Back story
Although rally racers existed prior to Sega Rally, it was that very arcade hit which spiralled the off-road motorsport into fame for gaming worldwide. It became the benchmark of which rally games were based, and inspired similar experiences as the 3D race of the mid-nineties developed rapidly.
However, it wasn't true to the real-life motorsport. Sure, it had licensed rally cars and was all about power sliding through mud and on gravel, but the goal was overtaking as many cars as possible on circuits. Although it had similarities to rallycross, it made its own videogame rules up. Only the fourth bonus stage is reminiscent of the proper rally motorsport, where it featured a point-to-point stage against a timer.
Similar titles, like V-Rally and Rally Cross, were about racing against cars off-road circuits. For 3D racing, the groundbreaking titles aiming at replicating the true nature of rally were the PC exclusives; Rally Championship in 1996 and its sequel International Rally Championship in 1997, albeit with a semi-arcade feel and basic pace notes.
The title which changed it all and truly replicated proper rally was Colin McRae Rally in 1998. Endorsed by the famous Scottish rally champion of the 90s, which sadly passed away in 2007. By utilising their TOCA Touring Cars game engine from 1997, Codemasters built a racer based close to the real motorsport. Moving away from the arcade scene and focusing on realism. Even taking some inspiration from the newly released Gran Turismo by adding shiny car bodies!
Recently, I decided to go back to the franchise beginnings and finally play this rally classic. I remember reading about in a review of The Official UK PlayStation Magazine from August 1998, issue 35, and being excited about trying it myself:
Review
Played on: PlayStation
Released: 1998
After a loud and 90s styled CGI intro, we're introduced to a small handful of modes conveniently placed in a circle around a globe on the main menu:
Rally is single stages spread countries, while time-trial is up against your own times on the same stages. The tutorial mode, Rally School, is a neat way of teaching players how to properly drive a rally car, as there are a few key differences in the way you cut corners, use the handbrake and power slide sideways. Neatly, this mode is narrated by Colin McRae himself!
The main feature though, is Championship; which takes you through a full season of rally. With point-to-point stages, each featuring a predetermined weather and time of day, spread across eight countries: New Zealand, Greece, Monaco, Australia, Sweden, Corsica, Indonesia and England. Each location features the typical nature and road surface unique for that country. From the easier gravel roads in New Zealand to the slippery ice lakes of Sweden.
Each surface feels different too, from bumpy to muddy, and will require adjusting how sharp you take corners, what speed you maintain and braking lengths. Weather adds another impact on handling too, while night races really push your risk taking to the maximum as you cautiously navigate the darkness. Between every second stage is a service stop, here you can use an allotted 60 minutes of repair to fix damages to your car. I found the damage gained through stages extremely lenient considering crashes I'd had.
There are three difficulties: Novice which has slower FWD cars and three stages per country, Intermediate has the more powerful 4WD rally cars and six stages per country and lastly there's Expert which has the fastest competitors. I wanted to drive Colin's iconic Subaru and opted for Intermediate, but it became a tricky season, which I lost before the final destination.
I found the stage times of the competitors a bit random, especially countries with snow and tarmac held extremely fast times to beat. I'd recommend beginners to try the slower FWD cars in Novice, which only requires three stages for each country.
For those unaware, and what the developers took a risk at introducing, was the point-to-point races against a timer. For casuals it seems a little underwhelming; simply speeding along a country road all alone against a clock.
However, Codemasters cleverly made lots of checkpoints along the way and a display showing either a green or red box at each checkpoint. This instantly gives you a sign if you're falling behind or gaining time during a stage. It's a clever way of keeping the player updated and engaged against competitors even though you're driving alone.
In addition, the pace notes by the co-driver are more advanced and truer to real life compared to earlier rally titles. Each type of corner has a symbol and a number between 1 to 6. The higher the number the less sharp is the turn. With detailed pace notes, including warnings about cutting corners or jumps ahead, teaches you to properly listen. They even got Colin McRae's own co-driver, Nicky Grist, to voice all the pace notes. Things we take for granted in the rally genre today but back then Codemasters was paving new territory.
