Thursday 23 June 2016

Davilex Double Header: London Racer Destruction Madness and Police Madness


Game: London Racer: Destruction Madness
Console: Sony Playstation 2
Developer: Davilex
Release Date: 14th October 2005

After releasing at least four crappy titles in the "Racer" series, Davilex decided that it was time for two more, within the space of a month. London Racer: Destruction Madness was the first of these and continues the trend of low budget and low quality games. Some of the assets from previous games return to give us the same low resolution recreations of London, Edinburgh, Paris and a few other cities. At the main menu, only Career Mode and Quick Race are available as options.

Career Mode presents players with races which they must beat to continue. Destruction Races are essentially normal races, except players may destroy their opponents to win by crashing into them or pushing the cars into obstacles. This is a long process, only sped up by the few weapon upgrades scattered around the track. The next two modes are fairly similar; Survival and Deathmatch both pit players against eachother to the death, but Survival is won by being the last car on the road, whereas Deathmatch is won once a certain number of kills is reached. Both of these modes can easily be outsmarted by simply hiding and letting the AI do most of the damage before swooping in for the kill.


Lastly there's the Crash and Bash mode where points are awarded for doing damage to the environment. Unfortunately there's no indication of which items are destructible and much of the time within this mode is spent wrecking your car for no real purpose. It's hard to outscore the AI in this mode, and it's where I gave up in career mode. The game's handling is by far the worst part, with completely uncontrollable cars to the point where even turning a corner or keeping the car in a straight line is near impossible.

The damage system is basic and there's no damage modelling, there's a small variety of items to collect and use but most of them are pretty uninspiring. The overall lack of action in all modes, coupled with an almost non-existent sense of speed contributes to an extremely boring feel to the game. It's hard to accurately describe just how cheaply made this title feels when playing, but imagine an iPhone made in China on the cheap, and you're in the right ballpark.


Graphically the game looks like a very early PS2 title, despite being released in 2005. The lighting engine is very basic, most textures are low resolution and there's a strangely sickening motion effect caused by having such a big rear-view mirror at the top of the screen. Musically it's incredibly repetitive, with some tracks repeating 4 times within a single race due to their short length. All other sounds are basic and fairly crappy.

Overall London Racer: Destruction Madness seems to hit a new low for the series; with 4 types of racing available, all of which are poorly executed, the worst handling yet, no sense of speed, uninteresting item pick-ups and poorly programmed AI. If the game had been made any more cheaply, I'm not sure it'd actually be able to run without crashing.

Rating: 5/100
Grade: F


Game: London Racer: Police Madness
Console: Sony Playstation 2
Developer: Davilex
Release Date: 28th October 2005

You'd be forgiven for thinking that a game released just two weeks after the monstrosity that was London Racer: Destruction Madness, and with a similar subtitle would be just as bad. For some reason though, Davilex saved the best instalment of the London Racer series for last as the only shared assets between the two games are the intro and menus. The main game is mission based, with the goal being to raise enough money from stopping and catching criminals to earn a fast car for the police to use, as the game starts with tired old police cars which are "all they have" as the game explains.

Each mission has a target, and players must roam around fairly undetailed and circular motorway maps where active criminal cars are around (indicated by a red marker) and can be chased down in order to earn money, or passive criminal cars, which must be scanned and then a mini-game passed, to catch. If the minigame is failed then a full chase ensues. Most of the minigames are super easy, but there's one which is almost impossible. In terms of variety there's not a lot to do, other than some checkpoint type missions, but the overall gameplay isn't awful.


The car handling in the game is far better than anything Davilex have ever produced and could almost be called normal by other developer's standards. The graphics aren't much to look at, but they're acceptable and there's some interesting depictions of the UK, France and Germany. Soundwise, the game's music is very basic, but by far the funniest thing is the voice clips when civilian cars are hit. Stereotypical British accents repeat phrases such as "Oi, I've done nothing wrong!" and "I'm innocent!".

Overall London Racer: Police Madness is actually fun, if only for twenty minutes or so, until you've experienced all the game has to offer. There's not enough variety for long term enjoyment, but it achieves a quality standard far above most Davilex games. It's baffling as to why they even decided to release Destruction Madness 2 weeks before this, but such is the nature of budget games.

Rating: 45/100
Grade: D

Tuesday 14 June 2016

Collection Review: Sonic Gems Collection


Game: Sonic Gems Collection
Console: Sony Playstation 2
Developer: Sega
Release Date: 30th September 2005

Sonic Gems Collection has many of the assorted games which are difficult to get hold of or play normally from the Sonic Franchise. As such it's perfect for crossing some tricky titles off my list. There are also some titles which I'll be playing on easier formats or have already reviewed. For these I'll still consider them towards the collection's overall score, but won't be reviewing them in this roundup, for the sake of time and convenience.

The games featured in Sonic Gems Collections are Sonic The Fighters, Sonic CD, Sonic R, Sonic The Hedgehog 2 (Game Gear), Sonic Spinball (Game Gear), Sonic The Hedgehog Triple Trouble, Tails Sky Patrol, Tails Adventure, and Sonic Drift Racing. This is a good selection of unconventional Sonic games, especially the Game Gear releases, of which I've only played one, on the Master System. There are also bonus Mega Drive games which can be unlocked by playing ridiculous amounts of the game (12 hours or more usually), but I won't count these as regular content, since Streets of Rage and Vectorman are hardly regular Sonic titles.

Sonic: The Fighters


Game: Sonic: The Fighters
Console: Arcade
Developer: Sega
Release Date: 1996

A Sonic The Hedgehog fighting game is a strange concept when you think about it. Although the characters have got into their fair share of fights over the years, most of these were after the release of this arcade only game. Sonic: The Fighters features 8 playable characters who form the opponents of the first 8 stages of the game, with Metal Sonic acting as the final boss. Once players have beaten a stage, they gain a Chaos Emerald, and move on to the next stage. Once all 8 Chaos Emeralds have been collected, the Death Egg can be accessed as the final level.

