Richard Burns Rally - On this day
In all the time in front of the computer, only three things kept me glued to the chair: Richard Burns Rally, the trailer for Assassin' Creed 3, and the news behind the sudden release of Dirt Rally. Due to the lack of experience in terms of the number of titles played, it has remained that way until today.
Someone would say that it is about too high expectations - someone that I don't know what I am talking about/missing - but this paragraph referred exclusively to my own experience that was left behind.
While I somehow did my part on the second and third, even after 18 years since the discovery of RBR, my interest has not waned. I still consider it the best rally simulation that only Dirt Rally managed to come close to. It's still the one to install when everything else gets boring, even though the same question/problem has arisen over the years: the amount of content.
What is the Richard Burns Rally? It is the title of the former studio Warthog,
which was released by SCI Games in 2004. The game was created in collaboration
with the world rally champion from 2001, Richard Burns, who became
behind the wheel of the legendary Subaru Impreza. Although Richard
sadly passed away from cancer in 2005, what he left behind in terms of the
game, cars, and legacy has grown into legend.
In the original game,
there were eight different cars and 36-speed tests spread over four
continents and three surfaces. When developing the game, emphasis was placed on the physics of the car,
the behavior of the vehicle depending on weather conditions and the surface,
and damage to the car itself.
There is no need to waste too many
words on vehicle settings. While some other games offered players a few basic
tweaks, Richard Burns Rally allowed the player to
adjust virtually every suspension and powertrain component on the
vehicle, replicating what was done in the garages at real competitions.
The start of the game was marked by a well-executed rally school led by
Richard's co-driver Robert Reid, which was just one of the challenges
during the game. The career is what makes the game especially memorable for
me.
Completing one of the speed tests was quite a challenge during
free play (especially in the absence of a steering wheel), regardless of the
possibility of a replay option while in the career the emphasis was on
survival.
The driver was required to balance the speed and control
of the car, and mistakes were not forgiven but brutally punished. As the
career progressed to increasingly difficult settings, the challenge became
greater and greater. And that's where the enthusiasm kind of stopped.
Speed
tests became more repetitive and relatively easy to learn by heart, and the
lack of a larger number of vehicles only contributed to the decline in
interest in the game. Considering that the company was shut down in 2006 and
that this was a different time when DLCs and the like were not in fashion,
help had to come from elsewhere.
The potential of the game was mostly seen by those for whom the game was
intended - the players. Already in 2005, RSRBR, an add-on/mod developed
by the Rallyesim group, was released. This addition allowed further
development of mods and offered improvements in terms of textures, surfaces,
packages with new speed tests/tracks, and a larger number of cars.
The
tracks are mainly divided by the countries where they are located,
it is also possible to change the surface (asphalt to the macadam, snow
to asphalt, etc.) and the cars are divided by the actual classes from the
competition.
To this day, this addition to the game receives
certain improvements every year, new cars, tracks, and since a few years ago,
completely new car physics, popularly called NGP (next-generation physics), with which the possibility of simulating the rear-drive of cars that in
was not available to the original game.
The game now includes speedsters from the world, European and national
championships from all over the world, modern car classes like
R2, R5, RGT, WRC, cars from the glorious era of groups B and A, the
60s, 70s, and so on.
The number of cars has exceeded 180, while
the number of tracks follows it at a rate. Also, part of the rapids is
impressive in its length, so the legendary Finnish Ouninpohja brings players
over 33 km of pure fun and excitement. It is worth mentioning that the track
records are still longer than 15 minutes.
Outside of the plugin,
individual designers create their mods that are often satisfyingly detailed
and even more so. He is especially pleased that the community around RSRBR has
organized numerous championships at the national and international levels,
which are often a replica of real WRC races.
The organizers of the
competition also create video summaries of the competition, and in
championships like the Czech one, they bring symbolic cash prizes to the
winners. That this community is known in some wider contexts is also proven by
the fact that one of the active players was Robert Kubica, the famous
F1 driver and rally enthusiast.
This plugin is possible to get at
forum.rallyesim.fr
where the installation is explained in detail, and the group is always open
for all questions.
To this day, Richard Burns Rally remains the
rally simulation against which all newcomer titles have to be measured for the
majority of the population. In a world where it's often thought that only
something new is good enough, it's nice to see how a 16-year-old game
successfully defies the test of time, just thanks to the people the game was
intended for from day one. Sometimes it is precisely these communities of
enthusiasts that are the best support and guarantee that the legacy of a video
game will live on.