It also helps that the track selection is randomized, which gives players a reason to go through the campaign multiple times as, like a roguelike, the experience rarely repeats itself. While that may sound like a slog, the game condenses things a bit you only have one race, still split into sections that represent each year. The main portion of the game is the Rally mode, which has you going through all of the years of the sport along with the different classes. There's a leaderboard to check out the time you need to stay competitive, but you aren't going to see ghost cars to gauge how well you're doing or see what routes or techniques were used to achieve those times. Split between the daily and weekly challenge, you have to make the best time possible on the given track. Free Roam gives you a mostly empty space to practice, while Online mode is more interesting when you consider the nature of rally racing. Custom Rally lets you choose any track you want to race on, either for fun or practice, while Time Trials asks you to go for the best time. The preview build came with quite a few modes, most of which are self-explanatory. Roughly five years later, the team is trying to tackle rally racing in the same way with the appropriately titled Art of Rally. Once you came to grips with the mechanics, it was an excellent racing game that felt fresh because it didn't strive to emulate anything else on the market. It had the handling system of a proper racing sim, albeit one that focused on the art of drifting rather than more straightforward races. At first glance, the top-down viewpoint conjured thoughts of arcade racing titles like Micro Machines but with a Mirror's Edge aesthetic of stark white backdrops punctuated with red to create a bold look. Funselektor's first racing game, Absolute Drift, was a deceptive title.
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