![]() ![]() WRC5 is a semi-arcade piece of crap that is disappointing in every single way. I also have WRC5 on the XB1 and Sebastian Loeb Rally on the PS4. It isn't pefect, but there's no competition. If you want a rally game on current gen, get this. In terms of the currently available rally games, this wins hands down. I agree with all your tuning notes, with the addition that I was massively loosening the diff and softening the front springs on the FWD cars(particularly the Mini and the Rallycross 1600s) to enable more of the tight turns to be taken without as much handbrake. They pretty much make or break a rally game in conveying a sense of realism. Having said that, the importance of the routes and course shapes cannot be overstated. It's almost like a "Best of DiRT" game, with bits and pieces of all the previous titles (ignoring the woeful Showdown) Seriously, fire up DiRT 2 and try the narrowest point to point rallies and the difference almost disappears. I think the course shapes and the graphical improvement account for all of the difference in sense of speed, FDog. I switched mine to the EARLIER setting to make sure I'm listening properly and prepared beforehand. "Pace notes are pretty solid so far, LISTEN TO YOUR CO-DRIVER." Yep, imo the best pace notes I've found in any rally game, and FAR better than any previous DiRT, but only if you consciously make an effort to pay attention to them. Even overtly tells you in the tips all the time, lol. Yep the game sure IS NOT kidding when it says this over and over again, lol. A softer rear spring should help all cars feel a bit more stable. Try pumping the rebound up a tick or two both front and rear, it should help subdue the bouncy "feel" until we get more familiar with the game. Some rearward bias on brakes may help rotate the Mini(fwd). The sense of speed at even 50mph is far more engaging, and the narrow courses definitely amplify the effect. I agree with Pistol that it's no RBR, but I think it feels better than the previous Dirts. Control feel is touchy but responsive, SMOOTH IS FAST. Either left foot brake, or maintain some throttle while airborne/e-braking to prevent killing the engine. You can stall your car by braking too heavily. Pace notes are pretty solid so far, LISTEN TO YOUR CO-DRIVER. It's a VERY SLIPPERY game, but the feeling of control is there. I also ran the Online Daily challenge which was a classic Escort in Wales I think. No assists, semi-auto trans, cloned Forza controls, and a hunch on some tuning.īeing VERY CAREFUL to be safe yet swift, I managed to not wreck once on any of the four Greek stages I ran. You can tell which part of your car is losing its grip by the way the motors are vibrating in your pad, and in the case of the Xbox One, the triggers can give you feedback on wheelspin and brake lock-ups, the latter being something that Codemasters was unable to implement with the PC build." Both console controllers can accurately tell you where your driving is going wrong with this improved haptic feedback, even more so than the PC version in some cases. You can tell by the way the motors are vibrating in your pad which part of your car is losing its grip. And that kind of haptic feedback that they offer is really important to us.” “I think the new controllers the PlayStation 4 and Xbox One have introduced are huge improvements on their predecessors, and they give the player a lot more fidelity. “It’s safe to say that our force feedback is the best it’s been on any of the games that we’ve ever made,” the game's designer Paul Coleman told me. ![]() ![]() That has helped the transition to console as well. "PC gamers tend to be a dedicated bunch, and Dirt’s community has been vocal and helpful in perfecting the game’s controls with their feedback.
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