Still Good, Just Not THAT Good: The Review of DiRT 4

I’d still yet to hang up my jacket and discard the shrink wrap from my PS4 copy of DiRT 4 as the Landrush World Championship video began playing. Unfortunately, this moment captures DiRT 4 in a nutshell; after a ridiculous amount of hype, the overwhelming positive reception stemming from the experimental science project that was DiRT Rally, and six whole years between today and the last main iteration in Codemasters’ highly successful off-roading franchise, the product that existed in our imaginations and in early teasers was exponentially better (and had much more longevity) than what will drop worldwide on June 9th – though console owners have been able to pick it up since Tuesday. While still a phenomenal rally game in its own right, and highly recommended to anyone with even a passing interest in off-road racing, Codemasters objectively dropped the ball with DiRT 4 compared to the expectations set for this release, and as a fan of the series dating back to when it once bore the namesake of a rally legend no longer with us, I can’t help but feel extraordinarily let down from a critical standpoint.

The elaborate headgear snobs crying to end no on various message boards about the game’s lack of virtual reality support, as well as those panicking about a “dudebro vibe” due to the mere inclusion of licensed music, really need to acquire some perspective given the kind of experience that awaits in DiRT 4; the artificial intelligence are woefully off-pace compared to the stout opponents seen in DiRT Rally, DiRT 4’s stage generation tool fails to produce an experience even remotely similar to what we hoped it would achieve, and the game has so little content once you start to process what’s available and when, I’m left praying for a tidal wave of post-release content when typically I speak out against such a practice. Basically everything that was pushed as new and exciting by Codemasters in the months leading up to this game instead fell flat on it’s face, and it’s a rude awakening for those eagerly anticipating the absolute definitive rally game of our generation.

However, that’s not to say DiRT 4 is a bad game by any means. With team management aspects giving some tangible sense of progression and purpose to your time within the software, light eSports elements that naturally slide into the core gameplay experience rather than date the software to that awkward period when everybody wanted on the bandwagon, a drastic departure in presentation from the previous youth-oriented dudebro culture, and a core driving model that’s still extremely satisfying – albeit a bit too easy compared to previous iterations – DiRT 4 is a game you can easily spend money on while being fully aware of all its shortcomings, and feel satisfied with your decision to do so regardless.

It just doesn’t do everything they said it would.

Disappointment sets in the moment you graduate from the introductory tier econobox racers mere minutes into career mode, and step into proper four wheel drive race cars that have graced a fair bit of the title’s promotional footage. Though the front wheel drive cars are admittedly very good from a physics standpoint, the more attractive vehicles on the roster are handed to you fairly quickly, and it’s at this precise time when DiRT 4’s metaphorical daddy issues come to light. Rumors spread like wildfire about the game supposedly being dumbed down for a larger audience upon gameplay footage first surfacing, and unfortunately I’m here to confirm that DiRT 4 is by far the easiest game of the entire franchise – and yes, that includes the Ken Block-infused titles on the Xbox 360. Codemasters promised DiRT Rally, but better in the months leading up to DiRT 4 when avid fans inquired about vehicle physics, but this just didn’t happen; the modern rally cars are literal hovercrafts that go almost anywhere you ask them to. I was extremely upset after my first few stages with the N4 spec Subaru Impreza, as even DiRT 2 and DiRT 3 provided a much more convincing feel behind the wheel with roughly the same class of cars.

The one change that I felt had been made for the better, was that threshold braking is now more important than ever, meaning you’ll need to brake a lot sooner for tricky sections that come up fast. This is something I personally enjoy, as it teaches budding sim racers to set the car on corner entry. However, the cars have so much grip everywhere else and remain stable under even the most adverse of conditions, that a lot of the time I felt as if I couldn’t go fast enough once I was on the attack, compared to how in DiRT Rally there’s a need to dial back your aggression on longer stages because the car can get away from you at a moment’s notice. This problem is compounded by a drastic reduction in the number of decently quick modern rally cars due to the WRC and other developers playing hardball on certain vehicle models, which prevented Codemasters from licensing the big guns; with R5-spec rides being top of the food chain in DiRT 4, you’ll be lucky to eclipse 170 km/h in high gear.

Obviously, as sim racing has progressed as a genre, we now know that race cars aren’t total death traps to drive like in the Richard Burns Rally or Grand Prix Legends days, but both myself and others with real world experience feel DiRT 4 is just a step too far in the other direction. In fact it’s the main point of discussion on the game’s Subreddit at the moment.

