Colin McRae : DIRT [Jeu dispo]

Driftwood - Dictateur en chef
Driftwood
Since 7771 Days
Traduction (en anglais) d'un test (en suédois):
Codemasters create a good mix and offer a wonderful, actionfilled and intense racing experience and of course Petter Hegevall offers his opinions on the game:

I really have a hard time deciding what I like and don't like. Looks like that difficulty just grows with age. After playing a preview version of the game, I was convinced. "The complete game is going to rock", I told an excited Jesper Karlsson.

But after five hours with the review version I developed a certain scepticism; the cars felt too much like being on a railway, the physics of friction felt a little too exaggerated and the game mechanisms generally a little too superficial. Now I have spent another five hours with the game - kicked butt online, crushed Jesper in the multi-player mode (as usual) [I think he means splitscreen here but since he doesn't say so I'll keep that door open - staphan] and finished the championship, rewarded with a fat golden trophy. And no matter how uncertain I ever was before, I'm now confident about my feelings toward Dirt. I love it. Deeply.

Because Codemasters have put all of their effort into this game. Seven well made racing disciplines, loads of cool vehicles, countless tracks, extremely pretty graphics, superb layout of the career mode and a wonderful presentation. Perhaps you understand why I love Dirt?

I have throttled my extremely powerful WRC-Celica along bushy Australian forest roads, thrown the rear end sideways in my Ford RS 2000 and cut trees with my Audi S1. I've been flying like a fighter plane through the bumpy terrain in my beach buggy, climbed to the top of Pikes Peak with my Evo 9 and licked the asphalt streets in Spain clean with my Renault 1600. I have done all that, and am already longing to do it again (that's why I'll try to write this review real quick [what did you expect from a website reviewer? - staphan]).

Codemasters' ambitions seem clear after only a few minutes playing Dirt. Instead of trying to attract the most hardcore rallyfans with heavy gravel-physics and realistically built rally stages (like they've done with the previous 5 games), in Dirt Codemasters have chosen a completely different path. Think Toca: Race Driver mixed with Rallisport Challenge 2 and Motorstorm. An arcadeish, intense, explosive and crazy mix where daring, risktaking and pure instinct is more important than front suspension settings, pre-curve powerslide setups and planning. Dirt is exactly what it sounds like - fast, pretty, wild and very, very dirty.

Among the best things with Colin McRae: Dirt are without doubt the layout, the graphics and the huge variation. As always, Codemasters give us an almost criminally good-looking menu system that isn't only different but also easy to navigate. When the game starts, you're welcomed by the silk-smooth voice of Travis Pastrana (the MotoX-genius) that tells you about the different parts of the game and how to get behind the wheel as fast as possible [another sign of Codemasters' belief in totally oblivious Xbox 360 players? - staphan]. After that, you get to play a couple of easy races before being thrown into the rock-hard career mode.

Travis Pastrana have lately ditched his crossbike for rally racing and has competed in a whole bunch of rally events both within and outside of USA. In fact, Travis has played a bigger role in the development of Dirt than Colin McRae himself, partly because Codemasters have been looking a lot more at the american rally circus instead of the dust-dry [I disagree! - staphan] WRC circus. And Travis Pastrana has been given the task of commenting in the entire game. Why they didn't just name it "Travis Pastrana: Dirt" has to do with the fact that Colin McRae is a well-known name, and an invaluable trademark, in Europe that simply screams "quality!".

As mentioned, there's a variety of different racing classes in Colin McRae: Dirt that you'll have to be good at in order to get succesful in the career mode. However, they don't require especially long learning periods. After all, every car class in Dirt is controlled in basically the same way and roughly put, the same motto apply to all racing disciplines - "pedal to the metal"!

As opposed to what we've written in Gamereactor before, any Touring Car-discipline does not exist. Only gravel based madman racing in the following classes: rallycross, FWD rally cars, AWD rally cars, hill climb, truck rally, raid rally racing and buggy racing [wait, I think I saw tarmac somewhere in the Dirt demo? - staphan]. As you can see, it's hard not to think about the large variety that this game offers.

Being able to make progress in the nicely looking ladder that the career mode is based on, unlock new competitions, buy new cars, and to freely choose between a number of different disciplines contributes to the fact that you never get too tired of any one racing class. After each completed race, the players is handed a bag of money (how much money depends on how good you are, of course) that you can use to buy other cars. Prior to each new race there is already one (or two) unlocked cars to choose from, but almost always a third car with more power than the other two. This one you'll have to purchase to get to race with, and that's where the bag of money comes in handy.

