EA Sports WRC Gameplay First Impressions


The next WRC title is just a few weeks from release and we got to give it a go this week. Here are our first impressions of EA Sports WRC.

Image credit: EA Sports

The end of 2023 may well be in sight, now halfway through October. However, there are still some major titles scheduled for release in the next few weeks and months. One of the largest is surely EA Sports WRC.

This brand new rally game by Codemasters and EA Sports is releasing on 3 November. But luckily for us, we got the chance to try out a preview build of the game this week. Having spent several hours chucking numerous rally cars through harsh stages, here are our first impressions of EA Sports WRC.

Such a big game, there is plenty to discuss. So let’s go through the key points of this EA Sports WRC gameplay experience.

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We tried out a preview version of EA Sports WRC. Image credit: EA Sports

Tarmac Handling in EA Sports WRC​

One major talking point surrounding the upcoming rally game is the tarmac physics. In its predecessor Dirt Rally 2.0, players were left wanting more from the vague, soft and floaty feeling on tarmac stages.

Upon the announcement of the new game, EA Sports was keen to point out that, whilst this new WRC game will use physics from DiRT Rally 2.0, they will be reworked, particularly the feeling on tarmac. Obviously, the entire community has spent the past month or so on the edge of its seat wondering just how big of a step this will be.

It seems the difference is night and day. Driving several different cars on a number of tarmac stages, one realises that the cars appear to be much more responsive. DiRT Rally 2.0 featured handling in which cars appeared to never dig into the road, leaving the front pushing on and the rear coming round. But in EA Sports WRC, there is a greater feeling of grip in the wheel. As a result, one truly feels when the front axle begins to lose said grip in a satisfying way.

Indeed, the front-rear balance is far more neutral allowing one to drive more naturally.


However, this does not mean one can smash through tarmac stages without lifting. Pushing the car too much will easily send the rear round, or cause understeer. In addition, weight transition in direction changes truly impacts how one must approach corners. Balancing the brake and throttle is a fun technique to master on winding mountainous roads of Monaco.

One must point out that some cars still experienced the DiRT Rally 2.0 float of old at times. We noted this best in content that previously featured in the old game, such as the Lancia 037 Group B car. It is important to remember that this was a preview version of the game, however, and that the fix may well be a last-minute adjustment.

DR2.0+ Physics​

“So, how does the game feel on surfaces other than tarmac?”, you may ask. As aforementioned, this game was designed upon the DiRT Rally 2.0 physics engine. In fact, first impressions of EA Sports WRC truly reflect this. On loose surfaces, one quickly feels the same ease of rotation and satisfying counter steer mechanics of the old title.

Somehow, the whole thing does feel smoother and softer however. Even in the large ruts of Safari Rally Kenya, one can place the car with relative ease. This is something that might not have been as easy in the more rigid DiRT Rally 2.0. One may remember the Greek stages in the old game which often left players struggling for front grip as the suspension struggled to cope with the dusty bumps. That is no longer the case in EA Sports WRC.

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EA Sports WRC feels great on gravel and tarmac! Image credit: EA Sports

Overall, the game feels very natural to drive. Very quickly from jumping in the game, one understands how each input will affect the car. This means that one no longer has to really think about the inputs they are doing, instead being able to fully focus on the stage and pace notes.

EA Sports WRC: Forgiving?​

This softer handling model does mean that the tyres seem to grip loose surfaces better than DR2.0. In fact, one may imagine that the tyres sink in further to the gravel or snow than previous rally games. As a result, there is a good amount of grip, especially on the brakes.

When slowing down, it is difficult to snag a brake and lock up. Even when missing markers and slamming on the brakes in desperation, getting back to the perfect line is far from impossible. Overall, it is certainly easy to make mistakes, but the game feels somewhat forgiving allowing players to not lose too much time from minor incidents. That being said, miss a turn-in point on a fast road and the only way you will head is into a tree.

The forgiveness of the game also translates to its damage model. Die-hard rally fans will be familiar with Richard Burns Rally and the great challenge simply finishing a stage can be. In fact, hitting a rock or landing in a bad way can easily damage suspension and engine parts. But the first impressions of the EA Sports WRC damage model lack that challenge.

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Safari Rally Kenya has lots to hit. But will the game penalise you for crashing? Image credit: EA Sports

Even if one sets the game to Hardcore Damage, hitting a tree or barrier at full pelt will not force a retirement. The car will certainly make some interesting sounds and the engine will lack power. But one can drive away from most major accidents.

This low barrier of entry is certainly something that will attract more fans and reduce the frustration of never finishing a stage. However, rallying anoraks may well be in search of a more stressful reliability-centric experience.

