According
to Dictionary.com, ultimate is defined
(in part – more on that later) as “representing
or exhibiting the greatest possible development
or sophistication,” so when Codemasters assails
the gaming public with an assertion that they have
created the “Ultimate Racing Simulator,”
they are making a heady claim indeed. A quick glance
over the box does seem to lend support, though:
“116 Championships. . .35 different motor
racing styles. . .70 different licensed race cars.”
Combine the breadth of the game with the built-in
credibility Codemasters gained from creating the
Colin McRae Rally series (peaking with the near-perfect
Colin McRae Rally 04), and the potential within
the Toca concept is staggering.
But does
Toca Race Driver 3 live up to that promise? Can
a developer expend the resources to make each and
every component of this ambitious title live up
to the high standards set by today’s racing
games? Can Codemasters really show the attention
to realism, physics, graphics, AI and drivability
that made CMR4 and other recent titles so great,
while still offering many different and diverse
racing disciplines, settings and vehicles in one
package?
Well, squelch
your inner cynic, put on your rose colored goggles,
buckle in, and take a ride with me in Toca Race
Driver 3!
VARIETY,
VARIETY, VARIETY
The linguistically
adept reader may have already gone to Dictionary.com
to check out the alternative definitions for ultimate,
one of which is “[o]f the greatest possible
size or significance.” That is certainly true
of TRD3. The sheer number of cars, from open wheelers
to sports cars to go-karts to (ack!) monster trucks
and lawnmowers, is staggering without question,
as is the variety of different racing styles. There
are dedicated road courses, banked ovals, rally
cross and motocross tracks, off road rally courses
and street courses, many of which may never have
appeared in a driving game before. For this, Codemasters
should be commended, for bringing some absolutely
fantastic European tracks into the mix.
As alluded
to above, however, there can be pitfalls to any
attempt to pack in as much as possible to a game,
while still trying to bring it to market at a workable
price point. Different cars drive differently, even
cars on similar platforms (for example, front engine,
iron block V8s with rear drive) can have different
nuances in their handling. To genuinely capture
these nuances and to present them to the virtual
driver takes advanced physics modeling, dedication,
and time, which obviously can’t be done in
a game of this scale. Different cars also obviously
have different interiors, gauges, steering wheels,
and sounds, and these are all considerations ignored
by Codemasters in their apparent zeal to “pack
it all in.”
CHOOSE
YOUR PATH
There are
two “career” paths a player can pursue
in TRD3, “Pro Career” and “World
Tour.” Both progress in typical manner for
a game of this type – compete in a series
of races to advance, and to unlock cars for online
play and the third game mode, “Simulation.”
The “Pro
Career” mode was more interesting to me, and
even though I knew I was being herded through a
pre-ordained path chosen by Codemasters, it was
a walk I didn’t mind taking. The mode is divided
into categories like “Classic,” “GT,”
“Oval,” “Touring” and “Off
Road,” and in each, the player is faced with
various stages, each representing different racing
series within the category. Progressing through
each, for the most part, opens access to faster
and more capable cars.
The “Classic”
category was unique in that it touched on many of
the disciplines from the others, allowing the player
to progress through old school rally driving (with
rear wheel drive, non purpose-built vehicles) up
to the sheer madness of Group B Rally, dominated
in the 1980s by turbocharged Audi factory supercars.
Back on the tarmac, the player drives classic sports
cars, as well as 60’s and 70’s American
GTs (Corvette, Buick GS, Firebird) at tried and
true European courses like Brands Hatch and Nurburgring,
as well as new stuff like the modified short oval
at Nashville Super Speedway and the permanent road
courses at Bahrain and Shanghai. “Classics”
then moves on to ancient Mercedes open wheel formula
cars, then to “Grand Prix Legends” era
Lotus GP cars, then finishes up with Williams/Honda
and Williams/Renault modern F1 racers.
The other
categories then march through mostly modern versions
of their genres. For example, the “GT”
category starts at small “Global Lights”
cars, the entry level for closed wheel road racing,
then progresses through faster and faster cars,
all the way up to 1000+ horsepower Cam Am competition.
