
However, while there are a number of different surfaces in Art of Rally I never felt like the cars I was driving were out of control. Off road sections can be very treacherous in other games especially with RWD cars. This might sound complicated to some, but the actual gameplay is very accessible.Ī lot of rally games have very narrow driving surfaces, but in Art of Rally, the roads/trails are roughly two lanes wide.

I haven’t tried it out much but I’m sure it can be used to mimic other real-world techniques. You can choose to play with automatic gears or manual, and there’s a clutch that can be used in either. Make sure to feather those pedals (well, shoulder triggers) or you could easily lose control of the more powerful cars (don’t forget to turn off anti-lock brakes, that’s the only way to play a rally game). Many of the techniques found in rally racing and rally videogames have also been implemented into the game, from the Scandinavian flick to left-foot braking and E-braking. There’s oversteer and understeer depending on the car you are driving, and you can make use of counter-steer while maneuvering the turns. In the time I’ve been playing I’d say that 95% of the time you can clearly see what’s coming up.įuneselektor did a great job balancing fun, accessibility, and forgiving gameplay with racing and rally-specific physics. He said that it would be too costly in both money and time to record and input all the directions for all the different stages, but he also said that they’re unnecessary, which is true in this case. Dune Casu was asked if he’d ever considered implementing co-driver navigation call-outs. Firstly it allows you to take in more of the game’s amazing art design, and secondly, it allows you to see the upcoming turns. There are a few different angles you can choose from in the settings, none of which get as close as you might be used to in racing games, but the high-up camera works really well and accomplishes a few things. The angle always remains behind the car – which is great because I always get confused about which way to steer in top-down racers. The camera angle might make you think of Absolute Drift or one of those classic top-down racers like Micro Machines, but it’s actually slightly more conventional. You might be asking yourself how could this low-poly, fun-looking game be like a rally sim? But it has much more in common under the hood with the Dirt and Dirt Rally games than it does with an arcade racer like Mario Kart. This time though, instead of an arcadey drifter, he veered off-course and went down the rally sim trail.

Charm, humor, and love for the sport are also as present as ever.

The up-high camera angle is also there but is more conventional.

An elegant, minimalist art style that has a hand-painted quality that overall has a more realistic look than his first game. Funselektor’s new game, Art of Rally, uses many of the design elements found in their first game. Not only is the game stylish but it also has loads of charm, with many nods to drifter culture and Japan – the birthplace of drifting. It’s a physics-based arcadey drifter with a sleek, low-poly, minimalist art style that truly stands out because of the art style and sky-high camera views that show it off. His first game, Absolute Drift, is a drifter’s dream. Based on the two games he’s released it seems there are two sub-cultures that he’s particularly fascinated by: Drifting, and Rallying. It seems pretty obvious that Dune Casu, the founder of Funselektor Labs, is a huge car enthusiast.