However, in my trials this doesn’t appear to pop up across every vehicle on the roster, as the historic Group B entries are every bit as insane as you’d expect them to be, with rides such as the Lancia Delta S4 requiring you to breathe on the throttle in third gear just to contain all of the ridiculous power in some sort of controlled fashion. The problem at the moment with too much grip seems isolated to just the modern cars, so if you’re extremely picky in regards to vehicle physics, I’d honestly suggest avoiding modern stuff altogether and making a beeline for the historic rally tier of career mode the second it becomes available – which is fairly early.

Sadly, the new short course off-road stuff, operating under the fictional moniker of LandRush to avoid additional licensing fees, leaves a lot to be desired – in fact I’d actually go out and call it incomplete. The LandRush content simply pales in comparison to what Codmasters have created both across the rest of DiRT 4 and in Rally back a few years ago, with the somewhat adequate buggies giving way to Pro2 and Pro4 trucks that slip & slide around as if they’re operating under a demented re-incarnation of iRacing’s old tire model. The trucks drive like absurdly stiff tin cans, and you never feel as if the tires are digging into the racing surface as they should; instead the trucks wildly wiggle and scoot around under power, to the point where non-wheel users shouldn’t even bother. Unless you actually enjoy this style of racing or want a modern throwback to Sierra’s SODA Off-Road Racing from the late 1990’s, the LandRush discipline and the vehicles within it are of such a poor quality compared to what we’re used to from Codemasters, you’re better off skipping it unless curiosity gets the best of you.

And once again, the previous three main DiRT titles did it much better; if I could yank the Stadium Truck physics from DiRT 3 and place them into DiRT 4, I certainly would without hesitation.

Had Your Stage materialized in a similar manner to what we all had in our imaginations when Codemasters first announced it to the world, I’d be fine with what they’ve done to some of the cars on the roster considering we’d have near endless tracks to drive them on, but this is instead another area where DiRT 4 drops the ball in a pretty substantial way.

Traditionally, rally games have shipped with a finite number of stages, where the development team hand-crafts multiple routes through X amount of environments, and eventually after Y hours of play, you’ve driven every track in the game – both forwards, as well as in reverse. After DiRT Rally was universally blasted for including just twelve stages in a $60 package, Codemasters set out to rectify complaint numero uno by coding a procedural generation engine into DiRT 4, therefore hoping to provide gamers with an unlimited set of stages where you’re always on your toes and driving something new, and as an added bonus, totally eradicating the memorization element out of online competitions. We were told there would be millions upon millions of route combinations, but unfortunately it appears the marketing team were operating on technicalities. Your Stage works on a technical level – you’re indeed always driving a new, unique route in both career mode and in other sessions – but the routes themselves always consist of the same preset chunks.

And there aren’t many preset chunks.

I think we all knew in the back of our minds that there’d be a catch with this procedural generation technology, but I didn’t expect to run into it so early. Less than an hour into the rally portion of the game’s campaign mode, it’s hard not to notice that the same couple of corners keep popping up throughout your events in Australia and Wales, and this eventually extends to the other three rally environments as well. It’s extremely disheartening, as you’ll begin to spot identical corners and even combinations of turns, complete with the same trackside objects and surrounding terrain very quickly, to the point where you experience this weird mixture of Deja Vu and highway amnesia as you progress through the championship. By the time I reached the pinnacle of the rally ladder, the Global Rally Series, I was seeing the same bend – complete with identical trees, spectator placement, and land geometry – two or three times per stage if not more, which is where the shots above are from.

The same segments repeat themselves for multiple times in a stage, and then stage after stage on top of that. If you’re not seeing an identical corner, you’re simply approaching that same corner in reverse, as seen in the Spain screenshot. So yes, while the math behind the procedural generation engine probably did spit out a hypothetical “millions upon millions” stage number when Codemasters were asked about it, the reality is that there’s not much variety in the chunks it uses. The technology powering Your Stage does work, albeit in a very repetitive way.

For solo play, this absolutely sucks major ass and it makes the career events blend together in the most atrocious, dull, boring manner, because there are far too many instances of “I just saw this very corner not two minutes ago and then twice on the last stage what the fuck” for anybody’s liking. When it comes to the online spectrum, however, it’s just enough to keep things exciting and reliant upon driver skill rather than some asshole memorizing every little bump and throwing the car sideways at 200 km/h because he knows there’s this weird line in sector 2 of Shepherd’s Shield that’ll catch the car just right. So I don’t really know what to say here other than it’s certainly not the revolution many had imagined, but for online racing it gets the job done.

