It’s not as close as the third-person cameras of WRC 9 or Dirt Rally 2.0 - but then, those games have co-drivers calling out what’s ahead. Go closer, and maybe preview two turns ahead, but gain greater precision for finding and taking the apex of a turn. Go high, and you get more of a preview of what’s ahead. The eight camera settings for Art of Rally helped me tailor my experience better than the four difficulty levels (governing the AI times of the other drivers in the field).
But that was quickly disabused, just by fiddling with some settings and changing the camera perspective. The overhead, pulled-back view of the course and the primary-color environment I saw in screenshots gave me a trepid Smashy Road feeling. I wasn’t expecting this, given what I enjoy most about rally titles, like the just-released WRC 9 and Codemasters’ outstanding Dirt series. And Art of Rally does not skimp on the experience, ambience, and especially the nostalgia of rally racing’s greatest courses, cars, and time in sports history. Not so with Funselektor Labs’ Art of Rally, where a dedicated driver like me feels just as much at home as anyone with a gamepad in their hands. Rally racers trend toward the so-called sim racing subgenre, which can limit or intimidate a wider audience of racing-inclined gamers.