DiRT Rally 2.0 DiRT Rally 2.0 - Codemasters Masterpiece

Paul Jeffrey

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DiRT Rally 2.0 – Codemasters Greatest Achievement yet?


Following on from the surprisingly impressive DiRT Rally of 2015, Codemasters have plenty of expectation resting on their shoulders for the new game – and they have seriously delivered.

The wait for a true successor to the fabled Richard Burns Rally has been a long and often frustrating journey for rally fans, with many pretenders stepping into the ring only to be seemingly knocked straight back out again, including it has to be said Codemasters themselves - although the original DiRT Rally was certainly the closest yet to dethroning the widely acclaimed king of rally games.

Despite lacking an official World Rally Championship licence, and initially shipping without some of the more popular content from the original title, DiRT Rally 2.0 immediately comes out of the starting gates with plenty of headline grabbing new features and goodies, over and above the original title and even introducing things that have yet to be seen within the rally game genre.

Dropping the well-intentioned but poorly executed stage generator from Dirt 4, Codemasters have instead switched their attentions to developing deformable surfaces within this new release – introducing a crucial element of the real world category into the simulation and opening up a significant aspect of strategy and tyre management that was so starkly missing from the first title.

Codemasters have done stage deformation very, very well, adding to DiRT Rally 2.0 a significant increase into the depth and richness of the driving experience, whilst also increasing the useful playability of the game. With this new feature active on all locations within the title, in theory each pass of the same stage can present a wholly different driving experience, depending on the conditions of the roads and weather at the time of departure, as well as your running order in the rally itself. Start further back; expect to encounter a less than ideal road surface when out on stage.

This aspect alone makes DiRT Rally 2.0 worth the price of entry for me, and is one of the single biggest improvements Codemasters have made to any of their racing game franchise in the last 10 years. It’s that good.

The feel of the road under your wheels, and the way the car reacts to those different road surfaces, is improved considerably over the original game – itself a step above the competition in the rally game marketplace. Codemasters have clearly spent much time fine-tuning the car reaction to different racing surfaces, and these details shine through clearly when strapped into your virtual car of choice.

While we talk about cars, DiRT 2.0 does a very respectable job of presenting a nicely entertaining selection of vehicles right from the very off – with various different classes of car represented in the game more than making up for the lack of a modern WRC licence. Returning once again are the Group B monsters from the 1980’s, however Codemasters have attempted to mix things up a little by sprinkling a wide variety of different cars into the sim – so lovers of modern machinery still have something to enjoy thanks to the R5 class – featuring such beauties as the Skoda Fabia and VW Golf amongst others, while those of us with longer memories get a bonus with plenty of historic content – the ultimate king of which has to be the 90’s Group N era and the stunning Subaru Imprezza of Colin McRae, still iconic some 24 years after the great Scotsman took to the stages of the world in that wonderful car.

Traditional point-to-point rally cars aside, DiRT Rally 2.0 also does a very good job of representing the FIA World Rally cross category of racing – with plenty of content from the main series and various support categories available to do battle over what appear to be significantly updated and improved rally cross stages. More of which are set to come in future DLC packs for the game.

DiRT Rally 2.0 Full Car List

This category really has stepped up over the original DiRT Rally in almost every way, now offering a very convincing and visually stunning experience for players to enjoy. WRX has impressed me the most this time around, really stepping up in every aspect to present a very, very enjoyable representation of the category within DiRT Rally 2.0.

Moving on to the driving experience itself, I need to talk about wheel support for a little while – boring I know, but worth a few moments of your time.

I am using the SimCube OSW Direct Drive wheel for this test, and it needs to be noted that this isn’t a supported device out of the box, so some fun and games need to be had in order to get it working and producing force feedback within the sim. Plenty of google searching and overwriting of internal game files later, the wheel is now a functioning device within DiRT Rally! However, although “working” and producing force feedback, at least at this early stage I’ve been left very underwhelmed by the level of detail the force feedback is producing through my wheel. Ok, I’m getting some weight in the wheel, and the absolutely major hits and jolts are registering, but the very fine detail and the small things that communicate from the road surface to the car just aren’t present at the moment, which has frankly left me feeling a little bit disappointed.

