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Author Topic: WRC3 New Screens.. Loads Of Em..  (Read 839 times)

Offline StAnZo
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WRC3 New Screens.. Loads Of Em..
« on: October 15, 2003, 01:20:00 PM »
Source: http://www.evos.net/







take a look at the evos.net website for loads more.. i have heard that the game has slipped by 2 weeks.
expect it mid/late november.

StAnZo :0)
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Offline kopking
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« Reply #1 on: October 15, 2003, 01:23:27 PM »
are u back stanzo????? havent seen u for ages!!!


looks good, just hope it handles better than the other 2
The drunken, Liverpool supporting, bad spelling, Simpson loving, known as the drunkest of the spaminators, from England
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Offline JP
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« Reply #2 on: October 15, 2003, 01:47:38 PM »
The thing I really like with WRC and that I think other racing and driving games should incorporate more often is the bonnet camera. I freaking hate the bumper camera (GT games).

It looks decent though, looking forward to it.

Offline Lord Nicon
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« Reply #3 on: October 15, 2003, 02:00:07 PM »
Yeah i loved the first. I like bumper views but not that much for rally games due to all the vertical obsticals. I used to hate bumper views as a kid though. Anyway, I hope this one is just as good +
Originally posted by ##RaCeR##
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Offline ##RaCeR##
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« Reply #4 on: October 15, 2003, 04:48:31 PM »
Wow, haven\'t seen clouds like that since GT3.

I hope they incorporate better weather effects this time. I think thats the one thing thats really lacked in rally games. I wanna race around some track with mud flying everywhere and flooding throughout the track. The dust effects look sweet, and it seems to have alot better lighting.

Offline Kurt Angle

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« Reply #5 on: October 16, 2003, 01:01:03 AM »
Nice detail. Should be a good game I expect.

Offline StAnZo
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« Reply #6 on: October 17, 2003, 01:40:53 AM »
Well, i\'m kinda back.. just floating around really. had to post some pics here, but my hopes aren\'t as high as you may expect.
Iv\'e seen some movies of GT3 (Wild Swede\'s) from a beta, yes it may change, but there really isn\'t much difference between
WRC2  and WRC3. the handling looks exactly the same which isnt really a bad thing i suppose, but i expected evolution
in the handling department. the rally game that you all should be looking out for is \'Richard Burns Rally\'.. i\'ll post a couple
of pics here for you..

Richard Burns Rally...







Apologies to 56k users.. but you people should read up on RB Rally.. they have modeled the cars engine
pistons, valves, fuel intake, air intake etc... you can get misfires engine faliures and so forth.. the sound is modeled
from the engine so if you drop a cylinder the sound is reflected in what you hear. also if you run first on a gravel stage
you will be noticably slower than following cars as you are sweping the roads. the devs have gone totally for
simulation. you crash, your out.. simple.. all those that are interested check it out..

http://www.computerandvideogames.com/news/news_story.php?id=97317

http://www.computerandvideogames.com/news/news_story.php?id=97346

http://www.computerandvideogames.com/news/news_story.php?id=97390

StAnZo :0)
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Offline politiepet
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« Reply #7 on: October 17, 2003, 03:01:53 AM »
is that first pic ingame? :eek:

also, on what platforms can we expect this? (it\'s probably in the links, but I\'m to lazy to click ;))
#RaCeR#:
i hope they all get aids and die they should bnt tbbe having sezx with just anyone they should be in love if theay are foing to have sex not just to make money I htink its wrong for them to just have sexzx for the fun of it specially when some of the performancs are married, its just wrong. tey are givng out deaseases to anyone and its just not right i tell you i think its really really wrong specially when tey have sex i dot whach porno though so im not sure what they do i dont theink theyr realy hjave sex its all just pretendnig but you never no what they do its just wrong speciallly when they dont even love each other its wrong i ell you in tsi just wrong. wtings owting wtrong wtongs wtongs. i dont like it. prlease explaions.

