Gravel
Official PlayStation Magazine - UK Edition|May 2018

Not quite as good as it thinks it

Justin Towell
Gravel

This was initially announced as being a 50-hour game, with sprawling, openworld tracks through which you could choose your route to the goal. A tech demo showed full, realistic destruction physics as rocks were thrown at a car, snapping carbon fibre and denting metal. How strange, then, that the final game delivers a fraction of that initial potential. Dang.

Fundamentally, Gravel is a competent game in every area. It looks nice, handles well, and has licensed vehicles, a few cool drum fills in the heavy metal menu music, and neat weather and day/night effects. There are fictional stadia and real rallycross layouts, as well as channelled point-to-point races across the Namibian desert and through Alaskan forests. It even has moments of real beauty.

Even so, everything feels slightly low-rent. The cars look like they’re made of plastic, and low-detail elements like flat headlight textures stand out a mile. That preview demo showed full car damage with bits that could fall off your car; here the cars’ bodywork just sort of distorts a bit if you crash too hard. Sparks look nice in collisions, but without proper debris the races feel frustratingly neutered.

This story is from the May 2018 edition of Official PlayStation Magazine - UK Edition.

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This story is from the May 2018 edition of Official PlayStation Magazine - UK Edition.

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