DiRT Rally 2.0 DiRT Rally 2.0 - Codemasters Masterpiece

Paul Jeffrey

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DiRT Rally 2.0 – Codemasters Greatest Achievement yet?


Following on from the surprisingly impressive DiRT Rally of 2015, Codemasters have plenty of expectation resting on their shoulders for the new game – and they have seriously delivered.

The wait for a true successor to the fabled Richard Burns Rally has been a long and often frustrating journey for rally fans, with many pretenders stepping into the ring only to be seemingly knocked straight back out again, including it has to be said Codemasters themselves - although the original DiRT Rally was certainly the closest yet to dethroning the widely acclaimed king of rally games.

Despite lacking an official World Rally Championship licence, and initially shipping without some of the more popular content from the original title, DiRT Rally 2.0 immediately comes out of the starting gates with plenty of headline grabbing new features and goodies, over and above the original title and even introducing things that have yet to be seen within the rally game genre.

Dropping the well-intentioned but poorly executed stage generator from Dirt 4, Codemasters have instead switched their attentions to developing deformable surfaces within this new release – introducing a crucial element of the real world category into the simulation and opening up a significant aspect of strategy and tyre management that was so starkly missing from the first title.

Codemasters have done stage deformation very, very well, adding to DiRT Rally 2.0 a significant increase into the depth and richness of the driving experience, whilst also increasing the useful playability of the game. With this new feature active on all locations within the title, in theory each pass of the same stage can present a wholly different driving experience, depending on the conditions of the roads and weather at the time of departure, as well as your running order in the rally itself. Start further back; expect to encounter a less than ideal road surface when out on stage.

This aspect alone makes DiRT Rally 2.0 worth the price of entry for me, and is one of the single biggest improvements Codemasters have made to any of their racing game franchise in the last 10 years. It’s that good.

The feel of the road under your wheels, and the way the car reacts to those different road surfaces, is improved considerably over the original game – itself a step above the competition in the rally game marketplace. Codemasters have clearly spent much time fine-tuning the car reaction to different racing surfaces, and these details shine through clearly when strapped into your virtual car of choice.

While we talk about cars, DiRT 2.0 does a very respectable job of presenting a nicely entertaining selection of vehicles right from the very off – with various different classes of car represented in the game more than making up for the lack of a modern WRC licence. Returning once again are the Group B monsters from the 1980’s, however Codemasters have attempted to mix things up a little by sprinkling a wide variety of different cars into the sim – so lovers of modern machinery still have something to enjoy thanks to the R5 class – featuring such beauties as the Skoda Fabia and VW Golf amongst others, while those of us with longer memories get a bonus with plenty of historic content – the ultimate king of which has to be the 90’s Group N era and the stunning Subaru Imprezza of Colin McRae, still iconic some 24 years after the great Scotsman took to the stages of the world in that wonderful car.

Traditional point-to-point rally cars aside, DiRT Rally 2.0 also does a very good job of representing the FIA World Rally cross category of racing – with plenty of content from the main series and various support categories available to do battle over what appear to be significantly updated and improved rally cross stages. More of which are set to come in future DLC packs for the game.

DiRT Rally 2.0 Full Car List

This category really has stepped up over the original DiRT Rally in almost every way, now offering a very convincing and visually stunning experience for players to enjoy. WRX has impressed me the most this time around, really stepping up in every aspect to present a very, very enjoyable representation of the category within DiRT Rally 2.0.

Moving on to the driving experience itself, I need to talk about wheel support for a little while – boring I know, but worth a few moments of your time.

I am using the SimCube OSW Direct Drive wheel for this test, and it needs to be noted that this isn’t a supported device out of the box, so some fun and games need to be had in order to get it working and producing force feedback within the sim. Plenty of google searching and overwriting of internal game files later, the wheel is now a functioning device within DiRT Rally! However, although “working” and producing force feedback, at least at this early stage I’ve been left very underwhelmed by the level of detail the force feedback is producing through my wheel. Ok, I’m getting some weight in the wheel, and the absolutely major hits and jolts are registering, but the very fine detail and the small things that communicate from the road surface to the car just aren’t present at the moment, which has frankly left me feeling a little bit disappointed.