Offline JP
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« Reply #8 on: October 17, 2003, 03:36:06 AM »
RB Rally looks stunning. Why haven\'t I heard about this one?
Cheers, Stanzo!

Offline StAnZo
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« Reply #9 on: October 17, 2003, 04:12:41 AM »
Quote
Originally posted by politiepet
is that first pic ingame? :eek:

also, on what platforms can we expect this? (it\'s probably in the links, but I\'m to lazy to click ;))


All shots are Ingame.. Due on XBox PS2 and Pc (Above shots from PC) due around march time.
Also, it may be of interest to some of you serious Rally sim players, Richard himself will be setting the times for all
the stages... sounds to me like you got to go flat out to beat him, but with the \'crash and your out\' philosophy it\'s going to
be very interesting to play.. do you push hard and risk crashing near the end of the rally to grab 1st position, or do you
consider consolidating your position and go for the finish.. this should be good stuff.


« Last Edit: October 17, 2003, 04:21:32 AM by StAnZo »
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Offline StAnZo
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« Reply #10 on: October 17, 2003, 04:25:36 AM »
EXCLUSIVE: RICHARD BURNS RALLY EXPOSED!

Everything you ever wanted to know about SCi\'s amazing new rally title but were afraid to ask - world\'s first shots inside!

17:04 It\'s not as if the Rally genre is undersubscribed, but nonetheless SCi has opted to enter the fray, with a title based on the exploits of one Richard Burns. Who he? Well, while Colin McRae has been dominating the rally game genre for yonks now, Burnsy has actually been winning the races in real life.
Burns has been Britain\'s top rally driver for the past three seasons, winning the World Rally Championship in 2001. So why should you care? Well, because the man who would be Col (except without Mr McRae\'s trademark dourness, presumably) is also the star of SCi\'s hugely promising forthcoming rally title.

We were recently treated to an early build of the game on PC that looked uncommonly lovely, as well as a PS2 version that wasn\'t quite so fetching, though we\'re promised the graphical quality of the final game will be top notch on all formats. And with an Xbox version also on the way, only GameCube owners will miss out on the action.

The title is set for release in the first quarter of 2004, and is being put together by Swedish development studio Warthog, uh, Sweden. And Richard and his co-driver Robert Reid have also been involved in the game\'s development, contributing to the design ethos of the title adding technical knowledge where important and providing voice recordings and pace notes for use in the game.

They\'ve also been involved in the testing of the car handling and physics, which we\'re promised are steeped in realism. Warthog claims to have "built a physics model that produces real-time vehicle dynamics to a quality unseen in existing rally titles".

The game does this by combining a realistic handling system with similarly realistic wear, along with crash damage that actually affects the handling of your car. And from what we\'ve seen so far, the fastidious attention to detail and accuracy are nothing short of stunning.

You begin the game in the Forest Rally School, and you\'ll need to take part in lessons and pass tests before you can graduate to the racing proper. As you\'d expect, the simulation mode takes the racing very seriously, to the extent that if you fail to keep your car intact during a race then it\'s game over.

You can race directly against Burns in Challenge Mode, and we\'re also promised that each season you take part in will be different, with races taking place at different times of day, and variable weather conditions affecting the gameplay. There are also some neat touches - roll your car off the track and spectators will help you by pushing it back on.

You\'re also given updates on how rivals are faring; if one of them crashes in front of you, as you continue to drive you\'ll eventually come across his wreckage. We\'re also promised that managers of different teams will react in different ways, though hopefully this won\'t mean that messing up a big race will result in an Alex Ferguson-style "hairdrying".

Other modes include the self-explanatory Quick Rally session, a Full Rally Season and a Hot-Seat Mode for multiplayer action, while licensed cars in the title include the following:


Peugeot 206
Mitsubishi Evo VII
Hyundai Accent
Citroen Xsara T4
Toyota Corolla
Subaru Imprezza 2003


Plus there are some others that are "secret" for now...
The tracks themselves are likely to gain attention, in that the emphasis is on a truly 3D design. We\'re promised dips, hills, crests, valleys, as well as true rally surfaces like ruts, potholes and stones, just to make things that little spicier.