Repetitive track design extends to the LandRush and rallycross disciplines, albeit in a different way. Despite three unique locations in California, Nevada, and Mexico, all three short course tracks were built in the shape of a horseshoe; a bunch of sweeping left hand turns followed by a slow, inner part of the track with a technical right hand corner. Rallycross fares slightly better, though the same roster of locations returns from DiRT Rally, and if you’ve sunk tons of hours into that particular game… Well… I’ve got some bad news for you. Get ready for more of the same. Codemasters had a great opportunity to recycle tracks from some of the older DiRT releases, such as Shibuya, Smelter, or the Los Angeles Coliseum, but for whatever reason, didn’t. If the FIA and Monster were anal about fictitious layouts then I can kind of understand, but the volume of circuits on both the RallyCross & LandRush fronts are severely hurting.

Thankfully, what sounds like a very dull, uninspired selection of vehicles, and locations that blend into one another due to a severe case of repetition, is tied together with a phenomenal presentation. This is arguably the best part of DiRT 4 and it’s hard not to have a big grin on your face the first time you see it under your control; the whole package looks especially slick, and no, the dudebro vibe from past entries in the franchise has not returned. Menus are now flashy without being in-your-face-radical, and some of the stuff I personally advocated for in my review of DiRT Rally a while back – a comfy service park with your car on display prior to each stage – has been implemented into DiRT 4. This extends beyond the track itself; you’re dragged to your team’s Washington headquarters to customize your livery, with the car parked out on a spare slab of tarmac, surrounded by your team personnel and matching support vehicles.

Atmosphere this rich and lively is a welcome change of pace from hardcore simulators that compete to see which one of them can bore you to death the quickest.

Obviously, with a livery editor and sponsorship acquisition screen, this can only mean one thing: DiRT 4 boasts some sort of proper career mode. It’s a bit of a magnum opus that combines elements of everything Codemasters have done dating back to Race Driver: Grid in 2007, which makes the repetitive, underwhelming content sting just a tad more. Initially starting out racing for other teams – and you can progress through career mode driving entirely for third parties if you so choose to – DiRT 4 opens up the moment you purchase your first car. Sponsorship goals, the aforementioned livery editor, and even the ability to select alternate colored logos for each sponsor return from Race Driver: Grid, while the process of hiring engineers, mechanics, co-drivers, spotters, and even a PR guy all return from DiRT Rally. The blend of the two design elements from previous Codemasters games is simply phenomenal, with the added twist of sponsorship relationships and brand loyalty making it much more than a cut and paste job.

Sticking with brands you receive earlier in your career will boost your loyalty, giving you an incentive to have certain logos on your car for the long haul rather than jumping to the best offer immediately as you would do in the original Grid. As in real life, the game doesn’t allow for conflicting brands either, so you’ll have to start making choices when competing energy drinks or tire manufacturers want to throw you a little cash. Based on whether you’ve been able to complete their assigned tasks or not, it’s also possible to fall out of good standing with the brands on the side of your car, creating this dynamic world within DiRT 4, in which there’s much more to the PR side of things than just signing the best sponsors and riding the wave of cash. As you progress into higher championships, some of their requirements get pretty insane, so there ends up being an actual challenge to retaining their respect. It’s a great little ecosystem Codemasters have got going on, and I’m very happy they made the choice to put it into DiRT 4.

Like I mentioned above, the process of building an actual team full of humans to support you returns from DiRT Rally, but this time it’s a little easier. I was able to finish the rally ladder on a skeleton crew, swapping out old mechanics for new, more efficient ones as my driver level increased. Unless you’re a seriously shit driver and are limping home a busted race car with each passing stage, there’s basically no need to hire any additional crew members – or upgrade your team’s facilities – as the bare minimum is more than enough.

