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Art of Rally

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  • Scrappy Mechanic:
    • Players are frequently put off by the game due to the trailing top-down camera view rather than a more traditional close-up bumper viewpoint, or even a first-person cabin perspective. While this could be forgivable if the maps were less complex, this isn't the case here. There's no co-driver either, again, a staple feature in pretty much any other rally game, which is definitely a dealbreaker for some players. The seeming presumption by the developers is that the trailing camera makes a co-driver or corner screen prompts redundant, but this ignores the fact that the game features tracks with complex terrain all the time, and are tricky to judge, so deliberately giving less information to the player makes the game unnecessarily hard and obtuse to learn.
    • The lack of a mini-map on rally tracks is a bit of an odd design choice, with the only information given to you is how far you are in the track itself (and there's no further information on split times either, so there's no hope of indicating of what needs improving in a certain section of a race (unless you completely total the car around a corner). Unless you've played the track many times before, it makes the game an annoying case of Trial-and-Error Gameplay that, again, could be avoided. While "free roam" mode does have a map, it too lacks any information like collectible locations, or even where you initially start from. In particular, mobile rally game Rush Rally 3 does have a top-down and traditional third/ first person perspective options, along with co-driver and mini-map, so it is possible to do.

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