EA WRC Stage Design​

One element of DiRT Rally 2.0 that seemed to lack in comparison to the Kylotonn Games WRC series of old was the stage design. KT managed to capture a living, breathing environment with stages that felt a part of a larger world. But the various locations in Dirt Rally 2.0 felt as though they had been crafted specifically for the stages. The was no sense of realism to the surrounding areas.

That seems to have disappeared with the all-new EA Sports WRC stages. First impressions of the routes truly feel like they are everyday roads and tracks that have been set up as rally stages on the WRC calendar.

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Stages feel like a journey in EA Sports WRC. Image credit: EA Sports

Furthermore, the road-side decorations make each route feel like a true WRC event. Sponsor boards are just the beginning. Some sections of road may feel quiet with little to see beside the road. But approach a fan area, much like real WRC events, and you will feel the atmosphere. The whole thing feels alive as you are flying past.

Not only does each rally location take on a persona of its own in EA Sports WRC, the stage routes seem very well crafted. With surrounding scenery changing from high peaks to open plains whilst going through villages, one gets a sense of travelling. In fact, going from start to finish of a stage provides a feeling that the player has actually gone somewhere for a purpose. This is far better than DiRT Rally 2.0 where stages featured near-identical scenery and surrounding no matter where one was in a stage.

As the recently unveiled stage list confirms, each rally in EA Sports WRC is made up of a single near-30km route, broken up into several shorter stages. This provides around a dozen stages for each rally location. Of course, this will disappoint those looking for a unique stage each time they load up the game. But with over 600km of unique road to learn, it will be a while before you learn each stage perfectly.

User Interface Step Back​

Speaking of the game feeling alive, EA and Codemasters have taken a leaf out of the F1 game series book with EA Sports WRC. In F1 23 for example, one often hears the likes of Crofty and Ant Davidson providing introductions to rounds and overviews of results. The same happens in EA Sports WRC as Molly Pettit provides insight into upcoming stages, from conditions to elements to be wary of.


Whilst a minor detail, the addition of voices and features one might see on the official WRC broadcast is a nice touch for immersion.

Whilst EA is keen to point out that the game is still in development at the time of the preview, first impressions of the EA Sports WRC menu system are lacking. Clearly, the developers are pushing to better integrate controller functionality with the game’s release to next gen consoles. However, PC players may find the menu system difficult to navigate with a mouse and keyboard. Hopefully, the system becomes more streamlined for release.

Lacking Classic Gameplay?​

Very soon after the game’s announcement, EA and Codemasters unveiled the full EA Sports WRC car list. One of the main takeaways from the reveal was the vast array of classic car content spanning the history of rally.

Indeed, the list covers all the bases, from current historic classes H1, H2 and H3 all the way to fire-breathing Group B racers. But lesser known cars also feature in the game. The Super 1600 category and Kit Cars will be popular among rally fans. The legendary Group B monsters are sure to attract the masses. In fact, the modern WRC, WRC2 and WRC Junior cars seemingly form a small portion of the total EA Sports WRC content selection.


It is no doubt impressive to see the wide-ranging number of cars. However, one does feel let down by these legends’ lack of use in the EA Sports WRC gameplay experience.

In the game’s current form, one can only set up an official championship using the modern rally cars. It is possible to setup one’s own championships, but EA does not provide any classic series for you. Furthermore, the career seemingly only features classic content in select historic events.

The Moments mode akin to F1 Replay in F1 23 will frequently renew itself with various special events, many of which will surely use the classic content. However, that does not feel like enough in a title with so many cars from the past.

In DiRT Rally 2.0, a full progression system saw players compete in increasingly newer cars. Starting with the H1 class, the Historic Championship mode progressed through the ranks to finish with modern racers. Something similar to this would have been a nice touch in EA Sports WRC. However, holding the official WRC licence surely creates some restrictions in this area.


EA Sports WRC Gameplay Video​

Initial impressions of any game are subjective to each person. Therefore, it is important to form one’s own decision one the title. But overall, it seems the key contentious points surrounding EA Sports WRC have been addressed.

To help you decide if this upcoming rally game is for you, our very own Michel Wolk will be live streaming the game tonight, 12 October from 19:30 CEST. You can find the live stream on the Overtake.GG Twitch channel. In the meantime, make sure to check out Michel’s first impressions of EA Sports WRC. You can find his YouTube video at the top of this article.

How excited are you to get your hands on EA Sports WRC gameplay? Tell us on Twitter at @OverTake_gg or in the comments down below!
About author
Angus Martin
Motorsport gets my blood pumping more than anything else. Be it physical or virtual, I'm down to bang doors.

