For nearly two decades, loose surface racing simulations have offered a certain leniency, a gentle nudge that allows players to navigate the complexities of rally driving with relative ease. Titles like Dirt Rally 2, EA WRC, and various Nacon games share a common thread: they cushion player inputs, providing that crucial split-second grace to catch a drift. However, this comfort is about to be challenged with the arrival of Assetto Corsa Rally.
As Kunos Simulazioni continues to develop its ambitious Gran Turismo-style simulator, Assetto Corsa Evo, the studio has forged a technical partnership with Supernova Games Studios. Together, they aim to deliver the most authentic—and demanding—rally simulation to PC since the iconic Richard Burns Rally. Kunos has provided the intricate vehicle handling physics and technical data, while Supernova has embraced Unreal Engine 5 to create a game that promises to test even the most skilled drivers.
On a rig powered by an RTX 5070, I experienced a seamless performance, devoid of the stutters that plagued AC Evo’s Early Access launch. The graphics, even at settings below maximum, were striking. Both the vehicles and environments showcased a significant visual leap, surpassing previous rally simulations, including EA WRC, which, despite its impressive use of Unreal Engine, struggled with performance issues.
Surface tension
What truly sets Assetto Corsa Rally apart is its commitment to realism. Each stage is meticulously laser-scanned, a first for the genre, ensuring that the roads are as wide—or narrow—as they are in reality. This level of detail extends beyond mere aesthetics; it enhances gameplay by accurately reflecting the topography, surface imperfections, and the surrounding environment.
Historically, rally games have utilized real locations, but typically only approximate routes or specific sections. Supernova has taken the bold step of laser-scanning entire 10-20km road networks, allowing players to experience the true width and character of the roads. This means that every bump, divot, and gradient is faithfully represented, along with the tight confines of singletrack paths flanked by trees and the lurking dangers of ditches and uneven terrain.
While the initial offering may not be extensive, it features two distinct road surfaces that provide ample opportunity for players to refine their skills in varying conditions. The differing grip levels and the dynamic weather system introduce additional layers of complexity. During my experience racing a stage at Hafren in stormy weather, the track was drenched, resulting in minimal grip. The sensation was intense; my rear wheels struggled for traction, creating a relentless slip-and-slide that no other rally sim has dared to replicate.
Assetto Corsa Rally evokes memories of Richard Burns Rally, a title that has endured through the years thanks to a dedicated community of modders. While the two games differ significantly in terms of graphics and stage detail, the comparison highlights the boldness of Kunos and Supernova in presenting a rally experience that is both punishing and unfiltered.
Despite the potential frustrations that may arise from such a challenging game, Kunos and 505 understand their audience. They recognize that players often thrive on the challenge, and this philosophy has been evident in their previous racing titles. Although Assetto Corsa Rally will launch in Early Access without a career mode or a complete rally experience, it offers a wealth of opportunities for players to engage with one of the most sophisticated rally physics models ever created. As the game evolves, players will undoubtedly seek to master its intricacies, paving the way for future enhancements and competitive play.