The surface detail just doesn't feel present in the game, leaving me the impression of driving over smooth surfaces no matter what car I choose. I suspect this is specific to my own wheel, however increasingly I'm hearing of others with similar experiences, using different wheels, so that could be something to keep an eye out for as more and more people gain access to the title. What I will say however, is that the physics do feel more convincing than DR1, with more of a weight transfer feel than the previous release, and generally just stepping up the feeling over and above the original release.

DiRT 2.0 Supported Peripherals

Now to be fair I’m hearing plenty from the community about how they feel the handling of DR2.0 has improved over previous games, so I’m left wondering if it is more down to my own wheel configuration, coupled with the fact OSW isn’t supported out of the box, that is leaving me with a numb ffb experience from the title. With this in mind, during my review I am going to deliberately step away from further ffb and handling discussions, as I can’t be sure exactly which parameters are affecting my experience at this stage. I will say however, with the OSW patch and my current settings, for a driver at my (low) level of skill, the handling and feedback experience is ok, if a little "flat", although it certainly doesnt reach the heights achieved by so much else within the game…

… and those heights are very high indeed.

DiRT Rally 2.0 is shaping up to be the thing that pretty much every sim racer has been wanting to see since the glory days of Richard Burns Rally back 2004, small issues aside – hard-core, visually stunning, plenty of gameplay depth, audibly outstanding and with enough detail to present a game that you just want to keep heading back to for more and more punishment out on the stages.

Oh, and it finally has good mouse support to !

As for a career mode, DiRT 2.0 does play around with this idea, but somehow feels like it hasn’t quite gone far enough to capture the imagination over longer periods of time. Here you can hire and fire people for your team, however as a long time doubter of the usefulness of career mode style gameplay features, the lack of any depth in this department isn’t something that will keep me awake at night – anything that delays going out on stage – the actual core of the game – is best kept to a minimum in my opinion, and is a sideshow at best. It’s also worth pointing out that all cars and stages are accessible from the off, so no need for any long grinding through the game to get that car / rally combo you’ve been wanting to try.. Thankfully.

DiRT Rally 2.0 does some things very well, and some things can on occasion feel a little bit under loved, almost as if the studio have been that keen to make the action on stage as best as it can be, leaving the stuff on the edges of the driving experience a little bit behind the main gameplay itself. Frankly, this is something that is very easy to overlook, as the good things within this title are just exceptional, and more than make up for any of the small annoyances here and there.

Does DiRT Rally 2.0 deserve the unofficial crown as king of all rally Sims past and present? I think so, and by quite a margin.

DiRT Rally 2.0 will release February 26th 2019.

If you want to discussion the game with our passionate community, and read about the latest news, check out the RaceDepartment DiRT Rally 2.0 Sub Forum for a great place to share your mods, catch the latest news and chat about the game with our community. Give it a go, just keep it DiRTy!

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Just purchased and refunded it. I had high hopes when I heard they were adding VR support later in the year and that my Accuforce was supported out of the box.

When I started, my HE pedals were causing continuous scrolling of the menus when plugged in. I found a way to hold the down arrow on my keyboard while simultaneously selecting the appropriate key in the HE Pedals setup and finally got it fixed, but only after 6 or 7 restarts (pedals default to throttle changing to next menu).

Force feedback is pretty bad. Out of the box it has enormous amounts of friction and dampening. I lowered that considerably, but you get a bit of weight transfer out of the car without any suspension or rock/terrain engagement. Really disappointed. I was expecting much better.

Seems like there's a lot of issues with the ffb right now, so maybe i'll revisit when it improves.
 
I just tried the Porsche in Spain, smooth asphalt, dry. Changed the gear ratios to much longer and...
with 1st gear topping out at 63km/h, you can't get wheelspin from the start line. Full throttle, letting clutch come quick but not stupid quick and... engine bogs down to <2000rpm.
Wouldn't be surprised if it was the same in the wet, judging by how much grip there still is.

It feels like they cleared up some overcorrections they did in DiRT4, so you can kick out the rear as you should without the car being as annoying spin-happy over bumps and jumps as it was in DR1, but overall they don't really give a crap about "simulating" reality, they're just making a racing game that is fun to drive for most people... all without communicating that to the customer.
I'm sure I'll have a lot of fun with this still, but I'm a bit disappointed after all the great first impressions. It will also be a shorter fun period as DR, because the stages are just so much easier (maybe this is even more representative of the vast majority of real stages, but for me it means, they'll be getting boring even fast).
 
