This article is the opinion of the author and does not represent the opinions of Mod DB or its staff.
Download DIPRIP – it’s only 200MB – and play it now. It’s a success, and you’ll find this article far more readable when you’ve had the experiences it talks about.
Back? Your first impressions were probably good. Production values are truly fantastic, particularly the team’s particle effects and destructible scenery. Sound is meaty and instructive, performance on all fronts is great, and if you get the chance to view the car models in HLMV, prepare to be gobsmacked at the craftsmanship that has gone into each one.
Spawn, however, and you encounter DIPRIP’s first flaw. Turning is ridiculously slow. It’s actually faster to crash your car and hope to be spun round by the impact to vaguely the correct direction than it is to steer – until you know the secret, which is to enable your boosters before hitting A or D. With this in mind turning becomes a breeze and you’re free to have fun. And what fun!
Yet while they might be easy to overcome, slow turning speeds are the tip of a rather large iceberg lurking below DIPRIP’s outward appearance. It can be understood as a question: what does the mod’s presentation of vehicular combat achieve?
A theme, and a good one at that, certainly. What else? Ramming? Yes, that’s fun too, especially barrelling through two players at once. Beyond these benefits however the vehicular movement model serves only to remove choice from the game. Gone are dodging and strafing, jumping, and, for both of the main weapons, aiming in any direction that isn’t in front of you. To what end? Unlike in, say, UT2004, every other player you meet has the same set of wheel-borne advantages and disadvantages – and the disadvantages both number and weigh much more.
This isn’t to contradict my earlier compliments. DIPRIP remains chaotic, visceral entertainment, and if you’re at all a fan of cars or a LAN player you’ll get even more out of it than I have. I just can’t escape the feeling as I play that the mod’s design, both current and future, doesn’t justify the huge amount of effort that has been poured into it by some immensely skilled people. With a solid release out of the door, now is the time to push, convey and explore!