12DOVE Verdict
Pros
- +
Gorgeous graphics
- +
Sheer variety of modes
- +
Excellent damage model
Cons
- -
Multiplayer is notably lacking
- -
Chugs on higher end rigs
- -
Announcing is irritating
Why you can trust 12DOVE
Simply put, Dirt is visually luxurious. This debut for Codemasters’ in-house Neon Engine (also being used for next year’s Race Driver One) is an impressive showcase for the obvious power behind the technology, making rival racing titles such asForza Motorsport 2look about as appealing as a tapeworm sandwich in comparison. So stunning are the locations, you’ll feel your neck redden under the heat of the desolate dustball tracks, and you’ll practically feel the moisture rising up through your socks as you zip around a waterlogged recreation of the forestry of Japan.
The benefits are certainly more than just cosmetic, mind you; weak side-barriers that would previously not be moved now crumple under impact, and if you’re so inclined you can break your way through them. And better news is that they’ve managed to sort out those framerate issues we detected in early preview versions - the action purrs along as though powered by pure silk, meaning there’s only one possible way it can all end - by us breaking out the full stops and declaring Dirt the best looking racing game ever.
And it plays a mean game of, er, rally as well, although the biggest fans of the previous McRae offerings might be the last to appreciate it. See, the word “rally” hasn’t been omitted from the title by accident - Dirt instead fancies itself as the roughhouse version of TOCA. Rallycross, hill climbs, buggy racing - if there’s a chance it’ll splash mud in your face, there’s every chance it’s featured in Dirt. So, does this expansion into other areas of racing dilute the core rallying experience of previous games? Well, in a way, we’re afraid it does.
While the general level of track design is a step above the disappointing McRae ’05, there’s still an inescapable feeling that the handling has been dumbed down to give newcomers the ability to drive more than 400km without their front wheels falling off. Judging this from a neutral perspective (i.e, from the POV of those that don’t live and breathe mud), this is unequivocally a positive move for the series, but Colin McRae: Dirt ’s new-found thirst for mainstream acceptance may leave long-term fans feeling like their well has run dry.
The benefits are certainly more than just cosmetic, mind you; weak side-barriers that would previously not be moved now crumple under impact, and if you’re so inclined you can break your way through them. And better news is that they’ve managed to sort out those framerate issues we detected in early preview versions - the action purrs along as though powered by pure silk, meaning there’s only one possible way it can all end - by us breaking out the full stops and declaring Dirt the best looking racing game ever.
And it plays a mean game of, er, rally as well, although the biggest fans of the previous McRae offerings might be the last to appreciate it. See, the word “rally” hasn’t been omitted from the title by accident - Dirt instead fancies itself as the roughhouse version of TOCA. Rallycross, hill climbs, buggy racing - if there’s a chance it’ll splash mud in your face, there’s every chance it’s featured in Dirt. So, does this expansion into other areas of racing dilute the core rallying experience of previous games? Well, in a way, we’re afraid it does.
While the general level of track design is a step above the disappointing McRae ’05, there’s still an inescapable feeling that the handling has been dumbed down to give newcomers the ability to drive more than 400km without their front wheels falling off. Judging this from a neutral perspective (i.e, from the POV of those that don’t live and breathe mud), this is unequivocally a positive move for the series, but Colin McRae: Dirt ’s new-found thirst for mainstream acceptance may leave long-term fans feeling like their well has run dry.
Simply put, Dirt is visually luxurious. This debut for Codemasters’ in-house Neon Engine (also being used for next year’s Race Driver One) is an impressive showcase for the obvious power behind the technology, making rival racing titles such asForza Motorsport 2look about as appealing as a tapeworm sandwich in comparison. So stunning are the locations, you’ll feel your neck redden under the heat of the desolate dustball tracks, and you’ll practically feel the moisture rising up through your socks as you zip around a waterlogged recreation of the forestry of Japan.
The benefits are certainly more than just cosmetic, mind you; weak side-barriers that would previously not be moved now crumple under impact, and if you’re so inclined you can break your way through them. And better news is that they’ve managed to sort out those framerate issues we detected in early preview versions - the action purrs along as though powered by pure silk, meaning there’s only one possible way it can all end - by us breaking out the full stops and declaring Dirt the best looking racing game ever.
And it plays a mean game of, er, rally as well, although the biggest fans of the previous McRae offerings might be the last to appreciate it. See, the word “rally” hasn’t been omitted from the title by accident - Dirt instead fancies itself as the roughhouse version of TOCA. Rallycross, hill climbs, buggy racing - if there’s a chance it’ll splash mud in your face, there’s every chance it’s featured in Dirt. So, does this expansion into other areas of racing dilute the core rallying experience of previous games? Well, in a way, we’re afraid it does.
While the general level of track design is a step above the disappointing McRae ’05, there’s still an inescapable feeling that the handling has been dumbed down to give newcomers the ability to drive more than 400km without their front wheels falling off. Judging this from a neutral perspective (i.e, from the POV of those that don’t live and breathe mud), this is unequivocally a positive move for the series, but Colin McRae: Dirt ’s new-found thirst for mainstream acceptance may leave long-term fans feeling like their well has run dry.
The benefits are certainly more than just cosmetic, mind you; weak side-barriers that would previously not be moved now crumple under impact, and if you’re so inclined you can break your way through them. And better news is that they’ve managed to sort out those framerate issues we detected in early preview versions - the action purrs along as though powered by pure silk, meaning there’s only one possible way it can all end - by us breaking out the full stops and declaring Dirt the best looking racing game ever.
And it plays a mean game of, er, rally as well, although the biggest fans of the previous McRae offerings might be the last to appreciate it. See, the word “rally” hasn’t been omitted from the title by accident - Dirt instead fancies itself as the roughhouse version of TOCA. Rallycross, hill climbs, buggy racing - if there’s a chance it’ll splash mud in your face, there’s every chance it’s featured in Dirt. So, does this expansion into other areas of racing dilute the core rallying experience of previous games? Well, in a way, we’re afraid it does.
While the general level of track design is a step above the disappointing McRae ’05, there’s still an inescapable feeling that the handling has been dumbed down to give newcomers the ability to drive more than 400km without their front wheels falling off. Judging this from a neutral perspective (i.e, from the POV of those that don’t live and breathe mud), this is unequivocally a positive move for the series, but Colin McRae: Dirt ’s new-found thirst for mainstream acceptance may leave long-term fans feeling like their well has run dry.
More info
Genre | Racing |
Description | Muddy rally racer tools through rural environments, frequently leaving the pavement behind to fishtail to victory. |
Platform | "Xbox 360","PS3","PC" |
US censor rating | "Rating Pending","Rating Pending","Rating Pending" |
UK censor rating | "","","" |
Release date | 1 January 1970 (US), 1 January 1970 (UK) |
I'm 100% sure that Arcane season 2 has introduced the next League of Legends champion, and I can't wait for them
What happened to Jinx at the end of Arcane? A tiny animation detail and a massive throwback could explain Powder's fate
The Final Fantasy 7 Remake team's 10 years working together puts it "in a really great position to move forward and do something even greater" once the trilogy wraps