"Open Wheel" lets you start with go karts,
and work through Formula Ford, Formula 3 and others
as you strive for an F1 seat with Williams/Renault.
This is an interesting way to experience the various
levels of this type of racing, and parallels the
career progressions of many real drivers.
In the “World
Tour” mode, however, Big Brother’s restrictions
begin to get a little tired. This portion of the
game progresses on a ladder, in which the player
must finish third or higher overall in a series
of events in a chosen category. However, the choices
quickly become illusory, and the player finds it
harder and harder to avoid categories that hold
no interest (British GT cars again?), and at the
top of the ladder, the choices dissolve, and you
are forced to compete in only one category to move
on. Adding to the tedium, loading screens before
each track give a short blurb about what makes that
track unique – but there is only one blurb
per track, and lots of loading time to stare at
the same sentences, over and over again (“Hockenheimring
was built in. . .”)
GRAPHICS
Sadly, sub
par graphics is the place that the wheels really
start to fall off TRD3. I won’t go into the
tirade that is tempting me here, let me just direct
you to the screenshots I included below. Look at
the gauges of the old Mercedes WS130 – one
word springs to mind, and that word is unacceptable.
I can think of a number of ten year old games with
better detail in this area. And check out the Buick
GS – what the hell is that checkered blob,
and what is it doing on my dashboard? Is my car
being driven by some amorphous carbon-fiber being,
a distant relative of the silicone monster from
Star Trek’s “Devil in the Dark?”
Apparently, this heinous beast has a good thing
going, because it shows up behind the wheel of many
different cars, and from many different eras. Finally,
look at the “curves” on this poor BMW
M1. . .
“Daddy,
why aren’t the tires round?” “Those
are polygons, honey! Let’s count them. . .one,
two, three. . .”
ARGH! Awful,
horrific, atrocious crap for a game released in
2006. If we were at the pizza parlor, popping quarters
in the vending machine, or playing a last-gen console,
this level of graphical detail would be OK, but
on my X1900XTX? No way, no how, nuh-uh.
Three more
words for you, in case I was being too obtuse –
IN. EX. CUSABLE.
Ironically,
there are a couple of neat graphical effects in
the game. When venturing off-track in an open wheeled
car, you can see the tires pick up dirt and grass,
which slowly disappears once the car is back on
the road. At tree-lined Spa Francorchamps in Belgium,
the lighting changes drastically while driving in
and out of the shadows cast by the forest. Now those
are some very cool details, but they also represent
an unpleasant microcosm of the problems of this
game – there were obviously coders on the
TRD3 team that had some good ideas, but equally
obvious is the fact that those people weren’t
given enough time to finish what they started. TRD3,
like many of our college years, is a monument to
wasted potential.
SOUND
Advanced
sound features are controlled by a separate setup
application, which gave me hope that the normally
outstanding sound performance of my rig (X-Fi Platinum,
Klipsch 4.2) would be put to good use. From the
moment I started my first engine, I knew I was horribly
wrong.
Engine sounds
are flat, lifeless, and without variety, as well
as sullied by the occasional crackling and distortion,
regardless of what setting I chose. I was left with
the impression that one or two basic sound models
were used, and half-heartedly tweaked to sound “different
enough.” Again, if this was the first and
only racing game ever invented, it would be fantastic,
but so many developers (including Codemasters) have
done so much better, the sound also falls into the
“poor” category.
PHYSICS
Physics in
this game, like the other parts requiring attention
to detail and expenditure of resources, are quite
poor. Cars that are dissimilar in the extreme drive
and handle with eerie similarity. Sure, some cars
have varying amounts of grip and braking power,
but the basic handling characteristics are too consistent.
Apparently to appease the inexperienced driver,
tires have too much grip, brakes function too well,
and mistakes are too easily rectified. Cars have
too little rotational inertia (that phenomenon that
makes some spins uncorrectable) and don’t
seem to suffer from loading changes. This is especially
true in tricky transitional situations, like when
the weight shifts back and forth in a chicane, or
under heavy braking or acceleration. These are times
when great care is needed in a real car, but none
is needed in TRD3.
