EA Sports WRC Gameplay: What To Expect

EA Sports WRC Stages Weather 2.jpg
Ever since the announcement of EA Sports WRC, the anticipation for the latest officially-licensed rally game has been growing. Here is what to look forward to regarding, stages, handling, weather, and more.

Image credit: EA Sports

After years of official titles by Kylotonn, EA Sports WRC is taking over. With Codemasters being part of EA since early 2021, the game has a good base in DiRT Rally 2.0 to work with, but what can be expected once the game releases on November 3rd?

EA Sports WRC: Vehicle Classes​

The new title will not be short on content, as the already-revealed car list showed. With a whopping 78 vehicles being available, rally fans should not run out of cars to race anytime soon. They are split into 18 classes, with the custom Builder Cars forming an additional category.

Here are all the classes you can look forward to:

2023 Season​

  • WRC, WRC2, Junior WRC

Historic​

  • World Rally Cars 2017-2021
  • World Rally Cars 1997-2011
  • Rally2
  • Rally4
  • NR4/R4
  • S2000
  • S1600
  • F2 Kit Cars
  • Group A
  • Group B (4WD)
  • H3 (RWD)
  • H2 (RWD)
  • H1 (FWD)
  • Builder Cars


Builder Cars are the equivalent to MyTeam cars of the F1 series. Players can choose a chassis layout, a number of mechanical parts and even the design of their in-car dashboards. This way, they can create their very own WRC vehicle. Builds that are clearly superior to the others are not possible, however, as Codemasters stated.

Compared to DiRT Rally 2.0, players might miss certain content, however. Check out our resident WRC superfan Michel’s video to find out what is not there, and for his opinion and hopes for the new title.


Stages​

A total of 17 locations will be available at EA Sports WRC‘s launch, with the Central Europe Rally increasing this to 18 later on. This includes all 13 locations of the 2023 World Rally Championship.

What about stage design, though? Well, as we already highlighted, the game will use the Unreal Engine in order to create bigger and more intricate stages than before. EA and Codemasters even used real routes to create the stages for the game, with satellite images and terrain data further upping the detail. This results in stages of up to roughly 30 kilometers for the longest ones. In total, each location will feature 35 kilometers of unique track.

Compared to DiRT Rally 2.0, the overall length of all stages comes in at 200 kilometers more. Chances are that both fans of handbrake drifts around tight corners and high-speed jumps alike will find a playground that suits their preferences.

EA Sports WRC Stages Weather.jpg

Players can tackle stages of up to 30 kilometers in EA Sports WRC. Image credit: EA Sports


EA Sports WRC Gameplay: Surface Degradation​

A changing racing surface is standard in most circuit-based simulations these days, but is a relatively new approach in rally sims. Of course, this comes into play much more on loose surfaces like gravel, sand or snow compared to tarmac.

Just like in real events, cars that enter a stage later face a different surface than those that started earlier. Ruts may have formed or snowy sections compressed to be more slippery - drivers have to adadpt to the ever-evolving nature of the stages, adding another layer to the EA Sports WRC gameplay.

Weather​

Changing conditions are not just restricted to the surface, however. There will be a number of weather conditions available for the stages - and they are part of a dynamic weather system. This means that while players may start a stage in the dusk, it might be completely dark by the time they finish it. Another example is rain: Starting a stage in the dry, but finishing in a downpour (or vice versa) is absolutely possible.

Additionally, all non-snow stages are available to race in any season. Have you ever wondered what the Rally Monte Carlo would be like if it was held in the summer? How about a wintery Rally Finland? You can try these and many more scenarios in EA Sports WRC. This also adds a lot of replay value to each of the locations.


EA Sports WRC Gameplay: Handling​

For many, this is the key question about EA Sports WRC. Will it be a proper simulation, or is it going to be geared towards a more casual audience? Well, all signs point to the former - but not exclusively.

The game's handling is based on that of DiRT Rally 2.0, with its tarmac handling receiving special attention. Game Designer Jon Armstrong, who has competed in WRC, seemed satisfiyed with the handling in a media preview, stating that "the handling is very close to reality." Racers who have a passion for authentic handling will likely appreciate this.

However, this does not mean that anyone who does not want a hardcore simulation experience will be disappointed. EA Sports WRC will include a Dynamic Handling System, which makes use of several assists to ensure players of many proficiency levels will have a good time in the game.

This customizable experience, along with the promise of well-implemented gamepad controls, should make the game very accessible. Players who want the full, authentic experience, however, can even look forward to a hardcore damage model.

Game Mode Deep Dive To Follow​

With a lot of promising info already unveiled, fans will not have to wait long for more. A deep dive similar to the one regarding EA Sports WRC gameplay will be shown on September 27th, shining more light onto the available game modes and features.

EA Sports WRC will launch on November 3rd on PC via Epic Games and Steam, as well as Xbox Series X|S and PlayStation 5.

What do you think about the upcoming EA Sports WRC thus far? Tell us on Twitter @OverTake_gg or in the comments below!
About author
Yannik Haustein
Lifelong motorsport enthusiast and sim racing aficionado, walking racing history encyclopedia.

