From the uk Playstation site
PlayStation.com headed to the home of one of rallying\'s greatest car manufacturers to witness the unveiling of Evolution Studios\' sequel to the mighty WRC. Fancy coming along for the ride?
Deep in the lush, forest-laden environs of the northern English county of Cumbria lies Dovenby Hall Estate, a grand manor with a long and colourful history stretching all the way back to the 12th century, which includes being apparently haunted by deceased mental asylum inmates. However, behind these tranquil surroundings and charming rural constructs beats the roaring mechanical heart of Ford M-Sport, the high-tech birthplace of one of the WRC\'s newest and most successful car models, the Ford Focus RS. That\'s all well and good, but it\'s not the real reason that PlayStation.com has made this lengthy journey. It takes more than the promise of a trip to an ultra-high tech motor manufacturing plant to persuade us to get off our lazy behinds and leave the cosy confines of our south-easterly home. Not much more, granted, but when we were informed that the visit to Ford M-Sport would serve as a mere apéritif to the main event - the official unveiling of the sequel to WRC - we were Cumbria-bound before the train driver could even finish asking why we were in his cabin brandishing a roll of duct tape.
Once we\'d narrowly avoided the grasp of the Cumbrian police force and ventured into our pleasant, Ford-owned safehouse, we found ourselves in the company of Martin Kenwright, CEO of Evolution Studios and extremely nervous man. Not that he\'s the usually the anxious type or anything, but when you\'re about to present an 8 hour-old build of a game you\'ve spent a year\'s worth of blood, sweat and motor oil on creating to the bloodthirsty members of the European gaming press, you\'re bound to have at least a few dozen butterflies flapping around in your stomach. There really is a lot to play for here; the original WRC has now gone Platinum after enjoying European sales of over 750,000. More recently, it\'s received rave reviews from the US press and won a slot in the Japanese gaming top 10, so the pressure on the sequel to perform just as well if not better is pretty hefty to say the least.
We\'ve only just got down to business when the first of Martin\'s presentation slides unceremoniously reveals the final title for the hotly anticipated sequel. From now on, the game will be known as WRC II Extreme. Smashing. "WRC was a shakedown", he announces proudly, referring to the rallying term for the test runs drivers make before they tackle a stage for real. WRC II Extreme, then, sees Evolution Studios finely tuned, fully warmed-up and ready to blow its competitors\' times out of the mud. "We\'ve rewritten the game completely; it\'s new technology, new experience, new game - it\'s all different. To underpin all of our vision, we had to have some of the best technology around and so we created a renderer which we call Shiny Shovel." We dare not repeat the full English expression that this name is partly paraphrased from, but let\'s just say that it refers to extreme slickness and speed. Indeed, it\'s claimed that the core rendering technology has been optimised by 900%, which equates to a staggering 150,000 polygons per frame running at a silky smooth 60 frames per second.
The sequel also addresses some of the game balance issues raised by fans of the original: "If we had one key criticism for WRC1, it was that the game was too easy. Unbeknownst to the public, we\'d already been developing real physics systems with Prodrive (famed developers of technology-based solutions for the motorsport industry) that they were using to test real rally cars. It was so advanced and realistic, however, that it was too hard to use, so there was the irony; we had a physics system that the World Rally teams used that we couldn\'t use because it didn\'t feel like a game.
"So there\'s a funny little twist there in that we\'ve now gone back to that to create new, advanced Professional and Expert modes which encompass all the things we worked closely with Prodrive on at the time. Now we can do a lot of things that we hinted at with the first WRC, like flicks, powerslides and handbrake moves." Impressive stuff, certainly, but what of the vehicles necessary to perform these dramatic manoeuvres on the track?
As expected, all seven teams are present and correct in hugely improved form and the real-time images on show serve as the first indication that the impressive stats that Martin is throwing about are far more than idle boasts. "Each car has 20,000 polygons; again this is way above anything that\'s on or coming to the market. We have very complex modelling with hundreds of different animations, different wheels, body parts and panels. There\'s also some dramatic environment mapping on all the cars, so the cars now look more like something from Gran Turismo than the original WRC, which is something we\'re very pleased with." The really big surprise, however, is that the game will also feature seven "very, very special" concept cars that have been created as a result of a unique collaboration with the lead designers from each WRC team. As if teasing us with this information wasn\'t cruel enough, Martin then proceeded to send our salivary glands into overdrive with an agonising shot of the entire septet of cars concealed under brightly-coloured sheets.