I am reminded
of Pole Position’s cars and their three cornering
postures – no slide, slide, and BIG slide.
A.I.
OFFICIALS
In a new
and interesting twist, A.I. in TRD3 can really be
divided into two areas, A.I. drivers and officials,
as there are a number of penalties assessed during
racing. This is a great concept, and it corrects
something that actually interfered substantially
with the realism of Toca 2 – in that game,
the fastest way past another driver would sometimes
be to slide sideways into them full tilt at the
entry to a corner, slowing you down and knocking
them off line in one fell swoop. Sure, that’s
cheating, but when you’re marching through
Toca, you just want to finish!
In TRD3,
the same tactic will draw careless driving penalties
(sometimes), which range from a warning, to a time
penalty, to disqualification. On the down side,
these penalties are somewhat inconsistent, in that
a hard slide into someone’s side can be ignored,
while a tap at another car’s bumper is penalized.
Black flags are also unfurled when a player intentionally
cuts a corner, but unfortunately they also sometimes
come out when the off-track excursion is an accident
that actually hurts lap times.
This is really
a great concept, and one that other developers need
to look at. There are obviously glitches that still
need to be ironed out, but the fun, fairness and
realism of all driving sims would improve with accurate
officiating, particularly in online competition.
Based on its implementation here, though, there
is a lot of fine tuning still needed.
A.I.
DRIVERS
As I have
written before, the task of endowing computer code
with human attributes is fraught with peril, and
still far from perfect in any application. Some
titles have drawn closer to respectable A.I., which
is important from the standpoint of immersion –
nothing blows the mood in a game like having a NPC
do something completely out in left field.
TRD3, sadly,
is not one of these titles. Particularly in the
“Classic” gameplay mode, A.I. behaviors
are downright bizarre. I hate to reference Pole
Position twice in the same article, but remember
how the cars followed each other, lined up in two
discrete lanes? Believe it or not, this happens
in TRD3 as well (20 years later!). Cars will nonchalantly
circle the track in side-by-side parade formation,
allowing the human driver to shoot down the middle
with relative ease. . .this actually brought about
a moment in which I cried out, grief-stricken during
a race! Another horrific AI glitch occurred at Spa,
in which cars would slow to below 20 miles per hour
in the Bruxelles hairpin, easily negotiable at two
to three times that speed, seemingly for no other
reason than to impede the human driver. . .and as
I slowed to avoid them, they slowed even more! This
happened in spots at other tracks as well, and call
me paranoid, but there were a number of times when
cars would slow very rapidly right in front of me,
as if they wanted me to rear end them and either
get a penalty or disable my car. Crazy!
CONCLUSION
For me, a
well modeled game with just a few cars provides
far more enjoyment than a poorly modeled game with
many cars – my ideal virtual driving experience
is about being there, in the car, seeing the sights,
hearing the sounds, and getting at least some physical
feedback. If I didn’t care about such considerations,
I would just pop a quarter into the machine at the
pizza parlor and drive Corvettes and Hummers underwater
with my 7 year old son.
But I do
care about the immersion. If a driving sim doesn’t
feel like driving a car, why play it? One might
as well play Mario Kart. And to add insult to injury,
players can log onto Honda.com and Codemasters.com
and exchange marketing information for cheat codes
to make in-game cars faster, and to unlock new content.
Aieeeeeee!
Toca Race
Driver 3 has potential, but that potential is barely
scratched. Remember though, I love racing games,
and they mean a lot to me, so if you don’t
feel the same, you’ll need to take my opinion
with a grain a salt. If it were me in charge, I
would delete the parts of Toca that are already
done very well by other titles (Rally, Classic Formula
One, Classic GT), delete the downright stupid parts
(monster trucks? LAWNMOWERS?), and polish the parts
that make portions of Toca truly unique. . .then
the game might be worthy of some praise.
However,
unless Codemasters trims this title in order to
do a better job on the component parts, my hope
is that Toca Race Driver 3 will follow this definition
of ultimate:
Being last
in a series, process, or progression. . .
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