The surface detail just doesn't feel present in the game, leaving me the impression of driving over smooth surfaces no matter what car I choose. I suspect this is specific to my own wheel, however increasingly I'm hearing of others with similar experiences, using different wheels, so that could be something to keep an eye out for as more and more people gain access to the title. What I will say however, is that the physics do feel more convincing than DR1, with more of a weight transfer feel than the previous release, and generally just stepping up the feeling over and above the original release.

DiRT 2.0 Supported Peripherals

Now to be fair I’m hearing plenty from the community about how they feel the handling of DR2.0 has improved over previous games, so I’m left wondering if it is more down to my own wheel configuration, coupled with the fact OSW isn’t supported out of the box, that is leaving me with a numb ffb experience from the title. With this in mind, during my review I am going to deliberately step away from further ffb and handling discussions, as I can’t be sure exactly which parameters are affecting my experience at this stage. I will say however, with the OSW patch and my current settings, for a driver at my (low) level of skill, the handling and feedback experience is ok, if a little "flat", although it certainly doesnt reach the heights achieved by so much else within the game…

… and those heights are very high indeed.

DiRT Rally 2.0 is shaping up to be the thing that pretty much every sim racer has been wanting to see since the glory days of Richard Burns Rally back 2004, small issues aside – hard-core, visually stunning, plenty of gameplay depth, audibly outstanding and with enough detail to present a game that you just want to keep heading back to for more and more punishment out on the stages.

Oh, and it finally has good mouse support to !

As for a career mode, DiRT 2.0 does play around with this idea, but somehow feels like it hasn’t quite gone far enough to capture the imagination over longer periods of time. Here you can hire and fire people for your team, however as a long time doubter of the usefulness of career mode style gameplay features, the lack of any depth in this department isn’t something that will keep me awake at night – anything that delays going out on stage – the actual core of the game – is best kept to a minimum in my opinion, and is a sideshow at best. It’s also worth pointing out that all cars and stages are accessible from the off, so no need for any long grinding through the game to get that car / rally combo you’ve been wanting to try.. Thankfully.

DiRT Rally 2.0 does some things very well, and some things can on occasion feel a little bit under loved, almost as if the studio have been that keen to make the action on stage as best as it can be, leaving the stuff on the edges of the driving experience a little bit behind the main gameplay itself. Frankly, this is something that is very easy to overlook, as the good things within this title are just exceptional, and more than make up for any of the small annoyances here and there.

Does DiRT Rally 2.0 deserve the unofficial crown as king of all rally Sims past and present? I think so, and by quite a margin.

DiRT Rally 2.0 will release February 26th 2019.

If you want to discussion the game with our passionate community, and read about the latest news, check out the RaceDepartment DiRT Rally 2.0 Sub Forum for a great place to share your mods, catch the latest news and chat about the game with our community. Give it a go, just keep it DiRTy!

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Hi gents. I am the owner of the guide posted on steam here : https://steamcommunity.com/sharedfiles/filedetails/?id=1663123655

Ive had a fair amount of time digging around the XML values and it seems unfortunately a lot of the current value / data is similar to Dirt4. I had to do a similar amount of faffing around for Dirt 4 as well as seen here : https://steamcommunity.com/sharedfiles/filedetails/?id=945459348

Im sure / hope this will get resolved, but i have a bad feeling that the core FFB coding is pretty basic and leans more on the arcade side, its far too similar to Dirt4 in my personal opinion.

Just a couple of things from my guide copied here :

1, Tyre friction & wheel friction in general don't seem to make any difference whether you set it to "0" or "150"

2, The FFB in this seems completely derived from what the suspension is doing. Generally small bumps that cause the suspension to compress you will feel through the wheel. In some cases where i drove on an angle at the edge of the track the feeling seemed somewhat realistic but not precise.

