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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In defense of RaceDepartment's review, it is clear that the underlying physics are good (aside tarmac).

They were in a bit of difficult spot, having to form an opinion of the game, when you can't be sure if FFB is intended or bugged. Likely it's a bug. Tarmac and gravel feeling equally smooth doesn't seem to be a thing that Codemasters intended. Or, their vision of FFB fundamentally changed after last 2 games

Viperconcept gave a glowing review, and mentioned the same FFB issue. Jimmy Broadbent mentioned the FFB having "just mostly weight" too but it didn't prevent him praising the gravel physics and the game in general

What comes to the RaceNet thing, it's temporary connectivity issue.
https://www.reddit.com/r/dirtgame/comments/atye21/230219_update_on_racenet_connectivity_and/

Although I don't think it's good practice to require online for a single player mode
 
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Hey guys i have a problem, with dirt rally and even with 2.0, i have a 5.1 sound system and the co-driver is completely silent!! I ear it only if i put the "stereo mode" in sound panel, but in stereo mode the sounds come only on 3 speakers.. Any solution? Thanks.
 
Dynamic mode? Low or High? Try both. Plus, 5.1 has the voice coming from center speaker. If the game doesn't support 5.1 output you will miss what's meant to be coming from center. You may have to run 2.1 stereo OR use a 'fake' 5.1 method on your receiver to get sound to all speakers while emulating a 2.1 signal.
 
Well I can tell you one reason why not to use a dash view in Dirt (Rally) games - dash view has a fixed FOV. Not sure about hood view off the top of my head.

(I can also tell you why I personally choose to have the virtual wheel and arms on in sims - because it looks better on video.)

When VR isn't available I use TrackIR, so I've never run into the fixed field of view issue with the in car dash view after a proper seat adjustment setting.
What I see while simming pretty much mirrors my real-world view when driving.

"because it looks better on video"????
I assume that means you are YouTube/Twitch streaming or something like that?
Or do you record your gaming sessions for later enjoyment or analysis?

Not trying to be funny or anything, just curious what you meant by that statement as I've never heard anyone say that in regards to sim racing before.
 
When VR isn't available I use TrackIR, so I've never run into the fixed field of view issue with the in car dash view after a proper seat adjustment setting.
Then I guess you are extremely lucky that the FOV of the dash view matches the correct FOV for your setup and that the incredibly limited seat adjustments of Dirt games are sufficient for you. (Though I'd guess it's more likely you just don't care about FOV that much.)

BTW, DR2 supports TrackIR? I thought I saw someone mention that it doesn't.

I assume that means you are YouTube/Twitch streaming or something like that?
Basically. I don't record everything, but I'm too lazy to keep switching between the two, especially since I don't really have an issue with virtual wheel, which also sometimes shows relevant information (not really a rally thing, though). Then again ironically the Dirt (Rally) games are the only ones where I often do have an issue with virtual wheel, again mostly due to the very limited seat and FOV adjustments, which sometimes make it almost impossible to see the dashboard properly.
 
Billy Strange likes the title, but also says FFB is worst in years (calls it numb, no detail)

But he appreciates the physics and has overall positive impression, saying it's better than DR1. It's tough one to assess, because CM deleted the road FFB

He also heavily criticized the online only Single player. Even when he says it's his first impression, it's very balanced, objective and informative look at the game, actually.
 
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Dynamic mode? Low or High? Try both. Plus, 5.1 has the voice coming from center speaker. If the game doesn't support 5.1 output you will miss what's meant to be coming from center. You may have to run 2.1 stereo OR use a 'fake' 5.1 method on your receiver to get sound to all speakers while emulating a 2.1 signal.
What is dynamic mode? And where i can find this option? Center speaker make all the sounds except the voice of co-driver.. It's a shame that the best sounding game on earth doesn't support 5.1 system, in stereo mode only 3 speakers make sounds.. It's a bad compromise, i don't want to use my sistem in a bad way.. I hope codies make a correction but i don't know because dirt rally has the same problem.
 
I really don't understand this review Paul. How can this be the new unofficial king of rally titles when the force feedback and handling is an unknown with your wheel? And there is a possibility that the force feedback is poor with all Wheels, correct?

I think that is called.... being 'paid' to do a review.
Got to keep the lights on somehow.

After the ffb issues of the first (paid £30 for it and played less than 10 hours) in the fact it refuses to even recognise wheels properly (which again Codemasters refuse to fix despite being aware of the problems) i wouldn't get anyones hopes up about patches or hotfixes for any of their releases.
Once that horse has bolted the stables doors are firmly locked shut.
 
Billy Strange likes the title, but also says FFB is worst in years (calls it numb, no detail)

But he appreciates the physics and has overall positive impression, saying it's better than DR1. It's tough one to assess, because CM deleted the road FFB

He also heavily criticized the online only Single player. Even when he says it's his first impression, it's very balanced, objective and informative look at the game, actually.

Good critical and balanced review thanks for sharing.