But this is also the only thing you can use your prize money for - buying new cars. There's no option to modify or style your car in any way, which Codemasters should think of in the mandatory sequel.

My favourite part of Colin Mcrae: Dirt (if I really have to pick one) is the AWD rally events and the old-school competitions featuring the Group B monsters from the 80's [Hey, that's two! - staphan]. The worst is the hill climb competitions.

The physics are generally stiffer and more focused on tight high-speed madness than in the previous Colin Mcrae Rally titles and in some, although quite few, disciplines (especially hill climb) it feels a little too much like Codemasters have centered the game camera [not sure what he means with that - staphan] and put the car on rails. Other than that, the driving experience can best be described as a something inbetween those in Colin McRae Rally 3 and Rallisport Challenge 2.

Perhaps what's most distinguishable when comparing Dirt with previous CMR games, concerning car physics, is that the cars in Dirt go quite a lot faster. Driving an Impreza along the rainy forest roads of England is more like time-travelling than giving your own @$$ a ride in a rally car.

And now we get to the point of discussing graphics, where Colin McRae: Dirt easily outshines competitors like Test Drive Unlimited, Forza Motorsport 2 and Flatout: Ultimate Carnage. Dirt has got quite a unique, widespread sense of design that other racing games in general don't offer to that extent, and contains lots of wonderful eye-candy. The stages all have an absolute amazing light setting, the cars are brutally well done and the amount of effects that fill the screen aren't anything less than astoundingly [is that how you spell it? - staphan] pretty.

The picture in Dirt is covered by a unique filter that gives it the impression of being slightly under-exponated, talking in photo-terms. It's a little yellow, scratchy and with a matte finish to the colours. At first I was annoyed by this feature but I've learned to love it. It thoroughly gives Dirt a dirtier feel and makes it graphically stand out from all other racing games ever created so far.

The damage that your car sustains look extremely realistic and finally you can crash so bad that you have to retire from the stage right away [umm that's not very new... - staphan]. Car parts shatter like confetti across the road if you happen to drive into a rock or a tree, and you're then asked to restart the stage by, the always very pedagogic, Travis Pastrana [again, what do we need brains for anymore? - staphan].

To sum it up, Colin McRae: Dirt is very easy to approach; it's highly intense, varying, adrenalin-filled, fast to the extreme, and looks totally awesome. It suits anyone looking for a quick trip to the rally djungle.

"A 2nd opinion" by Jesper Karlsson:
I like arcade-ish half-crazy racing experiences. For example, here at work I'm the biggest fan of the Burnout games and the Rallisport Challenge games, hands down.

Thus I suppose the fact that I love CMR: Dirt, with the fast insanity that Codemasters' new jewel offers, doesn't come as a surprise. I like the variation, the speed, the graphics, the physics and that every object alongside the track is affected when you hit it with the car. For example, I've spent the last hour destroying trees, branches and bushes. A slightly different approach than the one that "Petter the boring" and his eveluations of driving games tend to take.
Graphics: 10
Gameplay: 8
Sound: 9
Longevity: 9

9/10
In reply to

Every cloud has a silver lining...

The Dreadful Unit #7

Altanyx
Altanyx
Since 6952 Days
Ouah, un BT alors que je ne fait pas une faute de français ?! C'est donc que le contenu de mon intervention ne plait pas. N'est-il plus possible de dire que l'on n'aime pas un jeu ?


En tout cas bon jeu à ceux qui y trouvent du plaisir. :)
In reply to

The Dreadful Unit #5

Driftwood - Dictateur en chef
Driftwood
Since 7771 Days
Entre ne pas aimer et dire "ce jeu est nul" il y a une légère différence. :p
In reply to

Every cloud has a silver lining...

The Dreadful Unit #7

vilarcane
Since 7704 Days
Très bien cette critique, ils ont même l'air de s'être marré (à 2) sur le multi.
Cool !

Vivement jeudi que j'aille chercher ma résa...

@Altanyx : c'est insipIDe, et ça veut dire sans saveur, sans intérêt, alors t'as bien mérité ton BT ;o)
In reply to
vilarcane
Since 7704 Days
un article intéressant sur la génèse du moteur Neon, c'est un peu grâce à Sony que nous avons ce magnifique jeu sur 360 ossi :o))
désolé la flemme de traduire ...


