DiRT Showdown review

  • Tyres and cars flying everywhere
  • Large variety of gameplay modes
  • Beating your mates by a tenth of a second
  • Unsatisfying car damage and collisions
  • Stripped-back feeling compared to peers
  • Being referred to as 'They'

If DiRT 3 is an off-road game for the hardcore racing fan, DiRT Showdown is for everyone else. Automatic gears, forgiving handling and demolition derby races on lethal-looking figure-8 tracks make this a distinctly arcade-styled spinoff entry in the series. There's undoubtedly a gap in the market for a cutting-edge arcade racer, but if that gap is round, this game is a little hexagonal. It still fits, just with a slightly cross-threaded feeling.

The presentation style is much more similar to the sunshine-filled DiRT 2 than last year's DiRT 3, complete with that festival air that seems to make your telly smell of freshly-cooked hotdogs mixed with burnt rubber. That said, the game undeniably feels more compact than previous DiRT games, with no faffing about between front menu and startline, offering you a smorgasbord of race and combat events from which to choose from.

Wait – did we say 'combat' events? Sure did. There's actually not that much racing going on here, at least not if you play through everything in the order provided in the main career mode. Much less of the game is based on track events like races, or the returning Domination events which see you trying to top the split times on four sections of track during a three lap dash.

Crash! Bang! Wallop! What a video (game)

That's the brilliant Alan Partridge reference in the Achievement for triggering the replay mode, and it's in there with good reason. The bulk of the game is all about vehicular carnage, which is highly reminiscent of PSone classic Destruction Derby, right down to the announcer shouting 'fender bender', which is surely a nod to Reflections' vintage racer. Some events are straight arena deathmatches, requiring you to score points with aggressive moves like barges, T-bones and 360 spins, without wrecking your own vehicle.

Others like Hard Target see you trying to survive in a closed arena with more and more cars added to the fray, all hell-bent on destroying you. That one works particularly well as you fight to postpone the inevitable.

Above: Hiding behind those pillars works sometimes. Not this time

Also new is the Sumo-style event which sees you trying to push rivals off an elevated platform. There's no denying the compulsive 'restart til I win' gameplay, but with the constant stream of inane DudeBro dialogue from the announcer (who can only ever be turned down to 50% volume, unlike the completely mutable music), this game type can feel oddly throwaway – something I would never have said of any of the content in DiRT 2.

Then there are the 'Hooniganism' show-off 'Trick Rush' events, which don't really seem to fit the ethos of either branch of the series, being too showy for the serious rallying of DiRT 3, yet too finesse-heavy for the arcade crowd who just want to hold accelerate and look at pretty crashes. They probably make the most sense here, especially with the simplification of the handling across the game which means performing donuts and drifts in tight spaces is much easier than it was in DiRT 3.

Above: Trick Rush is a bit like Stuntman, giving you a set route to complete

Trick Rush also makes a lot of sense online. Starting at the same time as your online friends and seeing ghost images of their cars just ahead of you as everyone tries to complete the trick course as quickly as possible is superbly competitive. And that's true of the whole online aspect in general. Multiplayer races are solid and smooth, while dashes to pass through every checkpoint using the route of your choice in Speed Skirmish is gleeful stuff – especially when your route turns out to be fastest.

If you do lay down a particularly good time in any event, there's an option at the bottom of the results screen that allows you to challenge your friends, a bit like EA's exemplary Autolog system in Need For Speed. Just select 'Challenges' from the main menu to see how you're faring in any given match with your mates next time you log in.

Above: Unbeatable? Select 'Send Challenge' and throw down the gauntlet to your mates

However, it's not all brilliant online. Some of the capture the flag events like Transporter feel even less like DiRT, descending into what may as well be remote controlled car racing as everyone scrambles for the flag and the goal zones. This feeling is exacerbated by the collisions, which are probably the biggest area of consternation.

Diamond-strengthened chassis?

Firstly, let me say that the tech here is still impeccable. The EGO engine is the absolute best racing engine in terms of fluidity, versatility and spectacle on current machines, even outputting at 1080p on Xbox 360 (only 720p on PS3). But the impacts have inexplicably been toned down. Considering the whole point of populating the car rosters with many non-licensed vehicles was to avoid contractual limits on how much damage can be dealt, the amount of actual destruction is disappointingly feeble.

Above: The cars in the CG intro seem heavier and dent far more easily than the game's

Back on the original Xbox, TOCA Race Driver 2 let you rip entire corners off your car – something that carried over to Race Driver GRID. DiRT 2 saw doors, wing mirrors and more come off, complete with gorgeous crumple effects across the cars' bodies. So why are the vehicles in this deliberately arcadier offering so damn resilient? The crumpling is less pronounced, side panels warp but don't break and the wheels always stay on your car, no matter what you do – the best (worst) you can get is a puncture.