The controls are simple and consist of punch, kick, throw and block commands. Movement for all characters is slow and clunky, and gameplay is very much of the button mashing variety. Usually a single attack is enough to defeat most enemies when spammed enough. There's a little difficulty with beating Metal Sonic, but it's nothing that perseverance won't overcome. In terms of character differences, each has a different throwing move, but otherwise punches and kicks are mostly the same, and there's little difference in feel between mascots.


Graphically the game is incredibly blocky, and reminiscent of the original Tekken in its movements and look. While there are many different arenas for fights to take place in, the backgrounds are always more interesting than the ring itself, with no destructible environments or useful location based attacks. The soundtrack is somewhat below par for a Sonic game with only a few enjoyable tracks to fight to.

Overall, as an arcade fighting game, Sonic: The Fighters falls short of what's expected. At many points it's far to easy just to mash the buttons and win, with strategic fighting sometimes even coming off worse. The block system is interesting, but is never allowed to expand with fights being far too short at their default length. There's a small amount of enjoyment to be taken from the game for Sonic fans, but that's about it.

Rating: 51/100
Grade: D

Sonic R


Game: Sonic R
Console: Sega Saturn
Developer: Traveller's Tales
Release Date: 18th November 1997

Sonic R is not a good game. There are people who have learned and mastered its slippery controls in order to speedrun the game, and some seem to enjoy the challenge of the game's obtuseness, but anyone looking for a quality Sonic racing title will be sorely disappointed. We've been treated in recent years to the Sonic and All Stars Racing Transformed series which blows this game out of the water, and comparing the two, there's very little to like about Sonic R.

The first thing to note about the game is its controls, players control their character's acceleration almost like a car, turning controlled on the same pad. There's a special move for each character, and many can jump over obstacles. The turning circle of all characters is huge and getting through a race without scraping along the sides of the track is near impossible. Hitting anything will make the character stop dead in their tracks, and constant inertia will prevent players from being able to steer in the direction they want to.


Graphically the game is very blocky and features low res textures for all of the track detail. The actual design and look of the levels is fairly varied and perhaps one of the best aspects of the game. The tracks themselves can be extremely confusing in terms of where to go, though usually there's multiple paths and confusion can often lead to a shortcut. The soundtrack, whilst not exactly fitting is enjoyable and well produced, but the sound effects of each character running, or particularly Tails flying are grating after a while.

Overall Sonic R is difficult to enjoy unless players have enough time with it to overcome the extremely dodgy physics and controls, find all of the hidden chaos emeralds and unlock the characters within the game. I wouldn't personally recommend doing so, but each to their own. At the time of release Sonic R was likely a comparatively average racing game, especially with all of the characters on foot, and 3D only just taking off. Thesedays we can look back and wonder just what went wrong with the benefit of hindsight.

Rating: 48/100
Grade: D


Game: Sonic Spinball
Console: Sega Game Gear
Developer: Sega
Release Date: 1994

I've already reviewed Sonic Spinball for the Mega Drive, which I found to be a fun break from the platforming Sonic The Hedgehog games, with some fun concepts and good progression for players who had the patience to make their way through all of its stages. As expected, Sonic Spinball on Game Gear has been simplified a little, and is a little less straightforward in terms of being able to see how to progress.

Just like the Mega Drive version, players control both Sonic and the flippers of the pinball machine, giving a twist on the regular pinball formula. Unfortunately most of the game is trial and error, with emeralds being collected with enough perseverance. It'd take a lot of exploring to make it to the next level; much more than in the Mega Drive version, and that means there's less interesting stuff to do in each level,


Graphically the game is far more basic than it's Mega Drive counterpart, as is to be expected for an 8-bit version of a 16-bit game. Sega seemed to have an obsession with putting their Mega Drive games onto the Master System and Game Gear back in the day, with many of their titles reaching both. The music is alright but nothing compared to the Mega Drive version, once again.

Overall Sonic Spinball for the Game Gear is a little disappointing for anyone who's played the Mega Drive version and seems as if it'd only appeal to someone who hadn't yet upgraded to the system, back in the day. As a slightly different version of the game it's interesting but somewhat inferior, and so perhaps a little unnecessary.

Rating; 60/100
Grade: D

Sonic The Hedgehog: Triple Trouble


Game: Sonic The Hedgehog: Triple Trouble
Console: Sega Game Gear
Developer: Aspect
Release Date: 31st October 1994

Sonic Chaos was a late game for the Game Gear, featuring easier gameplay than many of the main series instalments in the Sonic series. Sonic The Hedgehog: Triple Trouble is effectively the sequel, and features 6 more zones, each with 2 main acts, and a third boss battle act. There are fairly varied, though there's nothing that we haven't seen before in the Sonic series in terms of bosses or gameplay. There's a few interesting sections including a minecart section and a snowboarding section, but overall the main draw of the game is the multiple paths to be explored in each act.

Interestingly players will only lose some of their rings when hit by an enemy in this game; 30 for most enemies, and 50 for spikes. This gives some extra chances to the player, if they've collected more than 30 rings, and isn't really a bad idea, despite only being implemented in a few other games afterwards. The level design is interesting, and focuses on many different paths and levels of height; this makes the game somewhat too easy, as there's always another chance to finish the level. Another plus is the ability to play as either Sonic or Tails through the game.


Graphically the game is basic, especially for 1994; as the world was heading towards 32 and 64 bit systems, 8 bit graphics and sound just weren't as cutting edge. There's even sections of the game where the HUD disappears behind the level effects. Musically there's not a lot to like, as many tracks sound hastily put together and almost dissonant. Sound effects are pretty standard for the sonic series, if somewhat distorted.

