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Review: Xpand Rally
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Page 3
Damage Modeling
Car damage seems to be a weaker aspect
of the game, You will suffer cracked or completely broken
windshields and the bonnet will occasionally fly off, but
even major crashes involving rolling the car and sending it
headlong into assured destruction at the bottom of the Grand
Canyon hardly leaves any dents in the bodywork.
Yes, you can even experience the free fall into the deep crevice.
In car the effect is great, but when you check the replay
afterwards it doesn't look quite as spectacular because the
bodywork is hardly damaged and the most worrying aspect is
that quite often you are respawned after a couple of seconds
and can continue on your merry way. In reality, the car ought
to be considerably damaged and undriveable after such a fall.
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Xpand Rally features yet another
innovation in the way it mimics and displays information regarding
the health of the driver. After a major crash the driver will
be experiencing anything from a mild dazed state to severe
trauma. It is even possible that the driver-injury sustained
will be so severe that it means retirement from the stage.
When recovering after a major
crash, it is difficult to tell if it is the damage is to the
car, if it has injured the driver, or if it's both factors
combined to make the car drive differently and make the control
of the car more difficult. Whether this is hot or not, I'll
let you decide. In a way it must be said that Techland have
done a great deal to bring new things to a racing title, but
I probably prefer car damage alone.
Physics
With all the good points to Xpand
Rally like well organized menus that work with the mouse,
good graphics, a very well laid out and exhaustive career
part that will keep you occupied for a very long time, easy
to use multiplayer, editors that most certainly will help
keep the game fresh as new tracks, stages and cars will be
added by modders, it would be absolutely brilliant if Xpand
had good physics as well to complete the list.
Sadly this is where the game stumbles
a bit. I have tried every possible combination of simulation-mode
and arcade-mode, using the slowest cars and the fastest cars,
driving with no add-on car parts and with all add-on car parts,
switching between 900 and 200 degrees of steering lock. I
used slow steering and ultra-fast steering, and although Xpand
Rally seems to be very generous in the numerous ways that
you can adjust saturation, linearity and dead-zone, I haven't
found a completely satisfactory setup.
I
find that the steering into turns is either too fast or too
slow, but always initially laggy and then very twitchy.
I have for now settled for a 270 degree steering lock with
almost full saturation and a medium-fast steering setup for
the cars. This lets me broadslide in most turns, minimizing
the dead-zone I feel in the game-engine. And this is after
having assured myself that my controller is calibrated for
0% deadzone, that the in-game deadzone is set to 0% and that
the steering is set to linear.
This leads me to the conclusion that there is a problem in
the controller code and not a setup problem or a related problem
which cars / add-on parts I select. Part of the problem here
is perhaps the utter lack of sound from skidding on gravel
as there are no audio clues as to what the car is doing except
for the engine noise, and that is not enough. Having said
that, the Mini Cooper ah, excuse me the Tiny
Hooper was quite fun to chuck around.
The
different cars do have their individual characteristics and
this is a very good thing, but the acid test to determine
if we should categorize XR as a "simulation" is about to begin.
A simulation lets us do maneuvers in the simulation that work
in real life, and it should produce the same results.
In Xpand Rally, it is not a good idea
to lift off the throttle before a turn, because that will
result in the car being completely impossible to turn, even
at low speeds. This means you cannot shift the weight of the
car forward for throttle lift assisted turn-in's. And there
is no setup options that will let you adjust things such as
the differential to give you power-off oversteer.
Negotiating hairpins I found that
the handbrake is practically useless as it is impossible to
swing the rear-end of the car by pulling the handbrake. And
due to the general twitchyness, I can't do Scandinavian Flicks
in XR.
When applying the foot-brake, momentum for the slower cars
is quickly lost, so you slow down almost to a stop and then
you have to mash the throttle in order to persuade the car
to turn round.
When entering faster corners, I found
that the best way to do so is to keep the throttle floored,
tap the brake and yank the steering wheel in the desired direction.
The nose will turn in and you can keep up momentum. That way
you can broadslide. But if you overdo it, you'll get huge
slides and even counterslides if you overcorrect for the first
slide.
While this is entirely correct behavior,
I get the old "one-point pivot" sensation doing these stunts.
Add to that the controller issues I've addressed, and the
general level of satisfaction I get from driving XR is not
terribly high.
In the above sections I've concentrated on the physics as
they act when on gravel. What about tarmac?
Using
the tarmac test stage I was a bit disappointed again. In my
opinion the cars feel like they float and once again I find
I can't use driving techniques I have learned in GPL, NASCAR
Racing 2003 season or Richard Burns Rally, like cutting the
corners and carrying more speed through them. In
XR, cutting the corner... just cuts the corner.
One thing
I noticed is that the speeds with which you can enter the
corners on tarmac are way too high, probably due to large
amounts of grip.
A very
nice thing that I want to commend Techland for is for not
putting in any gizmo's to artificially enhance the speed-sensation.
One other
producer of rally games (who shall remain nameless) quite
happily announced that they had "overclocked" their game engine
by one third in order to "up" the speed sensation. As I tried
their demo I was horrified. But that is another story and
we had better get back to Xpand Rally.
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