However, those who do want to toss their money around, are easily free to do so, as the act of upgrading facilities, paying out contracts, signing new team members, buying cars, and of course upgrading them with better parts, guarantees you’ll always have something to spend money on – and better yet, it’ll cost a lot. This certainly isn’t MXGP3, where you have a spare $245,000 USD that’ll sit there for all eternity. Codemasters have done a good job with career mode’s logistics, as it seems the moment money comes in, money gets spent, and there are ways to royally fuck yourself if you don’t read menus and plan your journey with at least some kind of logic behind it. I hate games where money just starts to pool after X amount of progress, so it’s cool that even now having reached the end of a main career strand, I’ve still got to be careful with my funds, and there’s still tons of stuff left for me to buy as I pursue the other disciplines more thoroughly.

The shitty part about all of this depth to progression in career mode, is that the process of going out and competing in championships is ridiculously short, and it would have been nice if there were a few more environments for each of the disciplines, as this would directly inflate the game’s solo campaign length. Like I’d mentioned in the opening paragraph, I’d completed the LandRush World Championship – the final series in the discipline – only an hour or so after returning home from Wal-Mart to pick up the game. Rally fared a bit better – clocking in at around a day – but with only five locations on the calendar, it’s certainly not much of a Global rally series that awaits for the final showdown, nor is it much of an epic championship when your main rival retires out of one event, and there’s basically no time for him to even try and mount a comeback.

It also doesn’t help that the artificial intelligence in DiRT 4 is extremely poor until the very end of each career discipline. Playing on the Tough difficulty setting – the highest that’s available – I would sleepwalk through events and amass rally leads of up to two minutes in length, also sweeping the entire LandRush calendar with five straight victories, which from a gameplay standpoint just isn’t very fun. To try and bump up the difficulty, Codemasters have gone out and jacked up the inclement weather in the final events, but when every stage over the course of an entire 30-stage championship suspiciously takes place at night under heavy fog or rain, it all feels a little forced. The AI do put up a much better fight in the closing chapters, but it’s only enough to put a dent in your winning streak rather than rob you of several victory or bump you down to mid-pack. There simply needs to be an Alien or Master level difficulty, because what’s available at launch just doesn’t cut it.

LandRush and RallyCross fare a bit better, though it’s very hit or miss. Sometimes you’ll be mixing it up in the pack and surprised by the AI’s competence; other events they’re eating your dust, if they can even get that close to begin with.

I can’t say there’s a lot of extra curricular activities in DiRT 4, but what’s included is definitely much appreciated. Taking a page directly from Richard Burns Rally would be the DirtFish rally school mode, which sends you to the actual property in Washington for what’s essentially a glorified tutorial mode far more detailed than what we saw in the legendary title over a decade ago. Though I didn’t learn anything groundbreaking at DirtFish, the inclusion of such a feature for new drivers is pretty much essential, as while the handling model in DiRT 4 is significantly easier than it’s predecessors, the complexity of the terrain puts newbies in a world of hurt if they don’t know what they’re doing, and it’s fantastic that Codemasters have chosen to properly educate the masses rather than giving them crutches with flashbacks and other bogus bullshit that doesn’t encourage gamers to get good at what they’re playing.

The Gymkhana challenges from DiRT 3 return, but they’re 100% optional side-quests buried within the DirtFish compound, rather than being awkwardly placed into the primary campaign mode. Personally I loved Gymkhana in DiRT 3 and thought it was a really unique, exciting twist on performance driving, but given how many people hated it with a passion, it’s nice to see Codemasters listening to the masses and putting it off to the side as a gimmick, where many people felt it belonged.

Online racing returns with a vengeance, though I’d personally be weary of region lock bullshit on the Steam version as has been par for the course with every other Codemasters title dating back several years now. The biggest positive here is that Codies have brought back Online PvP rallying, meaning you’re no longer forced to create those clunky leagues if you want some quick point to point action, and this is something that is much appreciated considering nobody’s really sure why they took it out in their last release.

DiRT Daily, Weekly, and Monthly events return from DiRT Rally, giving you alternative ways of earning huge credit totals, with the Pro Tour mode providing ranked PvP rallies that steal from the EA Sports playbook and place you in Divisions, and then Tiers as you post good results (or suck major ass) in what’s essentially DiRT 4’s eSports mode – though they’re good about not waving the eSports name around like other developers are known for. Custom lobbies, something Assetto Corsa has taught us not to take for granted on consoles, are also functional at launch and loaded with activity from people who have just bought the game, but again, this might not be present on the Steam variant due to region lock. Yell at me if it’s not, it’s worth an article.

As far as I can tell, Career mode is seamlessly integrated with online racing, allowing you to use your campaign cars against others while earning cash, but this time the loaner cars aren’t at a massive disadvantage, so kudos to Codemasters for balancing things and not subjecting the plebs to brutal anal rape when a no-lifer enters the server.