Overall Sonic The Hedgehog: Triple Trouble can easily be enjoyed as a Game Gear exclusive, and 8-bit Sonic 2D platformer. While its visuals and music are basic, and the gameplay is fairly easy, everything comes together, just like in Sonic Chaos to provide a playable and interesting Sonic experience. It's definitely worth at least a single playthrough for Sonic fans.

Rating: 65/100
Grade: C


Game: Sonic Drift 2
Console: Sega Game Gear
Developer: Sega
Release Date: 1995

Sonic Drift 2 is a racing game featuring 6 characters from the Sonic the Hedgehog series, racing eachother in an Outrun-esque style, with big inspiration also coming from the Mario Kart series. While the original Sonic Drift isn't included in this collection, its sequel doesn't make a great case for itself or the series as a whole. The first issue is the Outrun style presentation of the game; the course comes towards the players rather than the cars actually seeming like they're racing on the track. This can make corners hard to anticipate and leads to a lot of going off track, even when braking and attempting to use the minimap which takes up half the screen for guidance.

Secondly there are items which can be used on opponents; Robotnik is constantly throwing mines from the back of his car, and movement tends to be very stop-start thanks to the sheer amount of obstacles created on some tracks. Winning a race is fairly random; I suspect strong AI rubberbanding, as a terrible performance is just as likely to yield a first place finish as a good one.


Graphically the game is basic in its 8-bit style, once again Sega seemed to have supported the Game Gear well past when its technology was cutting edge. Super Mario Kart's Mode 7 graphics helped it to become the classic that we know and love. The visual design also seems to be rather poor with the minimap and HUD taking up around 40% of the screen. The music for the game is fairly average with hardly any stand-out tracks.

Overall it's a pretty unenjoyable racing game; I was reminded of Woody Woodpecker racing on the Game Boy Colour and other such lacklustre titles. Even Sonic fans will find that the good track and character variety isn't enough to save the poor racing action. This one is to be avoided at all costs.

Rating: 30/100
Grade: E


Game: Tails: Sky Patrol
Console: Sega Game Gear
Developer: Sonic Team
Release Date: 28th April 1995

A Japan only release for the Game Gear with Tails as the main character, Tails: Sky Patrol couldn't have had less reach if it tried. Luckily, with it's inclusion on the Sonic Gems Collection, anyone can experience the obtuse difficulty of its gameplay. Tails must make it through five levels, starting with a training area, in order to defeat whatever evil is threatening the world this time. He is able to fly and carries with him a ring which can be used to defeat enemies and latch onto level effects.

Tails loses a life if he collides with the floor, runs out of energy or otherwise hits something and can't recover. Energy can be replenished by collecting sweets which are dotted around the levels. It's hard to explain why the game is so difficult, but I almost gave up inside of the training stage thanks to the level design going against most gaming logic. Mine carts which usually transport players to the next section lead to death, there's dead ends everywhere; meaning players have to learn the levels by heart to progress, and whether you're playing through at speed, or taking your time there's no less difficulty.


Graphically the game doesn't look too bad at all, especially for the Game Gear. The screen can be a bit cluttered at times with all the obstacles, collectables and level effects but the colours and backgrounds look nice. A contributory factor to the difficulty is also that not a lot can be displayed on the Game Gear screen while it scrolls, so players can only see a little way ahead at any one time. The music is whimsical but not particularly memorable or good, which seems to be a theme in many Sonic Game Gear releases.

Overall Tails: Sky Patrol is hardly enjoyable at all with a completely new control system to learn, poor level design and a clutter of obstacles and enemies thanks to the Game Gear's screen size. When the training area seems almost unbeatable, you know it's time to lower the difficulty just a little. It's a shame that I wasn't able to experience more of the game's four main stages, but there was just no way to get through without serious hours being put into a game that just wouldn't reward the effort.

Rating: 29/100
Grade: F


Game: Tails Adventures
Console: Sega Game Gear
Developer: Aspect
Release Date: 1995

With Sonic Team's effort for a Tails game coming up short, it fell to Aspect to develop something a little better. Tails Adventure was the result, a platformer which feels unrelated to the Sonic series as a whole, introducing new gameplay mechanics and with a far more generic feel overall. There's a Mario style overworld map, and the gameplay itself is more item based, with duck enemies as the main focus. It's almost as if Tails could have been replaced with any character and things wouldn't have felt out of place.

The game itself is competently programmed and designed with long, but engaging and varied stages where Tails must use the items and abilities which he acquires to progress. There's some puzzling required in places, and the pace isn't as fast as regular Sonic games, but this doesn't hinder the enjoyment. The controls are generally good and allow players to switch between their items and move around with little fuss.



Graphically the game is technically better looking than many other Sonic Game Gear releases, however the colour palette and imagination of the areas lets the game down somewhat. Musically there's no classic Sonic-esque sounds, but the soundtrack isn't terrible by any means, so it's stuck inbetween in a sort of mediocre zone.

Overall Tails Adventure is a welcome break from Sonic style gameplay, adding more depth to its platforming, with slower gameplay. It might have been a little better to create a new IP for this game however, as Sonic fans will likely be disappointed at the lack of classic Sonic gameplay, and non-Sonic fans are unlikely to check it out. Still, those that do will find a competent and fun little adventure.

Rating: 62/100
Grade: C

Those are all the games I'll be looking at on this collection, though Sonic The Hedgehog 2 for Game Gear and Sonic CD are also included, but I'll be looking at those separately. Overall as a collection, Sonic Gems is handy for collecting some difficult to find games, like the Game Gear exclusives, and Sonic The Fighters, which only appeared in arcades. For non-Sonic fans though, it might appear as a collection of fairly outdated and substandard games. The average quality of games isn't particularly high, though there's some that are definitely worth playing.

The emulation on the collection is average, with some running a little strangely. The biggest criticism I have of the emulation is that playing Game Gear games on a TV caused a little motion sickness, due to the small size of the screen. The extras included in the collection are well worth checking out, but take some earning when compared to other collections.

