape of a split-screen mode, or
alternatively you'll be able to throw down the gauntlet further afield with
multiplayer options via LAN or internet. The two-player head-to-head mode
formerly known as the Race of Champions has also made the jump to CMR 2.0, but
in the light of the imminent Infogrames title, it will appear under a different
name.
To complement these extensive gameplay options, CMR 2.0's quota of cars has risen to a healthy 21. Public relation trips to many manufacturers - including Mitsubishi Motors in Rugby and Subaru outfit, Prodrive, down the road in Banbury - helped secure a stack of official licences (offsetting the noticeable dearth of authentic drivers within the game). The full spectrum of WRC spec supercars from Subaru, Mitsubishi, Toyota, Peugeot, Seat and, of course, Ford, will be included along with a sprinkling of potent Formula 2 machinery. As usual, several of Codemasters' trademark bonus cars will also be lurking somewhere within the code. Details of these are understandably sketchy, but successful campaigners can bank on getting to grips with a souped-up Mini, Lancia Delta Integrale and raucous Metro 6R4.
McRae's partnership with Ford provides a new star of the show in the shape of
the Ford Focus WRC. With Colin's help, Codemasters has forged strong links with
the automotive giant, gaining unprecedented access to the top-secret car in the
process. This has included telemetry data and even the loan of a car that was
tested at up to 120mph on a rolling road. With the aid of Ford mechanics,
Codemasters' intrepid sound engineers recorded the engine noise from every
conceivable angle as well as sampling the characteristic bark from the exhaust
during gear changes and on a trailing throttle.