Summarizing DiRT 4 is a very difficult task, because there are two distinct schools of thought when it comes to the title.

On one hand, it’s a game that’s certainly worthy of the DiRT 4 namesake. There’s a distinct variety in the experience that’s comparable to the previous three entries in the franchise; you’re jumping around from Baja trucks, to rallycross cars, to modern rally offerings, and then even taking in some Gymkhana for a laugh, all within the span of an hour. The driving physics are tight, the graphics jaw-dropping, there’s tons of multiplayer functionality for both competitive and leisure play, it’s got a career mode only the snobbiest of hardcore simulation nerds could get upset with (“I just want to race, I don’t have time for that sponsorship management shit”, they cry), and the whole experience is wrapped up in a beautiful presentation that fits naturally with the rest of the franchise. Codemasters have built something that is a perfect addition to the trilogy of DiRT games.

However, for all it gets right, there are very distinct blemishes. After a stellar outing in DiRT Rally, the cars now feel noticeably too simple to drive despite their claims that the hardcore handling would be here to stay. Your Stage works as a piece of technology – there’s no goofy 100 foot jumps due to a glitch in the coding – but it’s arguably more repetitive than fixed stages given the limited amount of chunks Codemasters gave it to work with, so in execution it’s something we’ll have to wait for DiRT 5 to be truly refined to the extent we’d imagined. The car roster, after the WRC and other developers have started to play hardball, leaves much to be desired; the lack of a modern “pinnacle” class, as well as generic LandRush trucks and tracks in a sea of world-renowned brands, stick out like sore thumbs. Also, five environments and a field of AI bots this pathetically average certainly aren’t enough for a world rally championship, and in a mass display of cognitive dissonance, I’m left wanting a comprehensive post-release DLC plan because of it.

But as a $60 game, weighing the pros against the cons and then back again, there is certainly still enough here to justify your purchase, and it fits naturally into the Codemasters DiRT franchise. As a racing game, and as a DiRT game, it’s phenomenal, yet it could have been so, so much better.


79 thoughts on “Still Good, Just Not THAT Good: The Review of DiRT 4

  1. Well fuck. Yet another arcade racer then. I am pushing 40 years now, and feel deja vu almost everytime a new rally game is released.

    Back to Dirt Rally then. Thanks for the review, i will not buy this title then.


      1. Would love to know what SMS’ stance is on supporting a site that actively promotes anti-semitism and racism. Hardly a great business promotion decision is it?


    1. Oh just fuck off please with your VR bitching.

      Face it: Gen 1 sucks and it’s a niche product with a tiny user base atm. No one cares, man.

      So, take off your dorky little goggles and cheer up, will ya?

      Liked by 4 people

      1. Scrawny ass welfare bitch playing on a 15″ CRT monitor…

        Move the fuck away! Progress is on its way and you’re blocking for it with your empty wallet and retarded opinions.


          1. VR supporter? You mean somebody with a VR headset? Like an owner of one? like you are not an owner & there for a bitter jealous non VR supporter, sorry i mean owner. Yeah man VR sucks that much they would ditch a game that doesn’t support it, its really that bad.


  2. #novrnobuy for sure. Took it for granted that they would include it, and found out just last week it’s been cut. There’s got to be some major brain malfunction in their collective heads. Dumb ass ludite motherfuckers!


      1. Jesus christ. Go play GPL and rFactor and stay in your fucking era. No VR there. Asslicking closet homos spouting tough guy will not be listened to…


        1. I know it’s hard for you to understand, with your ISIS-like dedication to all things VR, but actually these 1st-gen headsets suck ass. I got one and returned it after a few days.

          Compared to a set of triples or a 4k single-screen, the picture clarity is right out of 1998. It’s a silly, low-quality toy that has objectively failed in the marketplace.

          They’ll need much higher resolution to get the clarity anywhere near acceptable levels, and then you’ll need GPU power from the year 2030 to run it.

          That’s why a whopping 0.22% of people on Steam have one right now. Seriously man, it’s fucking over. VR is the 3D TV of 2017, just with way less market penetration.

          Liked by 1 person

      1. Nice stats produced out of your ass. Everyone knows there are more people playing sims in VR than triple screen. Its proven by fact not your inept shitposting & attitude that represents about 14 people at the most.