Collection Rating: 69/100
Collection Grade: C

Tuesday 7 June 2016

Game Review: Sonic The Hedgehog


Game: Sonic The Hedgehog
Console: Sega Mega Drive
Developer: Sega
Release Date: 23rd June 1991

I've been waiting a while to review Sonic The Hedgehog; partly because it's a much loved video game and I wanted to give it the proper care and attention, but also because it can be pretty frustrating to reach the end of, and the 3DS re-release by M2 has a stage select option to overcome any silly mistakes. Having played both the original Mega Drive and 3DS versions, there's really not a lot of changes in the updated version except for a 3D effect (which looks great, but doesn't add anything in terms of gameplay). There's some options to enhance the game, such as including the spin dash, and changing the region, but I kept these off for the purposes of this review. There is a level select option on the original cart also, but the portability of the 3DS really helped me stay motivated to review this classic.

The first thing that comes to mind when thinking about Sonic the Hedgehog is speed. 3D games in the franchise have relentlessly reminded us of Sonic's speed, and Green Hill Zone; the first stage in this game would have you think that the rest of the game will be a speed-fest, but later levels have some real puzzle platforming to them, and require players to slow down and think about what they're doing to progress. Some later stages even seem to require a little memorisation to complete, with traps and enemies becoming ever more devious.


There are 6 levels in total in the game, each with three acts. At the end of the third act, there's a boss battle with Dr. Robotnik which once beaten leads to the next level. There are some interesting themes for the levels in the game; it begins on a bright and sunny beach in Green Hill Zone, passing through lava filled underground acts in Marble Zone, a casino theme in Spring Yard Zone, the ruins of ancient civilizations and water in Labyrinth Zone before finishing up with some metallic and industrial levels in Star Light and Scrap Brain Zones. There's a good amount of variety, with new enemies and plaforming challenges introduced in every level.

Bosses too are well varied, with many different strategies required to beat Dr. Robotnik on each level. Every now and then there'll be a part of a level which has been specifically designed to catch players out, and these can be frustrating but the level design on the whole is great. The controls too are very responsive, and any deaths can only be attributed to player incompetence. If players manage to collect 50 rings on any given act, they can reach a bonus stage where a chaos emerald can be collected.


There's no real explanation of the game's plot, as simple as it is and so the chaos emeralds can easily be missed, and the true ending missed out on. With 7 chaos emeralds collected, the game can truly be completed and the final ending seen. The game's overall difficulty is somewhere in the middle for the era; it's not terribly hard at any stage, but certainly won't be completed in a single sitting without some serious study of the later levels. This provides some old school replayability and can be fun for a challenge, but will mean that players end up knowing Green Hill Zone like the back of their hand.

The items dotted about levels in the game are useful and include invincibility, speed shoes, extra rings, and a shield. While this isn't a huge amount of items, there's something to be said for keeping it simple. Items are sometimes well hidden, and in this way exploration within the game is rewarded, with some hidden passages containing goodies. For a game where the only real controls are moving and jumping, there's a lot of nuance to the gameplay.


Graphically the game has many different colour palettes and themes across its stages, but always manages to look impressive and intriguing. The mechanical stages reminded me of  Donkey Kong Country a little, and I wouldn't be surprised if Nintendo's franchise was even slightly influenced by them. The soundtrack is great and almost every zone has a memorable and enjoyable theme which adds to the ambience and tension of the level.

Overall Sonic The Hedgehog is a brilliant platform classic which launched Sega's incredibly competitive period with Nintendo. With its 6 zones it takes players on a journey, chasing the ever elusive boss, Dr. Robotnik, with platforming puzzles that require different ways of thinking and speeds to solve. While it can be frustrating to get through in places, and was clearly designed to be that way, there's an undeniable charm to the first game in the Sonic franchise. As much as I'd like to give the game an A grade, it lacks any story elements and would benefit from a slightly greater collection of levels.

Rating: 87/100
Grade: B

Saturday 4 June 2016

Game Review: Sonic Adventure 2


Game: Sonic Adventure 2
Console: Sega Dreamcast
Developer: Sonic Team
Release Date: 18th June 2001

Sonic Adventure 2 had a big act to follow as the sequel to Sonic Adventure, the first true 3D outing of Sonic the Hedgehog, and in my opinion one of the better games in the Sonic series as a whole. While the original had a few issues such as having to trudge through stages as Big the Cat and E101 to unlock Super Sonic, stages based on those of Sonic, Knuckles and E101 (loosely) appeared in Sonic Adventure 2 as part of Light and Dark stories, which contained stages for the three characters in each team in rotation.

Sonic and Shadow's stages contain the core gameplay you'd expect to find in a 3D Sonic game, with platforming, ring collecting and jump attack boss battles. Tails and Dr. Robotnik's stages are similar to those of E101 in Sonic Adventure, controlling a mechsuit around the levels and using lasers to bring down enemies in order to continue. Finally Knuckles and Rouge play almost identically to Knuckles stages in Sonic Adventure, with 3 of a certain thing to collect and a radar indicating the proximity.


There are some stages within both the light and dark stories which are really fun to play such as City Escape, Aquatic Mine and Green Forest. Unfortunately there are also some irritating stages which don't play so well such as Eternal Engine, Crazy Gadget and Meteor Herd. For these stages it's really up to the player as to how much patience they have in order to get through and play the better stages waiting beyond. Sonic Adventure's problem was whole characters with annoying stages, but Sonic Adventure 2 has good overall stages with some that need to be tolerated.

Depending on how players like to complete the games, this can be a good or a bad thing. With Sonic Adventure, nearly all of Sonic's stages were good, but anyone wanting fun gameplay from Big the Cat or E101 would have been disappointed. Here the character roster has thankfully been thinned down to three gameplay styles, two of which play consistently well. The level design overall is fairly good with plenty to do and see. I've never really bothered too much with the chao garden but it's clearly superior to the one featured in the first game.