It does not give a good representation of the undulations on the track, it only seems to produce the bumpy FFB but not any idea of camber in the corners. I do not think that the FFB in DR2 is able to translate tire slip or any sort of feeling of understeer or oversteer (at the moment). This can be offset by playing with self aligning torque but its feels a bit fake to be honest. I feel the Force Feedback in this at best is very very basic.

3. Collision : This value too high can cause a massive amount of FFB through the wheel when you crash, i highly recommend keeping this low. I suspect this might be the reason why some people have said about driving over cattle grids causes massive FFB, DR2 probably thinks its a collision rather than part of the track, it is so exagerated..

At least Codemasters acknowledge the fact there is an issue. We can clearly see from the lack of any descriptions in the menus that are are a fair few things missing. I seem to recall they released an FFB patch for the original Dirt Rally as well because the standard model was terrible. I do hope that someone can release a mod for the FFB much like the "Impact" one here.

What i would like to know is why people like Jimmy Broadbent & Gamer Muscle didnt say anything ? Didnt even notice there is obvious issues with FFB, i find it very very odd indeed....

Time will tell, im generally pissed off about this as im sure other are. Spending £64.00 to faff around in menus and game files isnt my idea of fun. Anyway, i hope the guide helps people to at least get some sort or enjoyment, im still tweaking here and there to see if anything else can be done but i think ive exhausted most avenues.
What wheel do you use?
 
Hi gents. I am the owner of the guide posted on steam here : https://steamcommunity.com/sharedfiles/filedetails/?id=1663123655

Ive had a fair amount of time digging around the XML values and it seems unfortunately a lot of the current value / data is similar to Dirt4. I had to do a similar amount of faffing around for Dirt 4 as well as seen here : https://steamcommunity.com/sharedfiles/filedetails/?id=945459348

Im sure / hope this will get resolved, but i have a bad feeling that the core FFB coding is pretty basic and leans more on the arcade side, its far too similar to Dirt4 in my personal opinion.

Just a couple of things from my guide copied here :

1, Tyre friction & wheel friction in general don't seem to make any difference whether you set it to "0" or "150"

2, The FFB in this seems completely derived from what the suspension is doing. Generally small bumps that cause the suspension to compress you will feel through the wheel. In some cases where i drove on an angle at the edge of the track the feeling seemed somewhat realistic but not precise.

It does not give a good representation of the undulations on the track, it only seems to produce the bumpy FFB but not any idea of camber in the corners. I do not think that the FFB in DR2 is able to translate tire slip or any sort of feeling of understeer or oversteer (at the moment). This can be offset by playing with self aligning torque but its feels a bit fake to be honest. I feel the Force Feedback in this at best is very very basic.

3. Collision : This value too high can cause a massive amount of FFB through the wheel when you crash, i highly recommend keeping this low. I suspect this might be the reason why some people have said about driving over cattle grids causes massive FFB, DR2 probably thinks its a collision rather than part of the track, it is so exagerated..

At least Codemasters acknowledge the fact there is an issue. We can clearly see from the lack of any descriptions in the menus that are are a fair few things missing. I seem to recall they released an FFB patch for the original Dirt Rally as well because the standard model was terrible. I do hope that someone can release a mod for the FFB much like the "Impact" one here.

What i would like to know is why people like Jimmy Broadbent & Gamer Muscle didnt say anything ? Didnt even notice there is obvious issues with FFB, i find it very very odd indeed....

Time will tell, im generally pissed off about this as im sure other are. Spending £64.00 to faff around in menus and game files isnt my idea of fun. Anyway, i hope the guide helps people to at least get some sort or enjoyment, im still tweaking here and there to see if anything else can be done but i think ive exhausted most avenues.
True bro !I got just only this guys said the game is good!but why Jimmy and gm didn't say about ffb I think cause they got free game so they just shut up!
 
Excusing this title as 'early access' only encourages publishers to continue what they have been getting us all used to over the past 5 years. That is, release whatever is ready on the arbitrary release date and maybe fix it later on. It's just a bad practice to excuse this type of behaviour.

You don't buy a car and get the tyres weeks later just because the dealer has a promo! People paid extra to get the 'deluxe edition'. What they received was not so deluxe.

