The biggest problem with Sega Rally Revo has nothing to do with the learning curve or how shallow the overall gameplay is; instead my issue is that you'll see all of the courses within the first few hours of playing the game. The game itself only has five different environments (which include a Safari, Alpine, Canyon, Artic, and Tropical locations). Each of these environments have several variations each, but in total there are only 23 different levels ... and some of those include reverse versions of existing tracks. It would have been nice to see Sega throw in a few more environments and maybe some more variations, that way you can go through entire Championship Mode without getting bored. On a positive note, these five environments do cover pretty much all of the rally locations you could possibly want to race on, even if they don't feel completely new or original.
The various courses in Sega Rally Revo look unbelievable. I was expecting the game to look good (it is on the Xbox 360, after all), but I was blown away with the amount of details each and every one of the levels contained. While games like Forza and Project Gotham Racing are trying to make their graphics as realistic as possible, part of me really enjoyed how over-the-top this arcade racer was. Better yet, no matter what course you're running (be it the snow-covered roads in the arctic or the dirt in the alpine tracks), there are plenty of cool touches in the background. As you race through your levels you will often see an airplane flying overhead, or a boat rooting you on, or animals in the forest. It all looks very good, definitely a lot better than I was expecting going in.
Part of what makes this game look so good are the environmental effects. Sega has been beating this drum when it comes to dynamically deformable terrains. Basically what this means is that as you race through the level the mud (or snow, sand, etc.) will be thrown about by your wheels and ultimately change their patterns. As you race through the level a second or third time you will notice all track marks throughout, which is something that can actually affect the way you race through a particular level. This doesn't play as big of a role as Sega would like you to believe, but there's no denying that it's a cool effect that sets this game apart from all of the other rally racing games on the market. This type of thing gives me hope for the future of Sega Rally, if not all games that could be impacted with dynamically deformable terrains.
It won't take you long to race through all of the events in the Championship Mode, so the various multiplayer modes are a godsend. If all you're looking for is to play the game with a friend at your house, then you'll be happy to know that there's a fun two-player split screen mode built into Sega Rally Revo. But the real meat and potatoes of the multiplayer experience comes when you take the game online using Xbox Live. Online you can play a six-player race. Like the rest of the game, the online modes aren't very deep; expect the basic ranked and player matches and not much more. The good news is that the host can select the track order, so you won't have to constantly jump into a new game or invite your friends to a new room over and over again. In my experience the online rooms ran pretty smoothly, there were a few hiccups here and there, but nothing that you couldn't get over while playing the game. It may not be very deep, but Sega Rally Revo has the best online component of any Xbox 360 rally game.
But no matter how good the game looks, the thing I couldn't get over was how similar each event felt. You never really feel like you're doing anything new or different while playing Sega Rally Revo, each level feels the same as the last, only with a different background to look at. By the end of the game I realized that this wasn't that big of a deal, it's nice to have an arcade racing game that is so much fun. My problem is that I'm not sure how much I'll actually pull it out to play it, outside of the single player Championship Mode there really isn't much incentive to keep playing. This is the kind of game that is perfect for those gamers who grew up with games like Ridge Racer, San Francisco Rush and Cruis'n USA, but if you're looking for something deeper than an arcade game you will be disappointed.
In the end I do feel that there's enough room for an arcade racing game, but it's important to realize that this type of game is not for everybody. Then again, this type of game will surely scratch a certain kind of itch that neither Forza nor Project Gotham Racing has been able to get to. Despite my criticisms I do like this game, I would just hope that in Sega's next installment they actually give us more of an incentive to keep playing. The fundamentals are good, they just need to figure out how to put it all together in a package that is as appealing as all of those other racing games currently on the market.
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Sega Rally Revo is a solid racing game, assuming what you're looking for is a short and shallow arcade racer experience. The graphics are great and the levels are detailed, but there just isn't enough content to keep you engaged as long as some of the other racers currently on the market.
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