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Forums-> Games forum-> E3: Sega Rally Revo:
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PlumbDrumb
Still drinking PlumbDrumb - Still drinking
Since 1531 Days

2006-05-02 19:45:41 Sega Rally Revo

Discuss Sega Rally Revo here

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You say we're getting there? Oh, fine.
Any minute now...

hasanahmad
hasanahmad
Since 1553 Days

2006-05-14 11:37:27

here are GAMEPLAY hands on from Gamespot

Reports from E3 say it was running on an Xbox 360

During the guided demo, we watched as the producer controlled a gorgeous-looking, electric-blue Subaru WRX rally car. Instead of tackling the demo course, the producer started out simply driving around in circles a few times to demonstrate the interactive ground surfaces that will be possible through the computational power of the PlayStation 3 and Xbox 360. After a few laps, the grooves in the road turned into massive ruts, which the producer told us would play a major part in Sega Rally's gameplay. Because Sega Rally tracks are looped circuits, as cars complete laps on the course, these grooves and ruts will be dug into the earth. By the end of the race, a fairly clear picture of the ideal racing line will be illustrated by these grooves, and you will be able to use these ruts to gain extra grip.

With the Sega Rally series being essentially a pick-up-and-play arcade racing game, the producer said the game will focus less on repairing and tweaking your car and more on simply driving fast at all times. That said, there will be different car setups to choose from: tarmac, gravel, and mud. Each will have their own strengths and weaknesses on different surface types; the low ride height and slick tires of the tarmac setup will be ideal for paved roads but not so good on dusty or muddy trails, while the beefy, grooved tires; loose suspension; and high ride height of the mud setup will be great on the bumps, but weak on tarmac. Obviously the dusty setup will be the middle road, relatively strong on both surfaces. As the producer told us, no course in the game will be completely comprised of one surface; instead all will be a mix of tarmac, mud, gravel, and even snow and ice, and you'll need to choose the ideal setup that will suit not only the track conditions but also your driving style.

Graphically, Sega Rally is coming along quite well. The car models were bright, solid, and impressively animated--the individual suspension movement of each wheel as the car made its way over the deep grooves in the mud was particularly cool. We also liked the particle effects--thick chunks of mud spit up by the tires, along with huge clouds of dust. The course itself was a dusty, muddy roadway that snaked through rocky canyons, sped past some seaside huts, and curved around a placid lakeside retreat (which showed off the game's impressive water effects). As a special bonus, the producer stopped the presentation and moved the camera over the lake and to a dock, where a lone figure sat on the dock--the Sega mascot Sonic.

With multiplayer support for up to eight players online and loads of real-life rally cars from the likes of Subaru and Peugeot, Sega Rally looks to be well on its way to bringing its arcade rally racing series into the next generation. The game is due for release in early 2007 on the PS3, Xbox 360, and PC, and we'll be bringing you much more on the game in the coming months.

http://www.gamespot.com/e3/e3story.html?sid=615114...







Here is IGN's take:

We watched as the producer circled around the same patch of dirt over and over again. As he did, the heavy rally tires dug various grooves into the ground. By switching cars, from a light to a heavy one, the grooves dug were deeper and more profound. The earth didn't regenerate or reform, it stayed the same. When the car was slowly rolled over it, the shocks perfectly reacted to each groove with great precision. Imagine now that the course you're going to play on has multiple cars racing across the same surface multiple times, creating distinctly different terrain obstacles each lap. Not just your car, either, the AI cars, too.

Sega's target framerate is 60 FPS and it will run in 720p -- they're still considering 1080i, but the final specs are yet to be determined.

http://xbox360.ign.com/articles/708/708072p1.html

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360 = 299 + 100 HDDVD = 399 | Wii = 199
Wii60 = 399 + 199 = 600$

Slabs
Slabs
Since 1567 Days

2006-05-14 13:42:07

Wow, even more impressive considering Motorstorm was revealed to only be using parallax mapping instead of actual deformation!