Come on guys, surely we can hold companies and ourselves alike to at least some sort of standard. Stop defending these unacceptable actions on behalf of entities that are already giving us less and less for our money. This wouldn't have happened in 2005. It surely shouldn't be happening in 2019.


true!!!!!!
 
You don't buy a car and get the tyres weeks later just because the dealer has a promo! People paid extra to get the 'deluxe edition'. What they received was not so deluxe.

Strange choice of metaphor, doesn't hold up, tyres are an integral part of the car operating and this game works just fine. To keep with your car metaphor you just don't like the ride quality and steering feel in your new motor - it isn't dysfunctional. Car dealerships are some of the worst offenders for DLC - or the options list as it is known. Take a look at the Skoda, SEAT, VW, AUDI & Porsche options lists, the same option will have huge differences in price - and often only available in a certain pack for an even bigger premium. The more deluxe your car the more you pay.

No one forces anyone to buy DLC or options, the standard version is available. Each racing game has it's own way of selling the main game and add ons. Personally I think a couple of games charge way too much for individual cars and tracks and as a result I don't buy them. This isn't some microtranscation system encouraging gambling or addiction, it's just a choice. I choose to buy FIFA each year because they have the updated teams, strips etc along with ever improving gameplay. I see this as no different. The Codies clearly did plenty of work to update and upgrade the stages from a 4 year old game, they can charge for that just as other games are charging for recently created or recreated tracks.
 
I wouldn't call the game "Early access" just because it released 4 days early for some... that term refers to games like Dirt Rally was or ACC is (under development, lower price than actual release), and when a game is in Early Access, it's specified on Steam page

It's full priced full release. Not early access (you don't send out review copies of EA titles either) People paid more to get it first, not less. So it should work.

To be fair though the game does work and is fully as described. The wheel and FFB work too, I turn the wheel and the car responds as expected on screen, the rest of this discussion about FFB is just about personal opinion on one aspect of the game. They called it early access not premium access or early play days, looks to me like 'early access' already helped them solve issues with RaceNet.
 
Did you realize that Codemasters isn't a little Brit company anymore?, they are owned by Reliance Entertainment from Reliance Group which are not small at all.
First Dirt rally with snow stages in game, now a fu**ing DLC, why?, why should I pay extra for what it was in the first title?, I just hate that way of selling games, sorry.
Do you realize that the team that is making this series is not whole Codemasters and whoever owns them now? Rather it's quite small team, or what is left of it.

Also, i am not defending dr2, i will probably get it for what it is, but there are some things i find could be done better, or just, erm, done.
And selling the dlc which was free before, for basically the same game - not really welcoming decision to say the least. Maybe just swapping monte with, say, Australia or Argentina would be enough for better reaction from buyers. And honestly i dont think i will buy monte or any other recycled content, i expected something new for dlc.

But saying that all games were finished back then, is just a memory playing games with you, sorry.
Especially when people compare it with RBR all the time. Which is brilliant for what it is, but let's not forget that it was a commercial failure. Not just because the market wasn't ready for such title, which is mostly the case, but also for other reasons, and back then it was quite a mess. I had game freezing until i don't use my Creative sound card, also i had an ATI card back then and there were random bsod and freezes all the time, especially carreer mode, always freezing between the stages. And that was fixed somehow with rbrdll - a 3rd party plugin. Also how many 3rd party stuff do you install for RBR to be playable? Widescreen fix, shifter plugin to say the least. Were they a part of 'finished' game? Then, even now I'm not getting vsync to work, and having a lot of screen tearing on my 144hz monitor. Then, how much content did it have, how many stages originally? They were amazing yeah, but you get the idea. Post release support? 2 patches? So good luck saying it was finished product.
 
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To be fair though the game does work and is fully as described. The wheel and FFB work too, I turn the wheel and the car responds as expected on screen, the rest of this discussion about FFB is just about personal opinion on one aspect of the game. They called it early access not premium access or early play days, looks to me like 'early access' already helped them solve issues with RaceNet.
shut up early access !I paid money for delux version to expect that it's working version!until now bugggg with racenet!just keep you opinion to yourself!
 

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