The developer is clearly taking every element very seriously - there\'s even been time and effort expended on making sure that the sound of the engine is just right. In terms of detail, Richard Burns Rally is likely to really raise the bar on what we\'ve been used to up till now.

18:00 Due out in early 2004 on Xbox PS2 and PC, Richard Burns Rally is developer Warthog Sweden\'s attempt to create an entirely realistic rally game; the most realistic you\'ve ever seen. And with handling that we\'re assured is practically indistinguishable from the real thing and a sterling new physics engine to boot, it looks like it\'s succeeded.
As you\'d expect, both Richard Burns and his co-driver Robert Reid have figured largely in the game\'s development, as well as the action. You begin the game at The Forest Rally school, the real life North Wales-based school that Richard attended and later taught at.

In the game, Richard actually teaches you how to drive, and continues to appear throughout the game offering advice on improving your performance. Additionally, co-driver Robert Reid has authored and voiced the pace notes, once more adding to the game\'s sense of realism.

The races themselves take place across a variety of terrains - a season begins with an American rally in Nevada that takes place across The Grand Canyon. There are also tracks in Finland, Gateshead in England, Canberra in Australia, and the French Alps, with the final rally taking part in Hakkaido, Japan.

Warthog is keen to stress that the constant striving for realism is an integral part of the game, rather than just a gimmick - in fact it is the game. The level of detail is astonishing - drive off the track and rather than just slow down as in most other rally sims, your car will actually be affected by the terrain.

This means you can actually use off-road shortcuts to your advantage, but there\'s a trade-off in that you can also seriously damage your car\'s suspension. More endemic of Warthog\'s obsessive attention to detail is the fact that if you get away first in a race, you\'ll be moving fractionally slower than the cars following in your trail because your car will sweep the gravel aside for them.

We\'ve already mentioned how this is a truly three dimensional experience, with crests, bumps, hills, rises and dips all appearing - but the presence of such unpredictable terrain has a serious effect on your driving, too. If you take a jump, you\'re going to come down hard, and again that can mean damaging your motor.

Take one too many knocks and you\'ll total your car, ending the race there and then. Bad news, though there\'s some small compensation in that you will get to see a helicopter rescue should this happen - small consolation perhaps, but very cool to watch.

It sounds preposterous, but even the sound effects are determinedly authentic. When you hear the car revving up, those sounds are based on what the engine is actually doing - utterly mind-boggling. If that\'s not enough, the engine model actually simulates all the working parts of a four stroke internal engine; each stage is accurately modelled. Damage a cylinder and and you\'ll both hear and feel the effect on the engine\'s performance immediately. Scarily realistic.

It doesn\'t stop there - the developer has actually used information straight from the turbo industry in order to program the correct flow of air in the turbo injection system.

Burns Rally also features a multi body system, meaning that each wheel is given its own mass - in turn, meaning that each wheel reacts in entirely realistic fashion to whatever terrain it\'s being driven across, smooth tarmac or gravel track, potholes or puddles.

For those of you with a limited interest in physics, what this essentially means is that the slightest change in road surface will be detectable in the car\'s handling.

In fact the level of detail is such that when Richard Burns was in the office actually testing the game, after playing for a while he went into the options menu and tinkered with his car\'s set-up - and promptly began driving even better. Now that\'s impressive.
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Offline StAnZo
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« Reply #11 on: October 17, 2003, 04:29:43 AM »
EXCLUSIVE: RICHARD BURNS RALLY - THE INTERVIEW

Tell us about the concept behind the game - why Richard Burns?

Hickman: We wanted to do something slightly different with the rally genre. Colin\'s great, WRC\'s great, but we wanted something that kind of reflected the more technical side of rallying, the kind of simulation aspect.

We went back to the drawing board. Reinventing rally is the wrong term, but we\'ve introduced the element of simulation to the whole rallying genre that I don\'t think anyone else has done.

