Sega Rally Revo - hands on

Between plays, we were taken on a tour around the studio and shown several aspects of the game’s development, including a wireframe display of the track. The sheer number of polygons making up the track’s surface is startling. We’re talking millions of 6.5cm (of in-game space) triangles, which react to every tire on every car and then affect the physics of each consequent wheel touch. One day, every game with mud in it will feature this technology. Right now, it’s putting Motorstorm ’s cosmetic-only deformation to shame.

However, even though we love Sega Rally and we’re relieved the new game feels like a logical evolution of the series, the current build does have some problems. The PS3 version’s frame-rate is choppy (although we were playing it online) and the Xbox 360 version, while easier on the eye, has some tearing at the top of the screen. While we didn’t get to play the PC version, we did see the game running on PC dev kits and it looked very solid, with neither of the console versions’ problems.

Justin Towell

Justin was a GamesRadar staffer for 10 years but is now a freelancer, musician and videographer. He's big on retro, Sega and racing games (especially retro Sega racing games) and currently also writes for Play Magazine, Traxion.gg, PC Gamer and TopTenReviews, as well as running his own YouTube channel. Having learned to love all platforms equally after Sega left the hardware industry (sniff), his favourite games include Christmas NiGHTS into Dreams, Zelda BotW, Sea of Thieves, Sega Rally Championship and Treasure Island Dizzy.