An analog handbrake (TSSH) is only seen as a hard on/off button, to me this is even worse than the weak FFB.

I think the game does know an analog handbrake.
<?xml version="1.0" encoding="utf-8"?>
<action_map name="ftec_clubsport_handbrake_usb" device_name="ftec_clubsport_handbrake" library="lib_direct_input">
<axis_defaults>
<axis name="di_x_axis">
<action deadzone="0" saturation="0.8" name="driving.handbrake" />
</axis>
</axis_defaults>
<group name="driving">
<action name="handbrake">
<axis name="di_x_axis" />
</action>
</group>
</action_map>

So i think you can learn the game to point your usb id and vendor id towards the fanatec handbrake settings. No idea how it handles the analog input ingame though.
 
  • Deleted member 197115

SimXperience added plugin for Dirt Rally 2.0.
The only effect that works though is engine rpm. May be this is the only telemetry game sends out.
 
  • Deleted member 197115

true only engine is working!Means they will not fix it or it will take more time to fix then ACC will fix multiplayer!
Personally want to refund but to late!
SimCommander update just came out, but honestly it didn't add much, just some occasional distracting clunking from suspension, no road effects or anything else.
 
Gameplay wise, the game is brilliant. The physics off road are great, but the tarmac physics are still a bit lackluster and don't quite feel right. I'm also not a fan of the lack of stages that were in the 1st game that are now being hidden behind DLC. Absolutely 0 snow stages in the base game, so I have to pay extra to have them. I find that absolutely disgusting.
Ya, Especially since they are re-using 3 locations from DR1. Improved i guess, and I love Germany, but.....
Game is great tho :)
 
really give a crap about "simulating" reality, they're just making a racing game that is fun to drive for most people

But Codemasters have always done this. I don't know why this is surprising to people.

What they do is they try to make authentic games. Similar to what DICE's Battlefield games are - they look and sound the part, they add these very small details that enthusiasts appreciate, but at the core, the gameplay is not the simulation that every other aspect would suggest.

This authenticity helps with immersion and if I've learned one thing about video games, it's that immersion can hide many faults. I don't know if you're familiar with the STALKER games - really buggy, janky PC exclusives made by a Ukranian developer but they are some of the most immersive games you'll ever play. Running away from terrifying mutants through a dark forest lit only by your flashlight will make you forget about the crappy English voiceovers and PS2 era animations back in the base.

For some people who enjoy simracing the Dirt games will always be a disappointment. The developers clearly try their hardest to replicate real life vehicle physics but at their core they'll almost likely never match those by developers like ISI and Kunos.
For most people, however, the level of authenticity and immersion, as well as all the other aspects Codemasters games do a million times better than any niche sim developer (like having an actual game) will be enough.

Now bring on GRID 4 - hopefully with a BTCC licence!
 
For some people who enjoy simracing the Dirt games will always be a disappointment. The developers clearly try their hardest to replicate real life vehicle physics but at their core they'll almost likely never match those by developers like ISI and Kunos.
First: I played a LOT of the original Stalker when it was new and don't remember another shooter from before 2010, I fiddled so much with cfg (aka "modding") files to make the game the most fun for myself.

About the bolded part: I was making a point in saying they're NOT trying their hardest at all. I actually think, they're not interested in making it realistic, they just want to make a fun game that is just convincingly realistic enough so enough people are into it, all in order to make a fun game for this niche market in the shortest amount of time with the least amount of money to maximize profit. Codies could make waaaay more realistic physics if they'd really take a hard swing for it [if they were paid upfront and judged only on the accuracy of the physics]. I'll top myself here and say, they don't even care if the kind of physics they have in the game are realistic in any way, it could be completely wrong in the most obvious ways to them internally and yet, if enough people *think* it's convincing for a current gen rally game, they'd happily put it out as their newest rally sim...-game - where other sim devs would look at the telemetry and tell the convinced crowd "this is bullshit, you all don't know anything" even if they'd piss off possible customers. That's also what is giving SMS a bad rep, they drink their own Kool-Aid from their fans and don't over-analyze if people (even though it's only their own crowd) are happy with how things/physics are already.
 

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