We've put together a crash montage from the highlights of our time with the game so far, which is still a tour-de-force for the 360 hardware, but not quite as dent-filled as we expected it would be.

As a result, the majority of impacts feel unsatisfying. Considering these cars have a health bar, replenishing nitrous and can respawn to the track when they flip, why can't we see terminal and spectacular smashes rip the car into two (or twenty) pieces? It's OK to then have the car flash for a bit before continuing along as before. Arcade gaming lets you do that, it's what makes it different from a sim. For whatever reason, DiRT Showdown seems unwilling to let you destroy the cars it's encouraging you to destroy.

Despite the grumbles over damage, the option to hit R1 and trigger 'Crashback' mode and immediately relive your best smashes is most welcome, not least because you can now upload your best efforts straight to YouTube - so long as you've got the VIP pass that comes with the game or have bought one off XBLA/PSN.

Above: That's a keeper. Expect YouTube to be full of this sort of thing very soon

Incredibly, these mid-race replays don't let you use a rewind function like every other Codies racer game this side of DiRT 1 (at least outside of the free roam 'Joyride' areas). A surprising omission, but one we don't really miss, especially as the chaotic races are never unsalvageable, even after coming to a rest deep in the wall.

Call me by my name

Little touches like being addressed by name in the in-game commentary in previous entries have gone, not only replaced by a selectable nickname (which you only really get called once when you load the game up each time), but replaced with an incredibly impersonal 'they'. 'They did it' and 'they rear-ended them' sounds ludicrous. What's wrong with 'you'? 'You did it' has always worked before.

Above: It doesn't really matter what you choose - you'll mostly be called 'They'

All of the above probably sounds unfairly harsh on what is still a higher-quality game than most. And on the occasions that you find yourself in a close race in one of the better-looking environments, the game feels like a 10/10. Just look at this race (edited for length), which was arcade racing heaven and had us all cooing at the TV in the office:

With the close, aggressive racing and downright spectacular physics, the racing is by far the best bit of the game, running like a deluxe version of DiRT 2. But then you find yourself in another arena event, getting squashed between a concrete wall and a van travelling at 60mph and emerging with barely a dent while the announcer says "It's like watching two cars drive into each other… oh, wait – they are." That's when you start to wonder where the 'DiRT' in the title has actually gone.

Tough acts to follow

As a compare and contrast exercise, I loaded up DiRT 2 and even Race Driver GRID – and was very surprised. Both of those games are faster, for a start. Much faster. Showdown feels almost leaden in comparison. Also, it turns out DiRT 2 is almost impossible to play after you've been playing Showdown for hours and hours. The inertia and sense of sliding around the dirt tracks is far more pronounced than Showdown, which makes the new game feel like it's got the stabilisers on. I understand why they've done it, and it's arguably a plus point for the 'post pub' drunken play sessions it's undoubtedly aimed at.

But the other thing I noticed is that the feeling of quality is higher in the older games. Not in terms of overall graphical oomph (though GRID is still incredible, even almost four years to the day since it first came out), but in terms of attention to detail. On-board cameras look phenomenal in replays as you watch your driver go through his animations with sensational fluidity.

Above: This is Race Driver GRID - a four-year-old grandaddy of DiRT Showdown. Note how it still looks amazing and has 12 fully-destructible cars on the track

And GRID's helmet-cam racing has far more drama, especially when you hit the car in front and the windscreen smashes, simultaneously clearing your vision and making the race louder. By comparison, Showdown doesn't even have on-board cameras – presumably rendering all those interiors was deemed unnecessarily time-consuming. Despite all this, GRID has far more cars on the track at any one time.

You're also referred to by name in both the menus and the races, have context-sensitive commentary that extends beyond dudeisms and there's a sense of rivalry with named competitors, again referred to by the commentary by name. And while I appreciate Showdown is intended to be streamlined and uncomplicated, GRID's option to race for other teams to try new things but earn less XP is a very neat idea.

Finally, there are the crashes. One car spinning out, hitting a tyre wall and flipping in Race Driver GRID is more exciting to watch than similar incidents in Showdown, despite the extra gloss. Maybe it's the clouds of smoke, or perhaps the greater sensation of weight as it heaves through the air, but it's unquestionably better. And, to cap it off, all of this could happen in GRID's own full-fledged Destruction Derby figure-8 track - one of the biggest selling points of Showdown.

Better in isolation

Nonetheless, taken on its own merit, DiRT Showdown is a fantastic-looking game that's player-friendly and slickly presented. Its heart beats with the slickest version yet of Codemasters' phenomenal driving engine, ensuring every single new play gives you something amazing to enjoy. But it feels too reined in, so instead of being absolutely mental, it only feels 'pretty crazy'.

Above: We're still talking about a class act, technically far in advance of most racers

You're left with an enjoyable and highly playable racing game with loads to do and, just occasionally, some of the most exhilarating action in any racing game, ever. If only Codies had ramped up the damage and placed a bit more emphasis on racing events, this would be essential.