Graphically the game looks good; while there's moments where the camera will zoom in on a particularly low resolution part of the level, when playing normally all of the stages give a good sense of size and scale, but feel less connected to the overall events of the plot than the stages of Sonic Adventure. Soundwise the voice acting is predictably bad, as it always is, and there's often interruptions while other characters are speaking and badly mixed sound levels.

Overall Sonic Adventure 2 can be fun to play; if it was a part of your childhood or you just have particularly fond memories of the game then you're likely to get some enjoyment out of running through the dark and light stories. If however you've never played the game before, or don't like 3D Sonic games, then there's not much to impress or change your opinion. Between Sonic Adventure and it's sequel there's really not a whole lot in terms of quality.

Rating: 79/100
Grade: B

Wednesday 1 June 2016

Rally Masterpost

Rally games have always been somewhat of a bittersweet experience for me; the delight and thrill of fast paced driving in tough conditions mixed with the difficulty and challenge of fast paced driving in tough conditions. From the first simple games to detailed and complex simulations, rally games have progressed greatly over the years, and it's time to look at a few selected entries;


Game: V-Rally
Console: Sony Playstation
Developer: Eden Studios
Release Date: 30th September 1997

Rally games didn't have a particularly graceful start to life; 2D games were a poor representation of the sport, and the first 3D games weren't really much better, most with substandard graphics, handling or both. V-Rally offers a small selection of cars and a slightly larger selection of rallies loosely based around the 1997 schedule. There's Arcade, Championship and Time Trial modes to choose from, but the two main modes are very similar in layout. 

Surprisingly, unlike many later rally games, V-Rally has multiple cars on track at the same time rather than time trial-esque stages. Both Arcade and Championship modes also feature a checkpoint timer which can run out and disqualify players from the race. Because of this, the game feels far more like rally-themed Need for Speed game than a full rally game, however championships tend to be contested far more closely than in later rally games.  


The handling in the game is arcade style, and most corners can be taken with minimal braking. This is just as well, as when cars begin to slide they're much more likely to oversteer and end up costing players time. Any hint of contact with the sides of the course with also deal a blow to any hopes of winning, as players will careen off in a random direction. That said, with a little practice, it can be pretty fun, and given gentle steering inputs most of the cars will behave. 

The fact that rallies are contested over a number of laps rather than in a sprint style is a little disappointing, though the variety of locations and rallies to compete in are fairly plentiful. Unfortunately replayability is somewhat of an issue, with only the main mode offering a particularly deep racing experience. 


Graphically the game looks pretty good with a decent selection of recognisible cars, branding and some varied locations. While there's not much in the way of backgrounds, the side of track obstacles are plentiful. In terms of sound there's some generic rock music behind most of the racing action, and the engine sounds can be a little lacklustre. 

Overall V-Rally is a fun little arcade rally racer which doesn't attempt too much realism but instead attempts to bring the sport to the masses. In many respects it works well, especially for the era, but the handling can be a little fiddly at times, and the game overall feels constrained and without too much content to engage its players with.

Rating: 62/100
Grade: C

Here I'd like to mention a game I've already reviewed for this blog: Sega Rally Championship 2. I've not yet found an arcade rally game that beats it's excellent handling, graphics and sound, so it's well worth taking a look at.


Game: V-Rally 2: Expert Edition
Console: Sega Dreamcast
Developer: Eden Studios
Release Date: 2nd July 2000

While a sequel to V-Rally was released on the Playstation, I've turned to the upgraded and honestly better looking Dreamcast version to review. The game takes a more serious approach in it's Championship Mode, allowing players to compete in time trial based sprint stages, as in real rallies, while keeping the multi-car option in its arcade mode. The game also features a track editor which is fairly customisable with enough options for players to feel they've created their own stage. 

The overall handling in the game is looser than the first title and it's entirely possible to win rally stages without even using the brakes. Championship mode feels somewhat too easy, despite showcasing some enjoyable stages and a good selection of cars. With the Dreamcast controller's triggers it'd have been good to have at least some braking feature in the handling of the cars. The damage fixing between stages is nicely presented and easily laid out, and usually isn't so extreme that it causes issues with winning stages.


Graphically the game looks great, the cars and stages are all far clearer than in the Playstation original and there's a greater sense of speed and excitement whilst rallying. Depending on the stage being played there's epic orchestral music, electronic tracks or generally atmospheric accompaniment to racing. These serve to continue the game's arcade feel and keep the excitement high throughout the game's stages. 

Overall V-Rally 2: Expert Edition is an improvement on the first game in the series, but it doesn't do enough to leave an impression as a bona fide rallying classic. Instead it features somewhat loose handling and easy AI which can dampen the challenge and leave players feeling somewhat unfulfilled. When it's easy to win a rally despite flipping the car 3 times, you know you're not in the professional leagues.

Rating: 64/100
Grade: C


Game: Colin McRae Rally 2.0
Console: Sony Playstation
Developer: Codemasters
Release Date: 5th December 2000

Released around a week after the Playstation 2's launch, Colin McRae Rally 2.0 proved that the original Playstation still had life in it yet by bringing an incredibly tight and enjoyable rally game to the ageing console. The game is presented in a very serious simulation style, allowing players to tune their cars for each set of stages, allocate repair time inbetween and most of all being unforgiving with it's AI times for players to beat, which forces practice in order to beat the game.

The game handles incredibly well for a Playstation driving game and is certainly one of the most realistic I've played. There's dualshock support as well as being able to use the analog sticks, and the rally schedule and selection of cars is top notch. Also impressive is the UI of the game which is styled much the same as the title screen shot above, each section is outlined at the top of the screen and players work their way through. 