To give you a good example, we\'ve gone back to the grass roots of the handling model of these vehicles; we\'ve written a complete car simulation, similar to something that professionals would use in the car industry when testing all the initial concept ideas.

So we\'re simulating quite a lot of the interior of the car, the engine, the way the combustion cycle works, we\'re modelling things like the temperature of the brake fluid and the oil and the water from the radiator, so if you get a puncture in the radiator that has a knock-on effect on your engine, as it would in real life.

It\'s doing something different to the other rally games out there, and that\'s what we wanted - to do something that no-one else had ever done before. There\'s no point trying to copy what any of the other rally games are doing: for us that\'s not an option.

We came to Richard because he is the UK\'s number one rally driver, and has been for quite a while. There\'s a very good chance he\'s going to win this year, which would bring his world championship total up to two. Richard is very precise, he\'s very technical, and when we had our initial discussions with him he wanted that to be reflected in the game.

So that\'s why we\'ve been doing all this stuff. Other areas that we thought could really do with some attention is the detail on the stages. We\'ve had some really cool stuff from the other games, but there\'s also lots of stuff that they don\'t do, bumps in the road, potholes, proper geometry, you know? Not just textures on the ground.

We want stuff that\'s really going to affect how the car drives those stages, and we\'ve managed to do that.

We\'ve got proper geometry that reflects everything you\'d see in real life. The potholes fill up with water when it rains, there are ruts, worn areas of the stage; if you drive a gravel stage or a muddy stage, later on in the pack you\'ll find that the stage is more worn than it would be of you were driving it at the beginning.

When you drive through big puddles in our game, water can actually enter the cooling vent on the car, which does have an effect on how the car fires up the cylinders. It sounds really complicated, but most of this is going to be away from the player.

That\'s possibly the only concern; we guess you\'ve got to strike a balance between realism and playability - keep it fun...

Hickman: Yep. At the end of the day it\'s all about playability. If we couldn\'t introduce these elements without making them playable, there would have been no point in doing it.

People who play rally games have got to experience it to see how different this game is from all the others. I think we\'ve really succeeded, it\'s going to be very different, very exciting.

Could you explain the car handling/physics system for Richard Burns Rally, explaining how if affects the whole gameplay experience?

Hickman: Rather than using a single-bodied physics system, which most other rally games do, we\'ve gone for a multi-body physics system where we\'re simulating what is essentially a real car chassis, the McPherson struts, all of the stuff that you\'d expect to find in a complicated car modelling piece of software. And that adds some advantages.

If you damage one wheel that can have a real effect - you can damage the differentials, and our game allows you in the set-up screen to programme all of the differential settings of the rally car, which is really complicated; only experienced players are going to want to access that part of the game, but it just gives the whole thing more depth than anything you\'ve seen before.

Differential mappings are horribly complex things and you can really create some strange results if you don\'t know what you\'re doing, but you can also achieve something that\'s just not been done in any of the other rally games.

Can you tell us about the graphics, the weather effects, any other notable visual aspects?

Hickman: We\'ve got the usual sort of things, rain and snow. I think we\'ve probably gone a bit further than most of the other games on the market with how they look visually.

We\'ve got time of day, so our stages can take place during the morning or the afternoon or the evening. We\'ve also got real-time weather, so all of the stages can feature a huge variety of weather effects, so you play through the season once and when you come back to play again the same stage might be completely different weather.

I think the best example of that is Gateshead, where you\'ve got the Pirelli International Rally. Gateshead\'s weather is quite, er, variable [laughs]. We were up there earlier this year taking photographs for research and development, and early in the morning it was foggy, visibility was down to about ten meters, there was drizzle in the air, it was freezing cold, and by nine o\'clock it was brilliant sunshine and completely different. It was the most bizarre thing.

And no-one\'s really done that before. Colin has weather settings for stages, but it doesn\'t change. You play one stage in England and it\'s always the same - on our game it can change which can create some very variable conditions for the driver and makes for much more of a challenge I think, as they play through different seasons.