Handling holds its ground surprisingly well as the car veers from side to side, keeping a steady power slide feels controllable. Cars have proper weight and the handling doesn't suffer from being nervous and twitchy. Various surfaces offer different nuisances to the feel of the car and handling.
I played with a DualShock, as the analogue steering is far better suited for taking turns gradually, I also set the accelerate/brake as analogue. Using you handbrake is satisfying for getting the rear end of the car around the hairpin turns. I can't see how people managed to play this with the standard d-pad controller back in the day.
Should you have a NeGcon it works great with that too, allowing even more granular steering. If you're on the DuckStation emulator, a pro tip is mapping a modern controller like an Xbox one as a NeGcon. Allowing you to put analogue accelerate/brake to the triggers and analogue steering to the left stick. It works incredibly well!
This is probably one of the better handling racers on the system in hindsight, leaning closer to how modern racers feel and fairly realistic as such. Often racers from this era have an arcade styled, almost quirky handling model, but this plays how you’d expect a semi realistic racer to do.
For viewing options, there are five camera angles. Bumper and bonnet are best for immersion, while the cockpit view looks way to simple and primitive these days. External are close and distant, the latter is too far away for my taste, but the close one is just right. To my surprise, the external camera allows lots of tilt from left to right, its satisfying seeing the car sideways as you throw it into corners! A far cry the awkward and stiff external cameras typical of this era.
Car damage is visually subtle, but it's possible to smash rear lights and get dents in your car. More impressively, is the lighting which glows nicely from the brake lights as you slam your foot down to slow down. Equally, both the red glow and the bright headlights play a vital role in depicting a convincing night scene during races in the dark. Working headlights wasn't something that was overly common back then.
Otherwise, scenery is done quite well, leaning into an organic and subdued natural colour palette which suits the environments well. It's fairly sparse in raw geometry detail but compensates with a great draw distance in an era of extreme pop-up. It’s clearly one of the better visuals of racers on the system, especially other off-road based ones.
There's a fair bit of variation within the nature themes of each country, although some of forest sections give a vibe of being a tree-textured corridor. Overall, a very decent job the developers, especially considering these types of lengthy rally stages were far from common compared to the circuits of other racers.
As mentioned, each stage is predetermined with weather and time of day, something that has changed dramatically since then with dynamic weather. However, it at least gives the impression of variation as there isn't much visual variety between each stage within a country. When you replay the game though, you're stuck with the same conditions on each stage, making it the opposite of the unpredictable nature rally in real life is.
Outside of the questionable stage times of the competitors, basically forcing newcomers into the less cooler FWD cars, there's not much to point out as negative. Sure, it's visually dated if you're not used to this era and there's subtle variation during stages. The organic and subdued colour palette, which suits rally stages, makes it stand out less too.
Choosing analogue control is a key factor, as tapping away on a d-pad will make it very tricky during long power slides. Keep also in mind that the trickier stages in mud and snow will have a steep difficulty to get ahead of your competitors.
Colin McRae Rally has often been cited as revolutionising off-road racers the same way Gran Turismo did for circuit based racers, which I think is very true. Not only did it change how rally racers were made; daring to make it all about racing against a clock when most off-road racers were trying to be Sega Rally, it also managed to make driving alone on a country road exciting! Much thanks to how the checkpoints are visually illustrated.
In addition, the detailed pace notes and the proper rally season elevates it in a way to become much closer to the real-life motorsport. It also made off-road environments look believable and stages just long enough to feel at least somewhat close to reality. The way handling changes through surfaces and weather is also impressive compared to most racers of the time.
If you're into racers from this era, you can't go wrong with this one. Just do yourself a favour and go analogue for steering and begin on Novice!
Review
Released: 2000



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