Graphically the game isn't much to look at, with blocky but recognisable textures for cars and locations. This seems to matter very little, however as the gameplay is more than enough to keep players hooked. With an arcade mode featuring less serious handling and more cars on the track at once, there's also plenty to do within the game.

Overall Colin McRae Rally 2.0 seems to have been one of the first rally games to almost do everything right within the genre. There's fun, competition, the toughness of rallying and recognisable locations and cars all bundled within the game. While arcade rally titles might quench player's thirst for an evening, this game sets out to do so once and for all.

Rating: 80/100
Grade: B


Game: Paris Dakar Rally
Console: Sony Playstation 2
Developer: Acclaim
Release Date: 9th October 2001

Based on the real life Paris-Dakar Rally, this Playstation 2 game attempted to simulate the epic journey from France all the way down into Africa, over thousands of miles. Unfortunately for something of such grand scale, a slightly bigger budget was needed. While the race's length is well represented (it's 8 stages before players get out of Senegal), the route appears to be backwards and everything looks pretty much the same. 

The handling in the game is harsh oversteer with tiny adjustments needing to be made to stay on course. The co-driver is always late with his pace notes, if they come at all which doesn't help matters, and even with a good performance, players are only likely to be in the top 100 competitors of their class. There's a choice between cars, buggies, motorcycles and off road vehicles, each of which have their own issues, and can break down, requiring repairs (of which players have a limited number).


Graphically the game is perfectly acceptable though the endless swathes of desert can't be too difficult for the Playstation 2 to render. There's never really anything particularly interesting in the stages, despite passing through several countries and areas with differing landscapes. The music is fitting for the setting but perhaps not one of the most dangerous rally raid races on Earth. 

Overall Paris-Dakar Rally reminds me a little of the Gumball 3000 game which was released around this era too. A licensed race almost impossible to capture in its magnitude, half heartedly converted to a Playstation 2 game and sold on the excitement of the real race. Unfortunately you'll have to go and compete in the actual rally to truly feel exhilarated. 

Rating: 57/100
Grade: D


Game: GTC Africa
Console: Sony Playstation 2
Developer: Rage Software
Release Date: 14th June 2002

GTC Africa is a strange hybird of racing game styles; of course it has the dirt and off road elements of a rally game, though it's a little more like Paris-Dakar Rally than the licensed World Rally Championship games, in that the courses tend to be fairly random in their terrain combinations and route. There's also an element of Burnout and Ridge Racer in the arcade-ness of it's lap based gameplay and sliding handling. 

The two main modes of the game are its championship mode, taking players all over Africa to race and compete against 5 other cars, for teams, and challenge mode which features overtaking, time trial and speed challenges on courses around Africa. The game has a fair amount of content though it's unlikely players will ever take the time to replay it once it's been experienced once, thanks to the fairly average handling and almost budget feel to the overall game. 


Graphically the game seems washed out and generally undetailed, despite decent car models. There's a fair amount of choice in terms of cars, but nothing close to the later WRC games. Musically the game definitely feels like an arcade style title with electronic music accompanying racing; the kind where you can usually only hear the drum beat whilst racing. 

Overall  GTC Africa can be fun, but feels a little short on content to be a fully enjoyable game. Once the main race series have been won, the challenges may keep players entertained for a while, but there's little else to do in the game. It's the kind of experience that's perhaps worth playing once, just to see what it's like before never coming back to it.

Rating: 60/100
Grade: D


Game: WRC 3
Console: Sony Playstation 2
Developer: Evolution Studios
Release Date: 21st November 2003

WRC 3 is an arcade style rally game, licensed to include the cars and drivers of the FIA World Rally Championship and all of its stages. With very loose handling it's fairly easy to pick up, even for rally novices and its range of difficulty levels ensures that more experienced players can adjust the times needed to win rally stages. The novice difficulty is almost too easy, with an average 15 second lead per stage for an average performance. It can be hard to claw back time lost to a bad start, but once players gain the lead, it's difficult to lose also. It's almost like players become set in their positions unless they can do something particularly good or bad. 

The stages handle very individually and snow feels different to mud, which in turn feels different to tarmac. There's help on how to set up the car with engineer recommendations, and the game feels a lot less technical than Colin McRae Rally 2.0 which isn't necessarily a good or bad thing, but helps players to get into the game quicker; I was able to race the first four rallies of championship mode and finish 1st in three of them, and 2nd in the other, without any previous experience of the game. Perhaps this is too easy, but it's great for instant enjoyability and playability, especially when there's a little fight from the AI times. 


While the graphics are somewhat basic in terms of what the ps2 was capable of, the cars and locations are at least recognisable and varied, with simple backgrounds. Because of all the fast paced rally action going on, there's not a lot of time to ponder of the game's graphical flaws. One strange and unexplained decision by the developers was turning the rally pacenotes on their head. A right 1 is usually a very tight turn, but in this game it's not at all, which takes some getting used to if you've played any other rally games or are aware of the pacenotes system. The sound is pretty good other than this, though I didn't notice too much in the way of music behind stages, perhaps due to the intense action.

Overall WRC 3 presents an arcade style rally experience that offers fun over simulation, not that the two are mutually exclusive, but it's easy to pick up, won't punish players too hard for the occasional crash, and can be made more difficult timingwise if needed. For a quick burst of rally pleasure this is definitely a top contender. 

Rating: 73/100
Grade: C


Game: Colin McRae Rally 2005
Console: Sony Playstation 2
Developer: Codemasters
Release Date: 22nd September 2004

Colin McRae Rally 2005 is an interesting rally game, which received overwhelmingly positive praise on release. It seems to be less simulation focused than Colin McRae 2.0 in terms of controls and punishing players timewise, but there's still a larger degree of realism than in the WRC games, for instance. Damage is fairly realistic and can hinder players performance in a stage if certain parts of the car are too badly broken. Players must also consider the time it takes to fix their car after damage has been taken, between stages.