Sim racing editor, streamer and one half of the SimRacing Buddies podcast (warning, German!).

Heel & Toe Gang 4 life :D

Comments

Club Staff
Premium
To be honest I'd quite like that. Don't try to reinvent the same game over and over again while breaking things.
Using Unreal Engine, the engine coding is mostly provided through Epic so they don't have to figure out how to extend their engine for every adjustment.
Just give us a yearly DLC with a new single player campaign (or extend the existing one), add modes and build upon each iteration while keeping the game the same.
And then patch the rest along the way.

Hopefully they're planning exactly this with the engine change.
And hopefully EA Sports und the Rig footage means it's more sim, than arcade.
(funnily enough I always find realistic handling easier to drive than arcade physics that are often unpredictable)

I have nothing else to base the idea on other than the fact that they have "F1 23", "EA FC 24" and then "EA WRC" with no numbering.
I personally don't like Epic, so I kinda wish they didn't use the Unreal Engine, but hey ho. At least it's not an unEpic exclusive!
 
Being a SIM racer in 2023 - "be as pessimistic as possible" seems to be the trend. Constant moaning, especially about games that haven't even been released yet, is getting really old.

I'm just happy there are new games / Sims coming out to try :)
Seriously, some of these people commenting are insufferable. They haven't yet seen anything that's really worth complaining about, so they just resort to ctrl-c/ctrl-v'ing the same crap they read on reddit all day. Microtransactions this, EA that, 20 year old games were better, yadda yadda yadda.
They must be really fun at parties.
 
Looking at the lists and the available pre-orders, it seems that EA went a complete different route and is trying to do something different?!
I don't see DLCs, I don't see half the content cut away, I don't see microtransactions and I don't even see a deluxe edition?

Feels way too god to be true, but it looks like EA just though "you know what, it's the first game of this new era and we'll just give the fans what they want and earn money by simply selling a massive amount of copies".
One version, that's it. Pre-orders only get a few extra visual goodies and 3 days earlier access.

I won't believe this until it's actually released!
But if I would believe it, then I'd be hyped AF :D
The Steam page implies DLCs. One of the preorder benefits is "VIP Rally Pass for 5 in-game seasons." In the graphic above that it says "get access to additional items and bonus in-game seasonal content." Not sure what that means, but it sounds like some sort of DLC. Maybe it's a yearly update with new cars, liveries, and tracks. In any case, it doesn't look like a yearly full release. I'm all for seasonal DLC to keep adding new content, as long as the base game is good, which it most likely will be from the looks of it.
 
A changing racing surface is standard in most circuit-based simulations these days, but is a relatively new approach in rally sims. Of course, this comes into play much more on loose surfaces like gravel, sand or snow compared to tarmac.

Is this lifted directly from their marketing or was this written specifically for this article?

Surface degradation isn't new to rally sims. It was standard practice a long, long time ago. It may be absent from the DiRT or previous WRC series titles, I have no idea, but it was definitely present in other, older, titles long before. And it was a feature in off road/rally racing titles long before it was ever implemented in modern circuit racing sims.

I'm all for applauding genuinely good game development, but lets not devolve into outright lies in favor of it. It's one of the many reasons so many people detest modern marketing. Just tell the damn truth.
 
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Something that seems to have been forgotten in the pursuit for "The most realistic simulator ever". Fire it up - go sideways fast and have a hoot!
For me that's currently the biggest issue. But I'm downloading wrc generations right now, which hopefully turns out fun :)
Dirt Rally 1 was and still is a lot of fun, but I can't start it up anymore after so many years with the same content.
Dirt Rally 2 is more frustration than fun. I don't know why but the cars seem to slide and float a lot. Basically like they weight 4 tons, while they only weight 200kg in DR 1 :D
The stages aren't that tight and twisty but I just end up hitting everything left and right when I'm not super careful.
Maybe because the ffb is basically dead in the center but very punchy when starting to turn. Making it very hard for me to drive in a straight line at higher speeds.

In wrc 7, the physics aren't as good, the graphics aren't either, the ffb is weird and I didn't play for more than a few hours. However the stages are somehow a lot more diverse and engaging. You have some forest, a nice village, a wide road, super tight section etc.
And somehow I didn't crash everywhere although the cars seemed to have some weight to them.

I also only had my fanatec McLaren rim, which worked but yeah.. It's just nothing compared to letting the wheel run into opposite lock after using the handbrake :D

Now with my moza r12 and the round ES wheel, I could set the "natural friction" and "natural inertia" alongside a speed dependent damper, which helps a ton with some nice resistance while going straight, while not slowing the wheel down too much when going wild.
You can also shape the ffb. I'm simulating power steering by boosting the first 30% of ffb and the going in a curve towards 100%.

Anyway, DR 2 is now fun but the stages are still "boring" to me, somehow. The videos I've watched before buying WRC Generations with the Croatia Shakedown look awesome!