          1. Oh joy, another Steam hardware survey reference. It’s fucking useless because it has a voluntary response bias.

            Just stop.


        1. 0.22%. The market has spoken. Enjoy selling your nerd goggles on Ebay for about $200 in 6 months when you realize it was all just a gimmick.

          Liked by 2 people

            1. You’re assuming that a meaningful percentage of that 0.22% of VR owners are sim racers.

              In fact, of that 0.22%, there are likely few sim racers. Most people who are into VR are doing other things. It really is a very small market as of 2017.


              1. 0.22% figure is irrelevant, you need to compare total sales of vr units to sales of the game & those are all potential customers. Steam figure for wheel owners is probably not much higher. Still only really read people saying they won’t be getting it without that support & will either wait or just get something else. Of course Austin the vr hater has to go into hyperbole.


                1. Codemasters has vastly better access to customer data than we do, and have clearly made the decision that, for this particular mass-market-appeal title, VR support wasn’t a big priority.

                  For something more niche like Dirt Rally, a different calculus applies.

                  My own personal opinion is that VR isn’t quite ready for prime time. Perceived resolution is abysmal, even according to Oculus Rift’s own chief scientist. It doesn’t help that both Rift and Vive went with cheap Pentile displays that cut the perceived res even further. But it’s all they could get from Samsung at the time.

                  The future lies with aggressive foveated rendering and about triple the GPU power we have today, along with proportional improvements in OLED screen densities. Meanwhile, I’m sure it’s a fun toy for those willing to sacrifice clarity for immersion. Personally, I’m not willing to take that trade right now.


        2. where are your sources backing up your assumption/statement about VR-adoption over triple-screens?
          Been simracing / sim-driving for over 10 years now, never had more than one screen for game-rendering and could not see myself using one of the first-gen HMDs for simracing as I am a guy that has trained himself to emulate real driving-technique which includes being aware of my surroundings at all times and looking far, far ahead into my path as much as possible.
          That means the resolution requirement for VR would be at least 4 times what is on offer today in the first-gen headsets to even come close to what my 24″ 16:10 1920×1200 pixel (small) monitor gives me in clarity for objects further ahead in and on the road/track

          2nd problerm VR needs to solve:
          the weight and energy-dissipation on your head, close to your eyes.

          I have no doubt that in theory, VR is a great way forward for simracing. In practical application I doubt it will make everyone a more successful virtual-racer right-away. Regarding the already tangible “near-field” advantages of stereoscopic rendering it might help a certain subset of drivers to become better sportsmen in close battles and in judging their car-placement – yet ultimately you still need to use your minds-eye for the world further away from your virtual windscreen as you cannot really see much of it, yet.

          And using my “mind’s eye” is a skill that every simracer/simdriver of today is already familiar with, using one screen — the smaller the merrier (for that particular skill).

          So yeah, given the hardware-requirements necesseray for fluid/non-slideshow-like gameplay, I call bullshidt on the wide adoption-rate of actual simracers.

          Much more likely to be a false reading of statistics as indicated by the fact that sitting stationary in your rig/ at your desk looking out of a virtual cockpit is by far a more robust and confincing as a VR-experience than wandering through room-scale virtual environments always fearing to fall off the balcony or ripping on that huge-ass data-cord, potentially shredding your epensive top-end hardware that you cannot power VR without to worthless pieces of scrap-metal!

          My assumption: more people that got VR to try it out actually bought and run a few race-sims rather than most triple-screen users switching to VR full-time!


  3. tldr:

    + Presentation and menus
    + Overall Career Mode structure
    + Handling in older car categories
    + Online PvP Rallying

    – Handling of modern cars
    – Repetitive track generation
    – Low number of Landrush and Rallycross circuits
    – Easy AI

    Good review; less hyperbolic than I’d expect from PRC (that’s a good thing) but gives a good impression of what to expect.

    Although DiRT Rally was a great game for enthusiasts I can see why Codemasters dumbed a few things down. They have sales targets to reach and your typical mass market consumer doesn’t like to buy a driving game that will kick their ass every 3 corners.

    Still though, the game seems to tick enough boxes for me to pick it up. Should be fun for a month or so.

    Liked by 2 people

  4. I’m fucking over the 1 step forward 2 steps backward fuckn bullshit with racing games , look I’m all for 2 modes but for fuck sake don’t dum down the fucking sim side of things to keep the arcade fans happy , that’s why you put arcade in the game in the first fucking place .