Comments

All racing games/simulators cheat, in one way or another. You can find flaws in every single title out there. The trick is to reach a compromise that is as physically accurate as possible, because that is what our brain expects based on our knowledge of the real world, yet still playable on a regular computer as a fun experience.
I think it is the result of an obsolete way to make these games. I always mention BeamNG, which reversed the logic : it is not racing simulation, it is car simulation and I really think that's the way other developpers should go. Each physical part of the car is simulated and reacts to what the car is doing and the environment. The model is not trying to input values to get something believable, it is a real physical car reacting to physical and aerodynamic events. Once this virtual physical car model is right, environments (track surfaces, wind...) and tire models are the only parameters that count, which is a whole different approach than trying to emulate a car behaviour with magic figures which can break something and require another magic figure to compensate. That's how we get something believable but flawed in some areas. The typical example in road racing, less in rally games as it is required, is when the car get its 4 wheels in the air, there is often no more physics, the car flips as it had no weight. This simple example won't happen in BeamNG, the car, whatever the model behaves as it should.

All the technologies are there, BeamNG is really a revolutionary title thanks to a new approach of how the simulation should be conceived, by firstly simulating a car, physcally. And, when you think about it, it seems so ridiculously obvious you wonder why it hasn't been done before. I must admit RBR is the only game which gave me the same feeling, having a physical car, with physical wheels and tires, in my hands.

Experienced sim racing developpers have been showing how impossible it is for them to develop fully satisfying modern titles, making more compromises than ever. If they don't change their mindset, there is no reason for that situation to change. It is well known that insanity is when you always do the same thing expecting another result...

Waiting for them to change or for new developers with new ideas, I agree with you, let's enjoy the compromise, it is better than nothing.
 
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Many of the commercial "reviews" are actually just ads. Like Kalle Rovanpera's review. He probably gets paid to promote the game. Or it's a part of his contract, whatever...

Just like when the new Disney Star Wars came to the theaters it got superb reviews. Like 100 out of 100.

When I went to see it, it was just laughable. The plot was almost 1:1 copy from the original movie and the young lady became full trained Jedi in 30 minutes. At least it took Luke one and a half movie to achieve that. :D

Or when the new FIFA comes out. Reviews say how "extremely realistic" it is. When you play two 15-minute halfs against the AI you get about 1 free kick and 1 foul. In real football game you have 30-45 fouls per game. Realistic? My ass. They just don't want to put fouls there because it'd take away from the enjoyable goalfest flow. They don't even bother to make a slider for "referee strictness". Most FIFA buyers don't care and that's fine. They sell millions. But don't come to tell me those games are trying to "simulate" anything.

Penalty shootouts last about 80 seconds and are directly from a 80's NAMCO arcade game. No replays, no emotion, nothing. Most FIFA players just want to score 6 goals with Messi and make some superhuman moves in every game. Those games have absolutely NOTHING to do with simulations. Just pure arcade garbage in a pretty package. At least we racing sim fans have so many genuinely fantastic titles to choose from (AC, ACC, rF2, iRacing, RBR). I think we are spoiled.

Jardier and Jimmy Broadbent are good driving game reviewers and I trust mostly what they say. Both are genuine sim racer fanatics. I'm going to buy this game as the gameplay looks pretty good and promising and because those guys like the game.
 
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Many of the commercial "reviews" are actually just ads. Like Kalle Rovanpera's review. He probably gets paid to promote the game. Or it's a part of his contract, whatever...

Just like when the new Disney Star Wars came to the theaters it got superb reviews. Like 100 out of 100.

When I went to see it, it was just laughable. The plot was almost 1:1 copy from the original movie and the young lady became full trained Jedi in 30 minutes. At least it took Luke one and a half movie to achieve that. :D

Or when the new FIFA comes out. Reviews say how "extremely realistic" it is. When you play two 15-minute halfs against the AI you get about 1 free kick and 1 foul. In real football game you have 30-45 fouls per game. Realistic? My ass. They just don't want to put fouls there because it'd take away from the enjoyable goalfest flow. They don't even bother to make a slider for "referee strictness". Most FIFA buyers don't care and that's fine. They sell millions. But don't come to tell me those games are trying to "simulate" anything.

Penalty shootouts last about 80 seconds and are directly from a 80's NAMCO arcade game. No replays, no emotion, nothing. Most FIFA players just want to score 6 goals with Messi and make some superhuman moves in every game. Those games have absolutely NOTHING to do with simulations. Just pure arcade garbage in a pretty package. At least we racing sim fans have so many genuinely fantastic titles to choose from (AC, ACC, rF2, iRacing, RBR). I think we are spoiled.

