If
you're the type who likes to drive cars down narrow gravel roads at
dangerously high speeds, then the Colin McRae Rally series has probably
already gotten your attention. In this latest installment, Colin McRae
2005, the team from Codemasters has produced an excellent rally game,
nailing key aspects such as handling physics and stage-by-stage car
customization, and rounding out the package with attractive graphics, an
extensive selection of balanced, challenging courses and an online world
ranking system for Xbox Live.
That
online ranking system, however, shores up the otherwise tepid
competitive feel of the game. Players do have the opportunity to race
split screen against the translucent ghosts of up to three friends, and
there's also the option to race against your own best time in ghost
mode, but the inability to race against computer generated opponents
really reduced the replay value for me.
True
rally fans may have a quibble with that assessment.And I use the word "quibble" because it is a word that
only European speakers of English would use, and rally racing is really
a European sport. European racing is really about the car and its driver
versus the intricacies of the road, whereas American racing is really
about drinking beer and watching cars drive in a big circle until one
flips over and explodes. Apparently, hating Jeff Gordon plays some role
as well.
I'm
not taking sides here. I like watching cars blow up just as much as the
next guy, and while playing CMR 2005, the loneliness of the open road is
mediated by your co-driver—a British man who continues to narrate in
calm, scientific detail the upcoming twists and turns of the road as you
slam into trees and ditches.
Personally,
though, I find that the satisfaction of learning a track really well is
generally trumped by the thrill of the overtake. And even though there
are more than 30 unlockable cars to choose from, each with impressively
distinct handling, players never feel the satisfaction of knocking a
Peugeot off a cliff with their Citroen.
All
that said, the game does rally racing impeccably. In career mode—a
great new feature of this year's CMR—players begin by selecting a
nationality. I chose Ireland and drove like Micheal Martin fleeing a
County Mayo pub-owners convention. This approach proved ineffective,
though. The VW with which I began my career took a lot of noticeable
damage driving at full tilt through the woods. Smashed side doors,
dislocated transmissions and crushed bumpers manifest not only as
realistic graphic damage modeling, but also affect shifting, steering,
acceleration and aerodynamics. Most racing games do this to some extent,
or at least claim to, but in CMR 2005, damage to different parts of your
car affects driving in unique ways, all built on a sliding scale of
subtle to drastic.
Between
each stage, players enter the service area—a simple, comprehensive
interface that allows you to assess and repair damage sustained during
the most recent stage. True to rally racing form, your crew has limited
time to perform repairs, and will incur a time penalty
during
the next stage if that limit is exceeded. As a result, repairs must be
prioritized, which the interface makes easy with a simple menu listing
the extent of damage sustained by various parts, such as the
transmission, engine, cooling system or car body, alongside the time it
will require your crew to restore each part to full functionality. In
cases of extensive damage, players can opt to withdraw from the next
rally stage in order to spend more time on repairs.
In
the service area, players can also view basic information about the
driving conditions on the stage ahead, such as the type of road surface,
weather forecasts and stage maps.
Advertisement
Based
on those conditions, players can also have their crews customize their
car—again through a set of simple menus—tweaking gear ratios, brake
balance, suspension height, roll-bar and shock hardness, etc., etc.
Similar to the ultra-realistic damage system, these tweaks all have a
clear impact on how your car will perform based on road conditions. Set
your suspension low, and the car will be somewhat easier to control
around turns, but you'll also bottom out more often when going over
jumps, damaging components of your car's undercarriage. (In
"Championship Mode," where players have the opportunity to
compete as Colin McRae himself, I made this mistake, inflicting
extravagant damage on my gearbox. In the service area, McRae stared at
me sternly from a banner on the screen as if to say, "go back to
driving in a circle, Yank.")
I'll
admit, while the attention to detail is once again impressive, much of
this type of customization went beyond my limited understanding of both
the sport and cars in general. The interface does offer basic
explanations of how different types of changes will impact car
performance, but after a few unfortunate results like the one described
above, most of my own tweaking involved checking the road conditions,
selecting appropriate tires and keeping my fingers crossed.
The
game also offers tips on loading screens, and unlike the tips offered in
many games, these were actually pretty enlightening. Suggestions to use
the "hard steer" function in certain types of hairpin turns,
rather than the emergency brake actually worked. Another tip described
the "Scandinavian Flick" a technique that involved steering
briefly in the opposite direction of a turn before sharply steering the
other way. At the risk of sounding like a moron, I have to say I'd never
tried that before in a racing game, and it worked surprisingly well,
causing the back end of the car to whip around without braking and
losing momentum.
All
in all, Codemasters' obsessive attention to detail make CMR 2005 easily
one of the most realistic driving simulations on the market. For fans of
rally racing and closet gearheads, it plays like a dream, and the Xbox
Live world ranking system is certain to keep those types up nights
endlessly tweaking their rides in an attempt to clock the best time
possible on every virtual backroad of Europe. For more casual players,
the simple repair and customization interfaces serve up a crash course
in the intricacies of the sport, but many may find the inability to race
against computer generated opponents a drawback.