Players have a choice between championship and time trial mode, there was an online element to the game, but clearly the PS2 servers have been shut down by now. This means there's not a a whole lot for players to do within the game, outside of completing stages in each rally. The handling is a little loose for my liking, and the car tends to slide a lot with its momentum, which can make it difficult to maintain a quick time across a stage. One aspect of the game I enjoyed was the ability to use L2 and R2 as a brake and accelerator. 


Graphically the game looks great, this is the first game of the review where I can truly say the locations are uniquely recognisible, and enjoyable to take in whilst rallying. The cars are well presented though there's only a small selection to start with until players work their way up through career mode. Soundwise the game is as good as any other rally game, the co-driver presents the pace notes well, and the engines sound somewhat realistic. 

Overall I enjoyed Colin McRae Rally 2005 less than WRC 3 because it was harder to pick up and penalised me more for not being good at the game from the start. If I was to spend a lot of time with one of the two games though, I'd probably pick this as I could get better at it and start to make up the gap between myself and the AI, rather than crushing them from the outset. 

Rating: 77/100
Grade: B


Game: WRC: Rally Evolved
Console: Sony Playstation 2
Developer: Evolution Studios
Release Date: 28th October 2005

Sometimes with games, there's a real sense of wasted potential; WRC Rally Evolved is a perfect example of such times. Despite featuring a wide range of cars, including Super 1600s, historic rally cars, extreme rally cars and the full lineup of the World Rally Championship, the racing action lets the game down in that there's little sense of speed, a shaking camera effect whenever the car goes particularly fast, very little braking control unless players opt to let the computer do it for them, which takes all the fun out of the game, and is the default setting when the game begins. 

 The rally schedule and locations featured in the game are generally good though there's little sense of differentiation between the countries, save for the type of surface being raced on. The courses themselves are pretty short, in comparison to other rally games, and the overall difficulty level tends to be fairly easy once players learn to contend with the handling. There's definitely some fun to be had, but the issues with the sense of speed, braking and harsh corners do take away from the overall experience.


Graphically the game looks nice at a glance whilst racing, but any further inspection will uncover some sickening motion blur, camera shake, and generally low quality trees, surfaces, water and other track elements. Soundwise the game is generally good, though there's some odd co-driver speech choices. Hardly anything that's said beside the pace notes sounds natural, with random grunts of joy being by far the strangest thing to hear at the end of a rally. 

Overall WRC: Rally Evolved had some good ideas, and doesn't play horrendously as a rally game. The issue with it seems to be that players never seem to be fully given the reigns to have an edge-of-seat experience. All driving aids including assisted braking are turned on by default at the start, and added to the slow feel of driving in the game, everything's just a little bit too safe. The inclusion of Rallycross is a good one though it only seems to work like a single race arcade mode.

Rating: 62/100
Grade: C


Game: Colin McRae DiRT
Console: Sony Playstation 3
Developer: Codemasters
Release Date: 11th September 2007

Colin McRae DiRT is an early PS3 game which looks at many different types of dirt and rally racing. Players progress from basic 1 race dirt racing championships to more complex and difficult races in the game's main career mode. There's a big mix of many disciplines which means that players tend to only scratch the surface of all of the types of races available. In championship mode, players play through rally-esque setups of tracks in the game, and the Rally World mode lets players make their own customised races and championships. 

The game handles fairly loosely for a rally game, but not so much so that I'd say it had arcade handling. Some braking is needed around tougher corners, but the game doesn't often punish its players for small mistakes. The AI featured in the game is pretty easy; there's a choice of 5 difficulty levels and only the top two are a challenge of any sort. Most of the racing featured is time based, with only a few multicar racing types. 


Graphically the game looks great for such an early PS3 release and the lighting and locations looks great. There's not a great amount of tracks due to there being so many different disciplines of racing, but the car selection is fairly impressive. Soundwise the game is a little bland, opting for simply the engine noise rather than any BGM, with the menus narrated by Travis Pastrana, a famous racer. 

Overall Colin McRae DiRT has a good spread of racing types, and easy to pick up handling and control across all of its cars. While it's fun to try out so many different types of races, some of the depth is lost, as many championships are single races, and there's so much swapping that there's hardly time to get set in any of the types of racing available. 

Rating: 79/100
Grade: B



Game: Sega Rally
Console: Sony Playstation 3 
Developer: Sega
Release Date: 28th September 2007

The fourth instalment in the Sega Rally series, this Playstation 3 title is an interesting mix of licensed cars and arcade rally action. Going back to the 6 cars on track arcade racing formula of the original V-Rally, it features a Championship mode with 3 classes, each with three sets of three races to compete in, with a final race at the end of each class. Gaining points for finishing the race in a high position will also unlock new cars and championships, and gives players a good reason to continue with the game. 

The racing action itself is fast paced and incredibly arcade orientated, with low difficulty overall and plenty of chances to correct mistakes made around the tracks. The emphasis in the game seems to be on fun, with very little braking required at all, and drifty handling around many of the tighter corners in the game. With some basic throttle management its possible to get around most corners, and the tracks themselves never become too technical. There's a great selection of rally cars, although some of the most exciting ones require unlocking, 


Graphically the game is pretty impressive, and brightly coloured but lacks individuality which set other Sega Rally titles apart. The locations are interesting enough, though their generic naming and themes could put some players off. Personally I find that there are many similar stages in simulation rally games, which could be boiled down to 'Ice', 'Dirt', 'Mud' etc. and so it's not that big of a deal. In terms of sound, the music is more epic in scope than the relaxed music of previous instalments, but it still retains an arcade feel to the experience. 

Overall Sega Rally is a lot of fun, providing replayability and easy to pick up arcade style action to its players. Though it's definitely not for simulation rally fans, it'd be a good game to play for a week or two in short bursts. The championship mode might get a little repetitive towards the end of the game, but its three race series keep interest focused on the current race well, and the unlockables are incentive enough to keep going.