Special Report: Neon – Codemasters and Sony's illuminating next-gen engine

With help from Sony's tech group, Codemasters has built a brand-new next-gen engine called Neon - and in a curious move it will even power new 360 games.
Everyone knows that making games for new formats has brought with it a slew of challenges and that the step from, say, PS2 to PS3, is for some more painful than that from PSOne to PS2.

Codemasters arguably knows this better than any other studio, having managed to pretty much wing it in the current generation. By development VP Gavin Cheshire’s own admission, PS2 games for its leading Colin McRae series were based on repurposed PSone technology. This wasn’t an approach possible for making the next version, subtitled Dirt.

“One of the things we thought long and hard about was how we were going to exploit the next-gen cycle. One thing that Codemasters didn’t do particularly brilliantly in the last cycle was get ready in time” admits Cheshire.

“We didn’t want to make that mistake again, so for this gen we’ve had to restructure, plan, and gear up for what’s coming next. It didn’t catch us off guard, but we’ve really had to focus our efforts.”

Knowing that much of future development will demand a reliance on tailored middleware solutions, Codemasters shopped around, but couldn’t find exactly what it wanted.

Explains Chesire: “We looked at the middleware solutions we could use - we had no axe to grind, frankly, and just wanted to find the technology we could have ready for th next-gen so we weren’t left catching up in ten years’ time. We looked around at the Renderwares and the Unreals, but nothing really fulfilled our requirements – specifically for the PS3, anyway.”

So what do you do when your ideal platform is PS3? The answer is to speak to Sony. And together, Codemasters and Sony have come up with another answer: Neon.

A new next-gen engine built from scratch over the past year and a half, it’s been a significant investment – and is a new tool with an unique and interesting backstory.

“Sony knew early on that it was going to be hard to get the very best out of the PS3 early on, so the Japan office commissioned a team in Europe to start devising new technology and tools,” says Cheshire. “We really only found out about it because a guy on that team is friends with a coder at Sony, but our guys have worked very hard on building that relationship with them. What we were able to do is exploit something that Sony was internally, which we were the first to see – and since then we’ve worked very closely with Sony. It’s a two-way street.”

According to Cheshire, “Sony isn’t into exploiting” the relevant component that makes Neon work, allowing
Codemasters to do so instead. Wholly-owned by Codemasters (Cheshire says 30 of the in-house programmers have been responsible for build building 80 per cent of the result), Neon will eventually power all the Codemasters in-house next-gen games – and that includes titles for 360.

Having Sony provide the springboard for next-gen development on another platform isn’t as unlikely as you may think, however.

“The odd thing is that we wouldn’t have wanted to use it if it wasn’t crossplatform,” explains Cheshire. “But Sony said that was fine. Sony realises that the only way to make next-gen viable for everyone was to allow everyone to exploit technology.”

Of course, the two-way street has provided Codemasters with an invaluable glimpse into the PS3 earlier than the other third-party developers that will prove beneficial to Sony in the long-run.

“We’ve had a very good look into PS3 knowhow and ethics,” adds Cheshire. It’s therefore not unreasonable to think that Sony’s playing it cool is just another of the platform holder’s views to investing in the future of its machine – especially when you realise that the high potential for Neon to join Sony’s tools and middleware programme could be a coup for the format holder.

The first game to benefit from Neon is Colin McRae Dirt, due in June 2007. About to hit its first playable milestone, the game utilises Neon for everything from shading effects, through to terrain, damage models and even simulation of real wind.

A next-gen exclusive – there will be no current gen version – Dirt’s conception, and the part it has played in Neon’s creation, has been lengthy. At one point last year, when new ideas were being prototyped, Colin was potentially going to appear in a version more suited to the street racing genre popularised by EA Canada’s Need For Speed Underground and Criterion’s Burnout. But, unhappy with what was just a reaction to the market rather than what the game needed both conceptually and technically, the team put its foot on the breaks.

“We fought quite a bit for when Dirt would come out and compromised – we didn’t want to rush it out with out the polish it needed to carry it through, and of course all our other games will use this technology.

Indeed, that’s the key – Dirt has driven Neon which will soon drive the whole studio. While projects such as Brian Lara Cricket are currently managed using the engine acquired from previous developer Swordfish, the engine devised for creating racing environments will set the tone for locations in other games and set the tone for the whole studio’s development environment. The tool, says Chesire, “Allows us to exploit not just the racing genre, but it has been designed to exploit the huge open terrains you need for all our games.”
In reply to
Driftwood - Dictateur en chef
Driftwood
Since 7771 Days
Tu m'étonnes la flemme de traduire. ;)
In reply to

Every cloud has a silver lining...