Despite his FFB comments I also notice how easily he's able to drive and enjoy the game. He also mentions the weight transfer in the cars, the way they are more predictable due to weight, how the throttle can be used effectively to control the car and the significant difference between the way the car handle (all the things they teach first at real rally driving schools...). Incredible to be able to 'feel' that if the FFB is supposedly so bad. My opinion on most of the positive streamer and to a lesser extent Metacritic reviews is that they were having so much fun the FFB wasn't such a big issue. Here on RD that single FFB topic became an obsession without the balance shown in this review. There is something strange about the way people here on RD seem to revel in finding and pointing out issues without balance for what is also good.

He's right about Argentina at night too, incredibly challenging and the soft gravel makes the car weight even more noticeable.

My advice to those considering the game remains to ignore a lot of the excessive negativity here on RD, this is a truly enjoyable rallying game once you just get on and play it (RaceNet issues noted they are frustrating, he's right about that).

Oh and I assume you've changed your mind from yesterday when you suggested the game didn't work then? ;)
 
Oh and I assume you've changed your mind from yesterday when you suggested the game didn't work then? ;)
I can't recall saying the game doesn't work. I said the FFB is broken.

By which I pointed towards the issue that Billy Strange, Viperconcept, and Paul Jeffrey from RD later had too. Maybe saying it's broken is exaggerating it (just one area is), but Billy Strange saying it's "worst FFB in modern titles" he has experience in "past 4 or so years" is kind of the same thing IMO.

Just difference of wording, sure I can enjoy the game but I still think the FFB is - in a way - broken. (Bugged, glitched, not working as intended)

I was actually the first to comment about the bad FFB on RD, and got quite lot of disagreeing comments and downvotes.. After my first test drive came in here pretty much straight away, and typed how I objectively felt. Before reading what people are posting online. Funny to see how many people agreed with me after all
 
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I think that is called.... being 'paid' to do a review.
Got to keep the lights on somehow.
And that's your goto position, the review doesn't echo my thoughts so he must have been paid. No publisher or developer pays RD staff, all of us are unpaid volunteers and members falsely accusing really hacks me off. Paul has already had to reply to this and you are perfectly welcome to disagree with his review or how it's worded but have no reason to question his integrity.
You may have had problems with DR1 but since 2 was so highly anticipated it seems pretty clear that most didn't but I hope you manage to get it sorted this time round.
 
Ok guys, i have solved the problem with "no co-driver voice", with 5.1 system i have set the "quadrophonic" mode, the co-driver is there and all of 5 speakers make sounds(-; maybe the sub doesnt make sound but im not sure, i have to test it more.
 
I can't recall saying the game doesn't work. I said the FFB is broken.

It's full priced full release. Not early access (you don't send out review copies of EA titles either) People paid more to get it first, not less. So it should work.

You did appear to suggest it didn't work yesterday but you seem a decent chap so I won't hold you to it and I see part of what you mean with RaceNet. I'm glad you are always willing to explain what you mean rather than mashing the dislike button without explanation as some do.

By which I pointed towards the issue that Billy Strange, Viperconcept, and Paul Jeffrey from RD later had too. Maybe saying it's broken is exaggerating it (just one area is), but Billy Strange saying it's "worst FFB in modern titles" he has experience in "past 4 or so years" is kind of the same thing IMO.

Just difference of wording, sure I can enjoy the game but I still think the FFB is - in a way - broken. (Bugged, glitched, not working as intended)

Claims of the FFB being broken is I think what exaggerated the issue. Broken for me means the likes unplayable single digit frame rates in AC on console at full launch, or PCARS2 where all FFB is lost with more than 6 cars on track on the OG XBox One. As for the worst FFB for 4 years - I'd counter Forza 7 and initially GT Sport were as much a mess, all they had was wheel weight and kerb rumble too but were still completely playable and today much improved. I also remember a time, not that long ago, when iRacing was know as Ice Racing because it essentially had no feedback at all.

The point remains that Dirt 2.0 is fully playable with the wheel feedback we have and all of the reviews I've seen have said exactly that. They have all hugely enjoyed the game. For some it's missing a few effects in the wheel. I'm more dubious that these effects are actually anything related to the effects felt in a real car wheel. The real Mk2 Ford Escort wheel can be turned with minimal effort on wet gravel and gives very little feel - slides are felt because the driver is clamped tight to the car. I'm pragmatic enough to like these wheel effects in racing games (eg ABS/brake lock judder in the wheel rim is a novel solution to giving players some feedback but it isn't 'realistic'). The ability to feel the weight of the car, use the throttle and handbrake to counter understeer and power out of corners are all there. The way the cars behave is significantly better than DiRT 4.

I'm glad you are enjoying the game, it didn't come across that way yesterday, and like you said about the review critical but balanced is surely the way forward.
 
if you have a sounblaster sound card at the control panel uncheck the optional speakers and full range speakers options.....it worked for me
Hi, i have a Supreme fx sound card, but with quadrophonic mode is good, even the sub make sound, so I'm okay now, thanks(-: aniway i hope codies make a compatibility with 5.1 system, it's a shame that the best sounding game on earth have no original compatibility with these system.
 

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