Hopefully this new title will infect me with the Rally bug like DR1 did when it came out :)
 
Club Staff
Premium
For me that's currently the biggest issue. But I'm downloading wrc generations right now, which hopefully turns out fun :)

In wrc 7, the physics aren't as good, the graphics aren't either, the ffb is weird and I didn't play for more than a few hours. However the stages are somehow a lot more diverse and engaging. You have some forest, a nice village, a wide road, super tight section etc.

You'll probably recognize stages and bits and bobs of the career mode if you try it in WRC7 and Generations. :p
 
Being a SIM racer in 2023 - "be as pessimistic as possible" seems to be the trend. Constant moaning, especially about games that haven't even been released yet, is getting really old.

I'm just happy there are new games / Sims coming out to try :)
So it's a bad thing now to ask for better things than those we got 20 years ago? You know, being "positive" about things is one thing. Being completely indifferent about what you get, as long as it's something "new" and "shiny", is a whole different thing.
Actually it's THE problem with games in 2023. Mindless consumerism. It's the reason publishers sell overpriced, subpar, half finished products. They know that there's people out there who just BEG for "new" stuff to try. People who will pay, no matter how bad what they get is, and won't criticize and always stay "positive".
 
Premium
There will never be a perfect simulation on a home computer or console.
Unless someone finally invents the damn holodeck.
"Computer, Formula 1 Grand Prix, South Africa 1967, one hour before the first training session, safety protocol, possible bruises. Team Ferrari, third driver"
"Simulation ready.
You can enter."
 
Something that seems to have been forgotten in the pursuit for "The most realistic simulator ever". Fire it up - go sideways fast and have a hoot!
A very typical thing a very bored person, with tons of free time and you just want something to play, would say. I on the other hand, have limited time to "play" and i want to get the maximum out of it. So yes, i always look for the most realistic simulator there is. Either it is for cars or airplanes or city building.
Also, this argument that we should stop asking for racing games to be hardcore simulators, is silly and pointless. There's already a TON of "fun" racing games that you can just "fire it up-go sideways and have a hoot". Go play them. Is it ok that we don't like those? Is it ok that we want something more and always asking for more?
 
There will never be a perfect simulation on a home computer or console.
Unless someone finally invents the damn holodeck.
"Computer, Formula 1 Grand Prix, South Africa 1967, one hour before the first training session, safety protocol, possible bruises. Team Ferrari, third driver"
"Simulation ready.
You can enter."
Nobody's asking for that. Why do we have to go to extremes when we argue about "fun" or "simulation"? I don't care about extreme simulation. I don't even have a simracing rig with multiple screens and expensive hardware. But there's Dirt 5 or Need for Speed (or whatever) for those who don't even remotely care about simulation and just want to have some "fun". Their needs are satisfied and so it's unfair for them to mock those who are asking for simulation.
 
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There will never be a perfect simulation on a home computer or console.
Unless someone finally invents the damn holodeck.
"Computer, Formula 1 Grand Prix, South Africa 1967, one hour before the first training session, safety protocol, possible bruises. Team Ferrari, third driver"
"Simulation ready.
You can enter."

Thing is, use sim engine logic you would have 6 versions of halo decks
some better then others :D

Question for me is if you developed a think tank from the brightest engineers
could they create a better sim.

Hadron , Space Station, I am going to take a wild guess and say yes they could.
 
The best of the best, like my favorite game Dirt rally 2.0, I know with my closed eyes Codemasters are the best for the rally
 
(funnily enough I always find realistic handling easier to drive than arcade physics that are often unpredictable)

I agree why I have for last decades thought the best answer is one engine for all.

Just take rF2, dumb down the settings and it's way more believable to drive then arcade titles.

Funny thing gets me :D
If an engine could perfectly replicate driving your own vehicle then how hard could it be ( to drive ) :coffee: So much for extreme hardcore. lol
 
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About 2 years ago I made this little diagram below, thinking about a future Codemasters simulator that could come.
If it came at first, around 75% to 80% of these cars were satisfied, in addition to at least 10 or 12 locations (to try to recreate over these more than 50 years of the WRC) the most important seasons (totally or partially), I noticed There are many of these cars on the official list.
I was just a little disappointed at first, due to the absence of the 3 main Toyota Celica (late 80s, early 90s), in addition to the Toyota Corolla (which was Constructors' Champion in 1999), who knows, it could be added later, so such as the lack of a British Rally (which for many years) was the decisive stage of the World Rally Championship.
 

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And again, the negativity of this community stills completely out of control. People are moaning about everything and the game isn't even launched.

That explains why F1 for example will never be a simulator, neither WRC or whatever, because sim racing community are here just to criticise, while studios have an entire "world" of gamers that just buys the game and have fun in their simplicity.

If I were the owner of a studio or head of development of a racing game and read these comments here, I would just ignore them, really, since everyone here seems like a bunch of whiners.

This is already getting annoying unfortunately.
 
It's not a true sim unless you can hide the steering wheel and driver, AND be able to adjust FoV with actual numbers rather than Codies ridiculous increments
 

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