As it is, it's still a quality purchase for casual racing fans and undoubtedly a perfect gift for a child (and we mean that genuinely without any hint of derision). But for everyone else, it fails to surpass the still-incredible DiRT 2.

We played the Xbox 360 version of the game for this review

More Info

Available Platforms: Xbox 360, PC, PS3
Genre: Racing
Published by: Codemasters


  • killswitchzero7 - June 20, 2012 1:54 p.m.

    only worth a rent
  • IceBlueKirby - May 25, 2012 12:03 a.m.

    Despite the crashes being somewhat underwhelming (they still looked good in the video, just not what I was expecting) I'll have to check this out, probably when I can find it cheap. I used to love Destruction Derby 64, but it hasn't aged well at all, so this seems a good replacement.
  • avantguardian - May 24, 2012 5:17 p.m.

    i echo the desire for grid 2. the first one, plus forza, makes a delicious racer sandwich.
  • DickSingh666 - June 17, 2012 8:13 p.m.

  • DarkSynopsis - May 24, 2012 4:22 p.m.

    I've loved pretty much any Codemasters Racing game to hit Xbox 360 and I really enjoyed DiRT 3 but all this Gymkhana stuff is a pain! It will be awhile before I pick this one up since it does not seem to focus on the Racing as much and that is the best part of the DiRT Games! I really hated having to do Gymkhana in DiRT 3. I'm with most others also that GRiD was pretty awesome and for some reason we have yet to see it get a sequel! We have even had 2 F1 games since it came out! WHY IS NO ONE OVER THERE WORKING ON IT!?
  • GR_JustinTowell - May 25, 2012 1:35 a.m.

    Actually, Gymkhana is an even smaller part of the main game than racing, and it's all over in about a minute each time. The Joyride mode is more stunt-based, so you need your Gymkhana skills there, but it's totally peripheral to the main game.
  • usmovers_02 - May 24, 2012 11:03 a.m.

    Why is it that the one Sequel everybody is asking for is the one we're not getting? All the Dirts are fine, they don't appeal to me but they are quality games. But how is it that Dirt has 3 games AND a spinoff while GRID doesn't even have one sequel? They're not counting TOCA as part of the GRID series are they? I'd LOVE to see a TOCA sequel because they tried for a more serious approach but I'm certainly willing to settle for GRID 2.
  • Dadyo238 - May 24, 2012 8:26 a.m.

    Why is it only 720p on PS3 when it's 1080p on Xbox 360? The PS3 is the more powerful machine, so shouldn't it be the other way?
  • GR_JustinTowell - May 24, 2012 9:54 a.m.

    The EGO engine just doesn't seem to run as well on PS3 for whatever reason. Just look at F1 2011. If it helps, I don't think it's native 1080p on Xbox, it looks upscaled to me. But the retail packaging says 720p on PS3, and 720p, 1080i and 1080p on 360.
  • Imgema - May 24, 2012 5:42 a.m.

    I played the demo and... ok, another racing game that is too dark and uses too much orange. As if they try to look that it takes place on Mars. Also, it runs at 30 fps, which i find unacceptable for racing games in this generation. I'd rather play the XBLA Daytona USA, it runs at 60 fps and it takes place on Earth.
  • GR_JustinTowell - May 25, 2012 1:36 a.m.

    Perhaps your TV's picture settings aren't quite right? I definitely wouldn't call it dark. Or orange!
  • Imgema - May 25, 2012 2:46 a.m.

    Well, every other game i have is bright and, well, looks ok. Its not just this game, many racing games have this kind of lighting (for their most part) that's full of style (i guess) but looks unnatural. They don't look as natural and bright as older racing games like Colin Mcray 05 which i'm playing right now and looks awesome.
  • Imgema - May 25, 2012 2:49 a.m.

    Sorry, i forgot to mention that, yeah, maybe its just the demo.
  • GR_JustinTowell - May 25, 2012 8:02 a.m.

    The old Colin McRae games were great, yeah. I spent so much time on the PSone original. As for the lighting, yes, I see what you mean. I think the sunset over the Baja track in that race video up there is just for effect, but it's not present in the majority of races, but does look rather beautiful while you're playing. I can't really fault the graphics in Showdown (though I'm very keen to see what EGO looks like on next-gen), it's more how it plays. But if you don't like the sunshiney orange filter, I see where you're coming from. GRID actually had quite a bit of that too. Sometimes it makes it look like CG, which is great. Other times... just orange :D
  • MasterBhater - May 24, 2012 4:02 a.m.

    The only reason I would buy this game is if it lived up to the high standards GRiD set, with the driving physics and the cockpit view and the amazing destruction derby figure-8 that it had (A track that I still play every once and a while to this day). According to your review, this game hasn't lived up to that, and the moment I heard "unsatisfying collisions" I was convinced: This game isn't worth buying.

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