The Dreadful Unit #7

palamede
palamede
Since 6861 Days
je comprends encore moins pourquoi il sort plus tard sur PS3...
In reply to

We fight for Truth, Justice, and the American Way

Morgoth
Morgoth
Since 6648 Days
Surement pour optimiser un graphisme à 60FPS, et un network réellement existant .

Euu je rigole pour le 60FPS bien sur ^^ !!
In reply to

ID=>Network balrogmorgoth
//

[img]http://card.mygamercard.net/balrogmorgoth.jpg[/img]

Driftwood - Dictateur en chef
Driftwood
Since 7771 Days
Peut-être sera t'il plus optimisé et tournera mieux que la version 360 (anim, tearing, clipping...).

Le pire serait qu'ils revoient la maniabilité niveau freinage surtout et que la version 360 n'ait pas droit à un patch de compensation. :(
In reply to

Every cloud has a silver lining...

The Dreadful Unit #7

Dazman - Stade Falloir
Dazman
Since 7059 Days
Trop drole, hier j'ai essayé la démo après avoir passé mes 4 derniers jours sur Forza II et bah c'est la catastrophe, je me prends tous les virages et j'arrive meme plus à terminer 1er en "easy" :o
In reply to

J'ai pas les même gouts que vous ? Et Alors ?

Altanyx
Altanyx
Since 6952 Days
Effectivement, je pense que de passer de DIRT à FORZA, et inversement, ça doit pas être facile. ^^
In reply to

The Dreadful Unit #5

rekator
rekator
Since 6506 Days
Plusieurs hypothèses:
1) Soit Codemaster espère que le nombre de PS3 aura augmenté en Septembre (surtout en Europe) afin d'atteindre un seuil plus rentable.
2) Soit la phase d'optimisation est plus longue que pour la Xbox360 et le PC, mais alors beaucoup plus longue vu que NEON a été conçue pour la PS3 (mais cela confirmerait ce que l'on a vu ailleurs il est plus difficile actuellement d'arriver au résultat de la 360 sur la PS3).
3) Soit de par le partenariat avec Sony sur NEON, Codemaster peaufine le code pour que la version PS3 soit supérieure à la 360.
Perso je table pour la 1 ;).
In reply to
Zorgalouf
Zorgalouf
Since 7078 Days
Zut, pas de Dirt pour moi aujourd'hui...sans doute demain!
In reply to

The Dreadful Unit #12
"A bloc, à toc, à fond d'cinq, à fond d'six"
Kiemsa

palamede
palamede
Since 6861 Days
Perso je redoute la 3 qui me ferait royalement chier, même si j'ai tendance à imaginer que c'est un mix de la 1 et de la 2 : on n'a tjours pas vu tourner la bête sur la ps3 !
In reply to

We fight for Truth, Justice, and the American Way

Dazman - Stade Falloir
Dazman
Since 7059 Days
Ce DIRT je l'aurai le jour de sa sortie, puisque je profite de bons FNAC, et la Fnac ne vends jamais les jeux en avance, donc soit je le paye et je l'ai demain, soit j'attend vendredi et je l'ai gratos.........le choix est vite fait ;p
In reply to

J'ai pas les même gouts que vous ? Et Alors ?

banditoz - Mandy
banditoz
Since 7052 Days
Posted by Dazman
soit j'attend vendredi et je l'ai gratos.........le choix est vite fait ;p
Rohh! l'autre hey!. :p

Même les achats tu les fait en "easy"?!. :D

Jeudi où vendredi?,j'ai l'choix...cruel dilemme!. :)
In reply to

Dans la Gendarmerie...les Gendarmes rient!.

The Dreadful Unit #4

dadator
dadator
Since 6655 Days
ça va être dur de ne pas passer ici pendant quelques temps...Il manque un bouton "ignorer le topic pendant x temps"!?
:faible:
In reply to

dadator officiel
N'aime pas les "succès"...

banditoz - Mandy
banditoz
Since 7052 Days
C'est vous qui voyez...!,y en a qui ont essayez,ils ont eu des problèmes!. :p

:fort:
In reply to

Dans la Gendarmerie...les Gendarmes rient!.