Rating: 77/100
Grade: B


Game: WRC: FIA World Rally Championship
Console: Sony Playstation 3
Developer: Blackbean Games
Release Date: 8th October 2010

Bringing a far more simulation focused style to rally gaming than Sega Rally, WRC: FIA World Rally Championship seems to cater for the "realistic, but not entirely simulation" crowd of gamers. This means it's fairly easy to pick up, once players get to grips with the general handling of the game, The more powerful cars that feature in the game still feel like beasts to be tamed, but the Super 1600 and R2/R3 cars allow beginners to gain some rallying experience before being thrown in at the deep end. 

The Special Stages featured in the game are grouped by difficulty, and so players will find themselves on the same few stages throughout the first few levels of "Road to WRC" mode, with new stages being introduced very slowly into the rotation. If you've got the patience, then the main mode can be a very rewarding and complete experience, where there's the chance to drive almost every game the car has to offer, and feel a real sense of progression, but it's far longer than working your way through the official WRC calendar. 


There's a decent range of cars available in the game, with a Group B rally car DLC pack, but with more races than cars in career mode, players are sure to get at least a taste of most vehicles in the game. The handling differences between cars are noticeable and help to keep the game interesting as players progress and race on many of the same special stages. The range of locations is good, but the more difficult snow and ice tracks tend to be locked away for later in the game. 

The driving and competition overall feels exciting with a good sense of speed, competitive AI times, and a mix of time and points based racing. Career mode operates on a goals system where players must achieve certain targets within the race series they enter to earn money, unlock new races and progress. The early parts of career mode aren't particularly challenging, and so can be a bit of a grind to start with.


Graphically the game looks good with varied locations and well modelled cars. Sometimes the draw distance is such that you'll notice a tree popping into existence in the distance, and the lighting and texture engines noticeably load at the beginning of races, but if you can overlook this, and are concentrated on rallying it's more than acceptable. Soundwise the game is generally good, though occasionally the pace notes are a little misleading, with the co-driver sometimes opting to shout "Danger!" instead of an actual warning as to what's ahead. The game also suffers from the same issue as WRC Rally Evolved where the co-driver makes sarcastic or negative comments which break from the realism of the game. 

Overall WRC: FIA World Rally Championship is a lot of fun if you're looking for a somewhat serious stage based rally game with a deep career mode, and progression through to the FIA World Rally Championship from the junior leagues of rallying. It's got a good selection of cars and special stages, and the handling is enjoyable and easy to pick up after a few tries. The only real downsides are that the game is slow to get going in it's career mode, and ends up repeating many of the same stages because of their low difficulty, where a range of stages would have been more enjoyable.

Rating: 83/100
Grade: B



Game: WRC: FIA World Rally Championship
Console: Nintendo 3DS
Developer: Firebrand Games
Release Date: 15th January 2015

You might expect the Official FIA World Rally Championship game on 3DS to be a quality experience, with licensed cars and drivers, as well as a large selection of rally stages, spanning 12 countries. The initial menu however lets players know what they're in for, with just 3 modes, Season, Quick Race and Super Stages. Players progress through season mode by winning stages, or scoring enough points over the four stages of a rally to have 80 in total. If this isn't achieved then any stage can be replayed to get more points.

At the start of the game, just one car and driver combination is unlocked, with additional drivers unlocked with speed points, based on the players driving. The super stages featured in their own mode are also unlocked with these speed points. During a race, players can rewind time to correct their mistakes, and have unlimited restarts available to them. With this, and the easy-ish difficulty level, it's almost impossible not to win stages eventually.


The driving featured in the game is very simplistic and it's difficult to pull off any complex rally moves that real drivers might actually use such as slight drifts or using the handbrake for incredibly tight turns. Another issue is that sometimes the obstacles at the side of the road will allow players to pass through them without issue, while other obstacles will results in a flip or catastrophic crash, resulting in the need to rewind.

The off-track detection too is a little off; sometimes the slightest deviation will result in a reset, but at other times players can be driving miles off the course without any consequence. There are three checkpoints to each rally stage, and in general the races don't last very long. Somehow most tracks still manage to be somewhat boring though; there's really not much variety or memorable moments on any stage.


Graphically the game is pretty poor; from a distance it doesn't look particularly bad, but any kind of close-up inspection will reveal that the cars aren't much better than original Playstation renderings. The course detail is fairly low also with nothing in the distance, and generally boring landscapes on show. Soundwise the game is even worse with literally just engine noise to accompany the game; no co-driver, no music options, just engine noise.

Overall the official WRC game for 3DS is an incredibly low effort release, with no thought given to the amount of content available in the game, unlockables, replayability, music or gameplay. Because of this, only a small amount of enjoyment, if any can be gained from playing, and fans of rallying will be sorely disappointed.

Rating: 51/100
Grade: D

Below is a summary of all the games in this review;

WRC FIA World Rally Championship PS3


B 83.25
Colin McRae Rally 2.0 PS


B 80.01
Colin McRae DiRT PS3


B 79.75
Colin McRae Rally 2005 PS2


B 77.45
Sega Rally PS3


B 77.35
WRC 3 PS2


C 73.62
V-Rally 2 DC


C 64.85
V-Rally PS


C 62.18
WRC Rally Evolved PS2


C 62.07
GTC Africa PS2


D 60.32
Paris-Dakar Rally PS2


D 57.60
WRC: FIA World Rally Championship 3DS


D 51.10

While it's obvious that there are many approaches to making a rally video game, the key factors seem to be the depth of the career mode, the ease of handling and a pinch of realism whether in licensing or physics. Arcade and simulation rally games both have the potential to be fun and engaging in different ways, but the amount of effort put in by the developers usually determines how well each game will play. It's interesting to note that two games with the same title were top and bottom of these rankings, but the differences between the two were strikingly obvious.