PSP Review: Sega Rally Revo
The same way that the famed Neo Geo home console was revered for its numerous fighting games, the PSP will undoubtedly be remembered for the large number of RPGs and racing titles that have graced the handheld. I mean, think about it: Wipeout, Midnight Club, Burnout, Moto GP and Outrun are just a few of the racing series that have found their way onto the system. Fans of just about every sub-genre have been satisfied, with the glaring exception of purists who enjoy the more technical pursuit of rally racing (Gran Turismo might have corrected this problem, but has strangely gone AWOL from the PSP lineup). But now, thanks to Sega’s Rally Revo, this omission can finally be corrected. Interestingly, Revo eschews a serious approach for a more arcade-inspired experience reminiscent of Sega’s old Rally Championship arcade machines. Will it satisfy simulation fanatics the way Gran Turismo would? No, but it might still be worth your time and money, depending on how realistic you like your rally driving experience.
After last year’s bombastic and enjoyable Outrun, it should be no surprise that Sega has decided to stick with its successful arcade-inspired formula for this PSP release. Outrun worked so well because it was the perfect type of game for a handheld: press down the accelerator and avoid the obstacles, while listening to cheesy synth-guitar riffs. It is perhaps partly our fault for hoping that Rally Revo would take a more serious approach, but somehow the cheesy guitar riffs and arcade gameplay don’t seem to compliment rally racing as well as a more methodical approach might have.

Right from the outset, this arcade influence is apparent: Menu screens are sparse but cheerfully-drawn in 2-d, licensed cars look great but the game provides no information about handling characteristics in the menu, and the game offers little in the way of ‘career mode’ or other simulation trappings. Instead, players are given fifteen tracks, spread across 5 locales with such creative titles as “canyon” and “tropics”. The only way to advance through all of the game’s 3 speed classes is to unlock progressively harder tournaments by winning the easier ones. The reward for doing so is slim, however, since one can basically see all the game has to offer by completing the first few rally events, and all of the courses are unlocked for single-player races from the outset, anyway.
Despite the clear lack of polish that went into designing the menu interface, the game begins to shine graphically once the racing starts. Courses and vehicles look great, with appropriate dust and mud effects for different terrain types, and a reasonably long draw distance on the road itself. The cars are rendered crisply and show off a nice reflective effect. While the technical quality of the game’s presentation is faultless, some of the art direction looks a bit sloppy. Courses take place in and around some pretty ho-hum scenery (I mean, who really wants to race through an oil field?) and for some inexplicable reason all of the vegetation in the game is rendered in that same atomic-green that we all remember from the arcade machines of yesteryear. The prettiest looking track in the game is undoubtedly “alpine”, with nary a tree in sight and a very attractive snow effect that shows tire tracks once it has been driven through.

Control is fairly satisfying, although it tends toward being overly forgiving. After a few laps, it was fairly easy to master a controlled slide, and even when we f*ed it up, the courses are designed in such a way that hitting the side does little to penalize the player. In fact, if one is unlucky enough to spin their car all the way around backwards, the game auto-corrects the vehicle’s direction and puts players back on the correct path. The emphasis is on going fast and drifting around corners, not on mastering the nuances of every vehicle and course.
The game has a somewhat underdeveloped strategy component, which involves choosing an appropriate set of tires before each multi-stage rally event. Treads are available in either pavement, sand, or off-road varieties. Why the game does not allow players to change tires in between rally stages is uncertain, but this conceit does force players to think a bit before jumping into a tournament. Having the correct set of tires for the terrain gives racers a slight speed advantage, and in some places multiple types of roadway are available simultaneously, so players can chart a course through the level that maximizes their given tire preference.
One place where the designers did not cut any corners is the multiplayer. Rally Revo offers a robust infrastructure matchmaking service with support for up to 4 players (although at the time of testing, no servers were available). Players can challenge their friends head-to-head on any of the courses in the game via infrastructure or ad-hoc connection. It is also nice to see that the developers included a game-sharing feature, which lets players share a couple of tracks and cars from the full release.
This game, despite its flaws, does a number of things right: its arcade charm will undoubtedly appeal to some gamers. Really big fans of arcade racing games, and particularly of Sega’s Rally series will undoubtedly get much more enjoyment from this title, as imperfect as it may be. For those who enjoy a more serious racing experience, it is probably best to avoid this title and go back to pining for Gran Turismo (cry).
Things we liked:
Things we didn’t like:
Final Score: 7/10
Posted in PSP News, PSP Reviews |