The Dreadful Unit #4

Zorgalouf
Zorgalouf
Since 7078 Days
oui, mais si je préfère prendre une couchette dans un train de jour? :chevalier:
In reply to

The Dreadful Unit #12
"A bloc, à toc, à fond d'cinq, à fond d'six"
Kiemsa

arno66
arno66
Since 7830 Days
Single player supports multiple cars on the track, so why doesn't multiplayer? Sheesh.
Extrait du test d'IGN, bien en colère contre l'absence de multi...
In reply to

pas de pied, pas de cheval

rekator
rekator
Since 6506 Days
Histoire d'avoir un nouvel effet Oblivion…
C'la manquait dan'l débat…
Fait péter la Poire!!
In reply to
Zorgalouf
Zorgalouf
Since 7078 Days
On le sait depuis le début !
In reply to

The Dreadful Unit #12
"A bloc, à toc, à fond d'cinq, à fond d'six"
Kiemsa

shura_ksp - Troglodyte
shura_ksp
Since 6730 Days
colin dirt DISPO dans les bonnes crémeries!!!!
In reply to

toutes les consoles se valent, maintenant parlons des jeux...

banditoz - Mandy
banditoz
Since 7052 Days
Ouep! cool...mais je vois ça vendredi. :jaiquedeuxmains:

;)
In reply to

Dans la Gendarmerie...les Gendarmes rient!.

The Dreadful Unit #4

Driftwood - Dictateur en chef
Driftwood
Since 7771 Days
Pas chez moi... :bonheur:

In reply to

Every cloud has a silver lining...

The Dreadful Unit #7

You have to be logged in to post in this forum!
Patreon

$135 of $400 per month

What's up?
  • Loakum

    Loakum Ugh….scratch that previous comment. The upcoming Game of Thrones video game is a F’in mobile phone game. Why can’t they came an open world GoT game, like Witcher 3 or God of War? (8 Weeks ago)

  • Loakum

    Loakum By FAR, the upcoming Game of Thrones King’s Road was the Game of the Show! It plays like God of War Ragnarok! :) (10 Weeks ago)

  • Loakum

    Loakum @Driftwood Awesome! I’m loving it! It does show a much crisper picture and the frame rate looks good! I was playing Stella Blade and Dragonball Soarkling Blast! :) (> 3 Months ago)

  • Driftwood

    Driftwood @Loakum: enjoy, the one Sony sent us will be there on launch day. Coverage will follow asap. (> 3 Months ago)

  • Loakum

    Loakum *takes a large sip of victorious grape juice* ok….my PS5 pro arrived early! So much winning! :) (> 3 Months ago)

  • Driftwood

    Driftwood @reneyvane: non ils l'ont publié le 1er octobre et je crois que tu l'avais déjà linkée. ;) (> 3 Months ago)

  • reneyvane

    reneyvane Factornews à joué à KingdomComeDeliverance2 au Gamescom 2024 mais ne publie sa preview que maintenant ? [url] (> 3 Months ago)

  • Driftwood

    Driftwood Download is now functional again on Gamersyde. Sorry for the past 53 days or so when it wasn't. (> 3 Months ago)

  • Driftwood

    Driftwood Another (French) livestream today at 2:30 CEST but you're welcome to drop by and speak English. I will gladly answer in English when I get a chance to catch a breath. :) (> 3 Months ago)

  • Driftwood

    Driftwood GSY is getting some nice content at 3 pm CEST with our July podcast and some videos of the Deus Ex Mankind Divided preview build. :) (> 3 Months ago)

  • Driftwood

    Driftwood For once we'll be live at 4:30 pm CEST. Blim should not even be tired! (> 3 Months ago)

  • Driftwood

    Driftwood More Quantum Break coverage coming in a few hours, 9:00 a.m CEST. (> 3 Months ago)

  • Driftwood

    Driftwood We'll have a full review up for Firewatch at 7 pm CET. Videos will only be tomorrow though. (> 3 Months ago)

  • Driftwood

    Driftwood Tonight's livestream will be at 9:15 GMT+1, not GMT+2 as first stated. (> 3 Months ago)

Also on Gamersyde

Our PC video of Ninja Gaiden 2 Black

  • Tuesday, February 25, 2025
  • davton

Our Switch preview video of Xenoblade Chronicles X

  • Wednesday, February 19, 2025
  • davton

Our PC video of Eternal Strands

  • Tuesday, February 18, 2025
  • davton