    It seems to me game developers get to a good point and then in there wisdom have to fuck around with it some more , dirt rally was challenging and a fun expieriance being on the edge of car control most of the time .

    How many iterations of a game do you need to pump out before you can just concentrate on content eg tracks , season format , rules , damage and so on .

    It’s a fuckn merry go round , now I need to take my pills …… faaaaaark .

    Oh about Vr its on its way . You will have to pay for it . Just like dirt rally on PS4 .

    Liked by 2 people

    1. Sounds like more SIMCADE shit hyped up by untrustworthy utube wankers who’re too stupid to distinguish between sim and simcade.


  5. You definitely remembered to use the simulation handling model didn’t you?
    Because this reads like you didn’t.


      1. And its more realistic handling according to rally drivers. even in your other stupid article you said pcars with more grip was the most realistic sim & this is the same. you are full of shit. pls prove otherwise with actual proof this car mirrors real rally.


          1. You mean 1 or 2? You’re literally like one of those people who, when confronted with 29 research papers disagreeing with you and 1 agreeing with you, you pick the 1 instead of acknowledging the 29.

            Get over yourself.


      2. Thanks for the review. Quick question: Are there seperate leaderboards for “Gamer” and “Simulation” handling mode?


  6. A couple times a year, the UN tells the Jews to stop slaughtering their ethnic minorities.

    The Jews then accuse them of being “anti-Semitic.”

    Whatever one thinks of the Palestinians, the occupation is a perfect illustration of what Jews will do to gentile populations any time they can get away with it. Bolshevik Russia is another example. If Jews are not forcibly repressed, their biological impulse to destroy anything non-Jewish kicks in and they make life miserable for non-Jews, as the latest UN report aptly demonstrates.

    Liked by 1 person

  7. So, if all you care about is historic rally, does D4 offer anything beyond what DR already gives you?

    I don’t give a fuck about “Modern Rally”, and judging by their audience numbers, I’m not alone. Compare footage of a fire-spitting Lancia 037 vs a Hyundai i20 WRC if you need a little reminder as to why.

    Kinda sadly amusing that WRC didn’t want to license their little cuckolded 2016 cars. Fine. Keep ’em.

    Modern Rally = Hillary. Group B = TRUMP.


        1. actually is bad review. Just watching a youtube video of the game from a normal player or reading steam reviews is better material than this review. Anyway, keep riding james dick. I mean, his review was very negative of Dirt 4 and yet you say it might be worth checking out. Then why did you need to read this bad article when you were already inclined to try out the game for yourself. Maybe you do like to be brainwashed by the authors of this blog.

          All new racing games are bad according to this site. Pcars2 10/10 – SMS worker, James. (inb4 he gives the game a lower score and still says is the best offer out of all sims that ever existed). Dirt 4 shit, Gran Turismo Sport shit, whatever other racing games that compete with SMS games will be shit. No alarm rings in your brain “modern wrc is boring”? SMS employees do what SMS employees do, never change.


  8. The presentation does look great, but I lost interest in this due to two big issues Austin pointed out. The car selection just isn’t good enough, and the stage generator was a cute idea, but I would have rather had more locations. It certainly doesn’t look like a bad game; in fact, I wish the likes of Kunos and SMS and the rest of the clown devs in this genre were able to push something out that looks this polished. However, I really don’t see any reason to buy this game when Dirt Rally exists.


  9. Kunos still haven’t been able to patch the Xbox One version of Assetto Corsa yet you claim the fully functioning DiRT 4 is only just good enough to justify buying?

    Fully working multiplayer, leaderboards, customisable controls, feature complete single player and accessible to all player abilities. The so called simulation developers, and their paid employees, need a look in their own garden before they throw rocks over the fence.

    Liked by 1 person

    1. I would rather have rats in my house than another Kunos product. At least the rats have the good manners to die quickly rather than leave it 10 months and still claim to be fighting for life.


    2. Absolutely agree here. I like it a lot.
      Although I agree there could be some more track’s and environments. But thats the only little downside as far as i’m concerned. Feels good on the wheel. It work’s, it’s complete, it’s good fun.


      1. Guys, guys. I really don’t want to sound like a shill, but please just compare the amount of people working on a game in Kunos when compared to a company like Codemasters.


