Gravel

Some notion of more about Gravel
Gravel is a title that announces itself as the most extreme of off-road games, with a lot of modes and with a less simplistic touch and closer to the feel of the 90’s riding video games, Sega rally to name one. There will also be different settings, made
as macro areas, taking advantage of the very powerful tools that Unreal Engine makes available. By giving you a little taste of the developers’ work, they can recover satellite maps and automatically create them with the gaming environment. From that point of view, game designers have all the tools to create the paths and logic that are behind us, on
ce the task is over, we get the result to the charts that will enrich the map to make it even more appealing.
Just like in MXGP 3, the game will have access to important technical improvements such as the variable weather system, the severe engine for audio made thr
ough granular synthesis and a realistic ground and content physics. It is here that he sees the will to show the new dynamics of game physics, finally exalted by the Unreal Engine 4.
The campaign will be
the main mode of the title, structured in the form of a great tournament to declare the best off-road driver ever. Around it we will find many elements that will fo
rm the cornerstones of the competition, such as ad-hoc advertising, parallel radio and television shows (GravelTV) that will tell the story of the championship and so on.
Competitions boast different types of races, ranging from Cross-country to Speed ​​Cross, passing through the Wild Rush and the Stadium Circuit, in short, a commendable variety that will be able to characterize this new Milestone IP. They can be used in Free R
ace or online mode, making it possible to play with other friends who are in possession of the game. In total, over fifty hours of gameplay have been announced, with 4 major macro areas taken from the wildest places on the planet, 50+ vehicles and 200 career events.
Gravel
Our Test
After the first part of the presentation we dived on the controller to test the available build that included a single race, Wild Rush (lap race), in a single map, Blue Paradise – Pacific Ocean. The available garage included six vehicles including: Trophy Truck, Che
vrolet Hummer H3, Chevrolet Silverado CK1500, Subaru Impreza WRX Sti 2015, Toyota Celica GTFour, BMW X3 CC.
In the race we realized the arcade feeling of the game, especially thanks to the lightness on the heaviest vehicle track, which spun fifty yards down the road from one side to the other without major problems. Despite this, it was easy to understand the difference between the various vehicles, as evidenced by the good work done by the physics of the new Unreal Engine 4.
Also in this case the traces marked by the treads will remain inscribed in the circuit that, next time, will keep its unchanged state. Cars during the race will cover debris thrown from their wheels or those of vehicles in front of them and any blow will ruin your car with a sufficiently detailed and accurate damage system.
Technically, the game does not aim at red
efining the genre, but it fits well in the Milestone Roadmap to the full control and dominance of a Engine that, on the side of racing games, has yet to showcase its capabilities and is now aiming to establish a solid foundation of driving physics for years to come. The artificial intelligence of the competitors was very basic, but we know that we are working intensively, so we look forward to a future build to see the progress of the works.