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This is the discussion thread for a recent post on GTPlanet:
This article was published by Kyle Patrick (@SlipZtrEm) on October 5th, 2018 in the DiRT Rally 2.0 category.
Why is it that my car ended up upside down in an icy ditch at the end of my last gruelling run in DR 1.0 and yet I'm still excited about this game?
So you think it's overkill to reflect the biggest talking point in rallying? Every single WRC driver talks about their order on the road, everyone talks about how depending on the surface it's better or worse to be opening the way.I was hoping for dynamic deforming terrain but that's overkill considering that you're not doing laps on a closed track.
So you think it's overkill to reflect the biggest talking point in rallying? Every single WRC driver talks about their order on the road, everyone talks about how depending on the surface it's better or worse to be opening the way.
Almost no game has truly dynamic terrain, it's just pre-made easy-to-make stuff to make-believe like everything in racing games (yes, including simulators). The only games with actual dynamic terrain are the MX vs ATV games starting with Reflex and they're mostly garbage.Varying track conditions are essential but what they are doing in this game is not dynamic terrain deformation. They're just building a dozen degraded iterations of the course and you get whichever iteration applies to your order in the lineup. It's a smart solution that should result in the desired effect without having to create a new game engine.
Almost no game has truly dynamic terrain, it's just pre-made easy-to-make stuff to make-believe like everything in racing games (yes, including simulators). The only games with actual dynamic terrain are the MX vs ATV games starting with Reflex and they're mostly garbage.