![]() As you progress through the main mode, you'll unlock various color schemes for each vehicle, but that's all there is to upgrade or change for each car. Visually, Dirt 2 holds up well on the Wii, with some decent model work done on the small selection of available vehicles. Once again, it just feels like an arcade racer, and while I realize the Dirt franchise isn't a hardcore sim experience, this version of the game feels much more generic than I was expecting, and I found that to be a pretty disappointing experience. The game will tell me that I'm drifting when I try to do some of the challenge events (there are 20 of these outside of the main mode), but their visual effect isn't there, and the control I have over my car doesn't feel different than any other turn I'd made. The drifting almost feels nonexistent, which is a shame since that's what really sets apart this rally car experience from other racers. It's a very old-school arcade feel, which makes the handling far more precise than I'd expect a rally car to be. There are some odd physics in the game when you're in a jump the car feels awfully floaty and light, and the center of gravity effect isn't present in the Wii version of the game, although I do see it in the PS3 or 360 versions. ![]() On the flip side, it doesn't seem to rubberband (artificially catch up), so if you're doing particularly well on a track, you won't have to worry about your opponents magically catching up to you. Also, since the game only supports three other racers, it's pretty easy to get ahead of the pack early, and the AI isn't particularly smart or aggressive. There are a number of tracks that are tight, confined events, which can be interesting at first when you're bogged down with the other three racers, but once you get into the lead, the difficulty and challenge of staying ahead is pretty low. There are also reverse versions of the tracks to pad out the selection a bit, and overall, the track design is actually pretty decent. There are a number of locations present in Dirt 2, with a few track designs between each location. That's pretty much it for the single-player content. The game only has two race types, though: circuit events that are generally three laps and the single-lap raid events. ![]() The ranks are up of Clubman, Amateur, Pro and Pro Am, with 10 races for each rank, divided up into a series of locations and types. Once you choose the single-player mode, you're given four different ranks to choose from, but the game is very, very linear, and you only have one unlocked, along with one racing series within that rank. Some design carries over with the menu work, and you select options from your virtual trailer, but nothing is animated or interesting in the design you just get static representations of the available races and options. ![]() If you have the option to avoid the Wii version of Dirt 2 in favor of one on another current-gen system, I'd highly suggest you do so.Īs I sat down to play the 40 races that make up the single-player content, I thought from the start that the presentation of Dirt 2 seemed to be pretty bare-bones when compared to the over-the-top rally look of the original game. From what I've found, this seems to be a port of the PSP version of the game (or vice versa, I'm not sure which one was the lead platform), and that really stands out after you spend a little bit of time playing this iteration of the game. From some limited time with the sequel on the PS3 and 360, the Wii version isn't anywhere near identical in its structure or single-player mode, but this is pretty big step backward if you wanted to compare the two. Having played the original Dirt on the Xbox 360 and then playing the Wii version of the sequel, Dirt 2, I'm pretty much left wondering what the heck happened in the transition. ![]()
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |