A steep learning curve and deep customization options are the trademarks of a great racing game. The unapologetically arcade-styled Sega Rally Revo has neither going for it, with one of the smallest learning curves in a racing game this side of Live Arcade and customization options that make the kiddie pool look like an ocean.

The game's biggest flaw will likely make it a big draw among non-racing game fans though. Given the need to power slide around turns constantly, on less than agreeable surfaces, the game is incredibly easy to pick up and play with decent success immediately. The game's keys to victory seem obvious right from the start, steer less, steer early, and keep your foot on the gas. There is never a need to worry about slamming into a tree and being stuck. The game's fast-moving tracks and ever-present fences keep the action moving, and make it nearly impossible to actually loose control of your car or get off course. Computer-driven cars never feel smart enough to provide good competition out of anything other than sheer speed, as they typically let you race right on by without putting up any kind of fight.As for realism, the game has little to none. Despite how important it is to follow in the tread of other cars around thick, muddy tracks in real life, it feels like a definite option here. Gamers will notice almost no difference between blazing their own path on the course and following the path laid out for them by cars in front of them. The old Days Of Thunder quote, "Rubbing's racing" remains true here, but the usual idea of rubbing your opponent into a wall will have to wait for another game. If the game used crash physics realistically, your car would be in a ditch and totaled thirty-seconds into every race. Instead, cars are nearly impossible to spinout. Over small jumps, your car will occasionally land on top of another, with no damage done to either car, and with both parties continuing as though nothing happened. In fact, the cars never take any damage at all, regardless of what they hit, or how hard.

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