Jardier and Jimmy Broadbent are good driving game reviewers and I trust mostly what they say. Both are genuine sim racer fanatics. I'm going to buy this game as the gameplay looks pretty good and promising and because those guys like the game.
I can only play fifa when mod it. The vanilla gameplay is nothing short of ludicrous. Same goes for every single EA sports game. I have play pro so play them all.
The new fifa 24 has absolutely ridiculous gameplay.
I absolutely guarantee that you have never seen a game of football in the history of the game that plays like fifa 24.
Lets never confuse ea sports games with realism. Theres no such thing as a realistic ea sports game.
Its not because they cant make one. EA just cant be bothered to make their games realistic.
Fifa 24 is unplayable at present. It is also effectively unmoddable at present thanks to EA.
 
EA wrc 23 is not a bad game. At the core is a good game. But this applies to every single ea sports game.
Wrc 23 has silly collision detection. A twig brought my car to a halt the other day. I kid you not.
Another time, your cars literally bounce off walls.
The door flew off my car yesterday for no reason. The hood goes all the time. Do not ask me why. This is the world of ea where things rarely make sense.
At 4k the game runs well for me. I have a 3090. I run at native 4k as it runs better than with DLSS!!!
No matter what settings I have, the game is prone to massive spikes that cause my GPU to crash. I have come across this in other games and only the devs could fix it.
EA generally do not fix their games.
I have been playing rally games for decades and really enjoy them.
I am not particularly good at them but so what. Its game. Arthritis in my hands also makes playing more difficult.
Wrc 23 has the potential to be very very good. If it were any other developer I would say that we will finally get a that good game.
As its EA, I doubt very much that they will bother to fix the games many niggles.
I should mention that this game has exactly the same gamepad bugs that every other ea sports games has. Theres many many thousands of bug reports posted and EA ignore them all.
Theres the rub
 
I can only play fifa when mod it. The vanilla gameplay is nothing short of ludicrous. Same goes for every single EA sports game. I have play pro so play them all.
The new fifa 24 has absolutely ridiculous gameplay.
I absolutely guarantee that you have never seen a game of football in the history of the game that plays like fifa 24.
Lets never confuse ea sports games with realism. Theres no such thing as a realistic ea sports game.
Its not because they cant make one. EA just cant be bothered to make their games realistic.
Fifa 24 is unplayable at present. It is also effectively unmoddable at present thanks to EA.
Agreed. Bought it, played for 2 hours and deleted it. Pure garbage.

This was the only good FIFA title but it required tons of adjustmets. Check this out.
 
Agreed. Bought it, played for 2 hours and deleted it. Pure garbage.

This was the only good FIFA title but it required tons of adjustmets. Check this out.
cant agree more. I was still on ps4 with this one. Yes it was a good one.
I design my own gameplay mods and used to have some very good matches. It was possible to actually remove all scripting and correct the many coding errors
Then EA started to find ways to break mods at will. They also started hardcoding the scripting into the EXE. Thereby making it impossible to remove.
The last really good fifa for modding was 20. Since then I have had every game but rarely played.
I tried 23 on ps5 and sold within 4 days. On pc 23 is a mess. Fifa 24 is worse.
And yet the basis is good. Same with games like pga golf. Its almost a great game but the ai is so rediculous that its a waste of time. I did write a very good mod that made it a good game. It took me weeks. EA broke it. That was that.
 
EA wrc 23 is not a bad game. At the core is a good game. But this applies to every single ea sports game.
Wrc 23 has silly collision detection. A twig brought my car to a halt the other day. I kid you not.
Another time, your cars literally bounce off walls.
The door flew off my car yesterday for no reason. The hood goes all the time. Do not ask me why. This is the world of ea where things rarely make sense.
At 4k the game runs well for me. I have a 3090. I run at native 4k as it runs better than with DLSS!!!
No matter what settings I have, the game is prone to massive spikes that cause my GPU to crash. I have come across this in other games and only the devs could fix it.
EA generally do not fix their games.
I have been playing rally games for decades and really enjoy them.
I am not particularly good at them but so what. Its game. Arthritis in my hands also makes playing more difficult.
Wrc 23 has the potential to be very very good. If it were any other developer I would say that we will finally get a that good game.
As its EA, I doubt very much that they will bother to fix the games many niggles.
I should mention that this game has exactly the same gamepad bugs that every other ea sports games has. Theres many many thousands of bug reports posted and EA ignore them all.
Theres the rub
Bring these errors to the EA devs at their forums, they might read it.
Don't see devs going trough forums of random websites to see if any errors came they missed.
 

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