![]() ![]() Play Gone, too, is Dirt 4’s custom rally stage generator tool, and with it, any regular point-to-point rallying at all, actually. There are certainly differences in the way a custom-built buggy tackles terrain compared to, say, a rear-wheel drive retro rally car (and there are also some subtle variations in grip across the different surface types – especially ice) but overall it’s a bit more basic and I found the handling quickly tameable. Built on the bones of Codemasters Cheshire’s Onrush, Dirt 5 actually doesn’t feel anything like its direct predecessor, ditching its two-pronged “simulation” versus “gamer” approach to handling options for a single, easy-to-grasp driving model. Land Rush HourIronically enough, one key game Dirt 5 roundly ignores is Dirt 4. This cocktail of influences combines for a well-executed racer, albeit one that seems content to iterate rather than innovate. There’s even a touch of Trackmania’s custom track builder and some subtle hints of SEGA Rally Revo, RalliSport Challenge, and Gravel to boot. There’s a heavy handful of Dirt 2’s brashness, a dash of Dirt 3’s gymkhana mode, and a limited sprinkle of MotorStorm’s rough-and-ready brand of fender bending (Dirt 5 even features racing in Monument Valley, the location of the original MotorStorm). That said, Driveclub is far from the single influence on Dirt 5. ![]() ![]() This game handles night lighting and extreme weather with particular panache. Like Driveclub, Dirt 5 is a mix of doorhandle-to-doorhandle arcade pack racing and bleeding-edge visuals. However, it makes a lot more sense when you consider Dirt 5 was developed by Codemasters Cheshire – the studio formerly known as Evolution, which made Driveclub before being cut loose from Sony and scooped up by Codemasters in 2016. Play For a series with its own long and firmly established history, that Driveclub comparison I just threw at you may come as a slight curveball. ![]()
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