          1. Is not KesiM’s company. But either way, not all or maybe not many video game companies manage to have extended list of devs/artists for the game. No one here is making that excuse, is just KesiM stating a fact that Codemasters have a big amount of staff for their racing games because they’ve been in the business for two decades now with many console titles, which is where they earned a lot of money because on PC you can’t make a big company just with racing games. You need to make many games on console and sell well to grow the company, so is a hard task, there’s no need to be aggressive with such a tone, since no one here is making excuses. “make your company grow or stfu with that excuse” is basically, “I don’t know shit about the racing games business”. So next time post something useful, like possible solutions and not giving 3yo mentality advices like “grow your company”… no shit. lol


  10. OK then, should I pocket my money and wait for the release of PROJECT Cars 2? And what is going on with the Indianapolis Motor Speedway? looks like SMS and their overlord Ian Bell are also recycling false advertisements from the first iteration of the game, what should we expect?
    I’am starting to sound like a redundant asshole asking the same legitimate question over and over again. Maybe Ian put a gag order on you, so much for the deal not affecting the “blog”.


    1. yeah well done, awesome not like you will ever get bored of churning out the same stinking semi shits eh? What are you then, think your de slooth sim detective extraordinaire that has uncovered evidence the baddies sms have duped us again? Fucking cunt including a circuit that was widely publicised as being pulled due to AI issues, how dare they put it in the next game. Nothing redundant about you being an asshole & you are just dense as fuck to go with it. to answer your question 1. no don’t buy pcars 2…2. its er being released in the game as advertised & 3 why would you care since you are not buying it.


    2. >I’am starting to sound like a redundant asshole asking the same legitimate question over and over again.

      Yeah, that’s about right. You kinda remind me of that bitch Kamala Harris.


  11. Absolutely one of the better reviews I’ve seen thus far, since pretty much everything I’ve seen up to now is wildly contradictory. “With Your Stage, it feels like there’s an infinite amount of courses, and you’ll absolutely NEVER be wanting for more content!” versus “Your Stage is a disappointment, and I felt like there needed to be more content.” “This is one of the toughest games I’ve ever played!” versus “This is ridiculously easy compared to DiRT Rally”.

    Just seeing an acknowledgement of “this works, this doesn’t, it’s pretty good though” is refreshing.


  12. Don’t worry guys, PCars2 is coming.

    Just watching the latest trailer increased my dick and chestsize about tenfold :^)


    1. Yeah, the one to rule them all! PC2. Wooow. Made by viral marketer who jump from forum to forum to spread the holy word. Buying PRC by the way such as now it has not reviewed the Game honestly but better : He crticise everything else.


  13. The way these Your Stage generated tracks are laid out are totally random and barely match the terrain. It’s like they suffer from a complete lack of guidelines or constraints to make them appear believable.

    Codemasters said they ‘curated’ the Career tracks, yet one of the first Australian stages has like three stage tiles repeated. WTF is that shit? Any time you can look far into the distance while racing in Spain makes it painfully obvious its a mash-up of track segments.

    Oh yeah, the game stutters like hell for me. Frametime spikes of 100+ ms for no fucking reason. Doesn’t happen in any other game I own.

    And it crashes constantly.

    And no VR support (Yes, I’m one of those).


  14. Dirt 4 is just awesome and much better than Dirt Rally. The physics are better as well and only idiots who never watched real Rally-Onboards believe in this “less grip = better physics” bullshit.


  15. In an automobile, ball joints constitute important auto parts. Ball Joints are spherical bearings that connect the control arms to the steering knuckles. Ball joint consists of a bearing stud and socket enclosed in a casing. These parts are made of steel. The bearing stud is narrow and fits into a tapered hole in the steering knuckle. A protected encasing prevents dirt from getting into the joint assembly. mainly, this is a like rubber-boot that permits movement and expansion of lubricant in an automobile. So, it is advised to get good quality ball-joints for your car and change it when necessary. We have some important guide for this.


      1. This says all about you. You want all sim games and services to do bad so that you can write about it and gain some more fame at their expense. All of them except pcars2 of course, hehe you shill.


  16. After playing it enough, the only real issue I have is with the rear grip being too high, the slightly worse performance and the occasional crashes that come with their very shoddy alt-tab implementation, which sometimes causes my GPU to overheat for no reason. The presentation is great, the handling is far better than it ever was in DR and RBR, and I’m finally enjoying FWDs for the first time ever. I even got a WR.

    This is why you don’t blindly trust reviews.


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