We\'ve also got light scattering on the PC and Xbox versions, which creates a much more subtle atmosphere than you\'d normally achieve with things like volumetric fog. Our game is not an arcade game, it\'s about achieving a level of realism, and achieving that with photorealism in the graphics is as important as achieving technical realism with the car model or the engine simulation.

This is much more photorealistic than most other rally games that are out there.

Can you actually play as Richard Burns?

Hickman: You can\'t actually play as Richard Burns in this game; we\'ve got Richard as kind of a mentor character, he starts off the game teaching you how to drive, we\'ve got a big rally school, it\'s one of the unique features of the game.

He teaches you how to handle a proper rally car, what the terms mean, and so on. If you don\'t know what powerslides and Scandinavian flicks are, he\'ll tell you.

So how does the driving school fit into the structure of the game? Is it essentially a one-off tutorial?

Hickman: It\'s a tutorial, completely separate from the other modes. You work your way through and you can achieve different pass levels, you can go back and take the school tests again, try and achieve a gold pass on every test that we\'ve got.

Apparently the gameplay is also different because of the attention paid to dips and rises in the road?

Hickman: Going back to the whole ethos of having accurately represented real stages, you drive along with Colin and it\'s very much a uniform surface which you\'re driving on. The level design is very good, but in our game, you get hills and valleys, with fog settling in the valleys in the mornings; the geometry of the stages has a huge effect on how you\'re going to drive.

We\'ve modelled some sections to be more worn than others, and if you can get your front tyre on that section, if you can hook it in, the reduced friction can actually slide the car round - it\'s something you see all the time in rallies, but nobody\'s doing anything like that in games. We\'re just trying to recreate everything you see on TV. Those guys are so cool [laughs].

Are there major differences between the different versions, or is this pretty much the same game across the board?

Hickman: We try to take as much advantage as we can, from the hardware on PC and Xbox, but I have to say the PS2 version looks fantastic.

I was over in Sweden last week and they\'re just doing the most amazing things, it looks as good as the PC version at the moment. The quality of the graphics are fantastic: we\'ve got real-time reflections on all the cars, we\'ve got real-time shadows being cast from all the environments, that sort of thing. It just looks really special. It\'s due out in March, and we think we\'ve done a good job.

What one aspect of Richard Burns are you most proud of, and why?

Hickman: I guess it\'s the fact that we made a decision very early on not to do this arcade-style respawning, so that if you go off the road and you crash into a tree, you don\'t get respawned.

We\'ve got this system where by if you crash into a tree, you\'re car might be damaged beyond repair, but if you can carry on you can get back onto the stage. If you\'re near spectators they\'ll give you a push and push you back onto the road, or if you roll the car they\'ll push you back over.

But it kind of creates this whole scary thing; you\'re doing well in the championship, you\'re in the lead - how hard do you push on the stage? Do you go for the win again, or do you go for the second place knowing that you\'ll retain your lead in the championship?

You\'ve invested so much in the race, and you don\'t want to screw it up, you want to be first. If you roll the car down a side of a mountain, it\'s helicopter rescue time, no respawning. It\'s scary!
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Offline Kurt Angle

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« Reply #12 on: October 17, 2003, 09:16:40 AM »
Wow, the level of detail in the RB game is astonishing. :eek:

Offline Lord Nicon
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« Reply #13 on: October 17, 2003, 09:21:17 AM »
Im liking the foliage but the car models could use a little spiffing up.
Originally posted by ##RaCeR##
I don\'t have comprehension issues, you just need to learn how to communicate.
Yessir massir ima f*** you up reeeeal nice and homely like. uh huh, yessum ; ).
Debra Lafave Is My Hero ;) lol

Offline StAnZo
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« Reply #14 on: October 17, 2003, 09:29:03 AM »
Quote
Originally posted by Lord Nicon
Im liking the foliage but the car models could use a little spiffing up.

Agreed. i usually use the in-car view anyway, so no problem for myself. but i do understand.
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