So far this seems fair, however oftentimes both objectives will clash with each other, ensuring that at least one of those objectives will be a failure. Basically, there are two objectives that will be randomly allocated: a short-term and a long-term objective - completing these objectives will earn rep with the driver's manufacturer however failing these objectives will incur negative rep. The main annoyance with Career mode is a similar issue that plagued the mode in last year's title: the arbitrary objectives. Having extra crew in the reserves allows for replacements to fill in, so other crew members can recover. Crew members can also get fatigued as well, so resting them during certain events adds to the crew-management side of things. With each new level, using those ability points into different sections of the skill tree to slowly improve the team in each facet, is a part of what makes Career mode an immersive experience. Earning money opens the door to purchasing more expensive crew members, who are more efficient in their roles to better the team. Start in WRC Junior, and slowly forge a career through the rankings to reach WRC. The rewards differ across the different events, with some events offering a bigger cash prize, while others may reward more experience points to level up quicker. For example, extreme events will place the car with some serious crash and motor damage onto a race track with… well, extreme weather conditions. Each one brings with it its own set of challenges, and these provide different ways to experience the rallies. Not that it's a bad thing as this mode was heaps of fun last year, and that remains true for WRC 9.Ĭareer mode comprises of a schedule that can be filled up with various events, from training drills, to manufacturer's try-outs and challenges, to historic and extreme events through to the official WRC Championship Events. Aside from the new rally events, with New Zealand, Kenya and Japan tracks joining the roster, added to reflect the licensed season that WRC 9 represents, Career doesn't offer anything different for those who are returning for a new season. The skill-tree returns with the four sections that branch out into their own perks and benefits, by using skill points that are earned after levelling up during the career. The main offline feature here is 'Career Mode,' which is largely untouched from last year's iteration: build a team by putting together crew members to fill out the match-day team, while filling out the reserves with the back-up crew. WRC 9 is not that generous in offering an easy experience for newcomers. The AI opponents' scores are all randomly generated based on the difficulty setting, though even on the easiest setting, there is nothing easy about conquering the tracks. WRC 9 is all about individualistic racing, and putting the best foot forward to get the fastest score. This isn't a grid-base Formula 1 experience that is bent on overtaking opponents on a track. Those who aren't quite aware about what rally is, then this sport is simply a race against time to post the best score possible on a series of tracks. Combined with another year of booming audio tracks that do an excellent job of hyping up the race events with its pompous soundtracks, the presentation here coalesces into a finely polished rally offering. Even the small drone that appears in front of the car at the start of the races is a nice touch. The impressive details to the water or mud splashes, and the dust that kicks off the back of the tyres, as well as the stunning vistas and locales adds a heightened sense of realism to this new season of rallying. For those returning to the series, then WRC 9 is pretty much last year's title, with further tweaks made to the car physics to make it more realistic, while the visual fidelity has taken another step forward.
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