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Ilmoita käännösongelmasta
Well ofcourse, people want to win so they will do WHATEVER IT TAKES like literally "cheesing" and taking advantage of poor NPC programming or abusing the no penalties from crashing game design. The fun of the game is trying to play it realistically- driving cleanly and relying on your car tuning and driving skill to win against Rivals.
Why even pick up this game based on true, real-life locations with seemingly realistic freeway racing subculture? If I wanted some goofy mechanics like crashing into Boss NPCs to win against them, I'd have chosen Grand Theft Auto 5 or Need for Speed. I guess only some people really value clean driving or playing the game as in the intended design. (Unless Genki really intends for you to crash into the enemy Rival cars and it seems like they are leaning into this I suppose which sucks).
A time lapse feature would be sick. Like, maybe if you entered into any Parking Area, it would be a detriment to you because it would move your time an hour or two. That would be a cool gameplay feature. Maybe the more people you converse with, the more time passes. The more you battle people in the PA, more time elapses, etc. That would fix all that "cheese."
This is my biggest problem with how the boss is even framed. TXR has a very linear progression path. If I boot up the game now I still have a bunch of CP and BP banked with nothing to spend it on until I beat one boss.
Even in other games with a similar progression system you would be given the tools to feasibly break through that wall. Whether that is via grinding for cash to buy a car or mods of similar spec, or let you grind for the level requirement for said car/mods.
There are plenty of ways to even out the playing field in situations like this without wasting time shunting your opponent into a position where you gain an advantage. You could have a system where you call your opponent at a particular spot and issue a challenge after you've raced them for the first time. The game doesn't have a day/night cycle, but there is nothing to stop you having a dynamic traffic system where you encounter a build up of traffic on certain junctions, or even lanes closed off. Even paying a stake up front to race at a particular location would be better than what you have now.
I love that this game has an early/mid 00s racing game feel to it, but its bringing along with it all the baggage most of the games from that era had. There were hardware/software limitations in place back then that would stifle innovation as far as driver AI is concerned. I haven't seen much rubberbanding in this game, but I know its there, and its one of the biggest crutches in racing games to try and keep things challenging. If developers are still relying on that kind of thing it doesn't bode well for the rest of the mechanics.
Yes, I brought up this recommendation too. Dynamic traffic (more so including traffic congestion and lane or road blocking by construction or accidents), more distinct Rival driving gap or skill characteristic the player could fight against would mix it up.
Why can't we have incredibly nuanced and detailed Rival NPC programming? Why can't they randomly park at a Parking Area to provide fresh new challenge? Why can't we see them on the loops racing each other randomly? Why can't we be given hints by the PA gossip of how Shuwa sucks at cornering or how Melancholic Angel is terrible at dodging obstacles or traffic? So much possibility here. I hope Genki follows through- but it seems like they're just remaking their old game into a new engine which sucks. They have a chance to make a great game legendary.
Its not a Burnout or Wreckfest game.
https://www.youtube.com/watch?v=VH71sOojp78