Jollipop
Jollipop
Since 1420 Days

2006-05-14 19:53:21

Urgh i hope dev's don't start targetting 1080i ..I'm happy with 720p

Acert93
Mr. Bad Cop Since 1508 Days

2006-05-15 00:19:59 In reply to Slabs (2006-05-14 13:42:07)

Posted by Slabs
Wow, even more impressive considering Motorstorm was revealed to only be using parallax mapping instead of actual deformation!
Where did you hear this? I had read during GDC they were using realtime geometry deformation. Parallax Occlusions Mapping, while a nice technique (nothing wrong with it), is not the same. This may explain why the wheels kind of float/skim/sink inh the surface. Kind of like clipping, but intended to be "mud".
Posted by Jollipop
Urgh i hope dev's don't start targetting 1080i ..I'm happy with 720p
1080i means 30fps :( Even then I still prefer progressive scan at 30fps. Interlacing screws with my eyes.

Jollipop
Jollipop
Since 1420 Days

2006-05-15 00:24:07

Posted by Acert93
1080i means 30fps :( Even then I still prefer progressive scan at 30fps. Interlacing screws with my eyes.
Exactly :P

Ajsomfan
Ajsomfan
Since 1351 Days

2006-05-15 00:35:43

Acert: Just watch the Motostorm vids, you can clearly see that there aint no deformation going on there...

hasanahmad
hasanahmad
Since 1553 Days

2006-05-15 01:13:19 In reply to Acert93 (2006-05-15 00:19:59)

Posted by Acert93
Where did you hear this? I had read during GDC they were using realtime geometry deformation. Parallax Occlusions Mapping, while a nice technique (nothing wrong with it), is not the same. This may explain why the wheels kind of float/skim/sink inh the surface. Kind of like clipping, but intended to be "mud".
a guy who was at E3 at Neogaf, infact 4 of them said its just parallax mapping

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360 = 299 + 100 HDDVD = 399 | Wii = 199
Wii60 = 399 + 199 = 600$

Slabs
Slabs
Since 1567 Days

2006-05-15 01:23:53

Yup, trustworthy guys aswell with no agenda but gaming.

Jasper
Jasper
Since 1472 Days
hasanahmad
hasanahmad
Since 1553 Days

2006-05-15 01:41:33 In reply to Slabs (2006-05-15 01:23:53)

Posted by Slabs
Yup, trustworthy guys aswell with no agenda but gaming.
look at jasper's post

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360 = 299 + 100 HDDVD = 399 | Wii = 199
Wii60 = 399 + 199 = 600$

Acert93
Mr. Bad Cop Since 1508 Days

2006-05-15 01:42:01

Interesting how things can change in a matter of months. This not a "bad" thing, but it is more of a "hack". Not that graphics in general are not hacks (they are), but seeing as the game kind of focuses on mud you would think it would be calculated to the fullest detail. I really liked the parts in the CGI where there was a ton of sand/dust; it looks like Sega Rally -- one of my all time favorite racers -- will have that. I cannot wait!

Slabs
Slabs
Since 1567 Days

2006-05-15 16:10:06 In reply to hasanahmad (2006-05-15 01:41:33)

Posted by hasanahmad
look at jasper's post
I've seen them already, TekunoRobby is a good guy. I wasn't being sarcastic.

roxwell
PuS3Y roxwell - PuS3Y
Since 1486 Days

2006-05-15 16:37:34

Just read this article an I hope they are not going to fiddle with the way its plays too much!?
The beauty of Sega racing games was always..pure, instintive controls.
Please keep t that way.

http://www.eurogamer.net/article.php?article_id=64...

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Don't touch that Squirrels nuts!

anm8rjp
anm8rjp
Since 2234 Days

2006-05-19 16:37:47

Here is a link to some screenshots...

http://www.gfdata.de/archiv05-2006-gamefront/01685...

Looks very good. Motorstorm good (E3 2006) yes (E3 2005) No way, even Motorstorm doesn't look as good as it did a year ago. :)

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