Tokyo Xtreme Racer
Another TxR vet opinion
To say im a fan is an understatement, my online moniker is a testament to that. Im so happy to see what Genki cooked up for us and i'm elated to see so many players old and new enjoying it. The formula that they have is a solid foundation to be something amazing. There's definitely a few things that i think would benefit this game on full release, as well as possibly future updates. To keep it short tho i have a few points in no particular order.

1. The A.I move erratically and jarringly, at first i did not get why until i turned the steering smoothing for the controller off (You will move more like the A.I with it off). Maybe do the same for them? It draws me out of a battle to see it when its under 90MPH. Additionally there are some racers who have a certain personality to their driving that i do not see when racing. Like if a racer is known for cornering good but brakes way too early.

2. I love to see the current race variety that's available right now, but more would take things further. Y'all have already done this is other releases like Kaido battle via TA,CA,CAT, FL/LF ect. Adding these as a point to point system like in previous titles would give a LOT more variety.

3. Cars, we all know what previous installments had. more cars are always better, as long as it's not every iteration of Miata or R34 that's ever existed. I know that's going to be an ongoing thing, but i'd like to see Chevy, Audi, Dodge, BMW, Honda, Acura, Infinity and even Hyundai/kia/genesis.

4. World map, and this is a big one. It's a loftly goal but it would be awesome to have all of the kaido tracks make it in somehow. It could be interesting and you could even play on the lore about old teams migrating back and forth.

5. Game slowdown under 60fps, I wasn't even aware of this until i turned my v sync off. It's slowed down like, a LOT. This has been the biggest disappointment because the game feels so much better.

6. Car physics are subjective, but the current car physics are both grippy but understeery? I can dive into a corner early coming off brakes and the car will recover and then go wide. Let me be clear; Currently is way better than previous titles, but the current model feel more like a limitation vs inspiring. To give an example, suspension tuning feels like it does way less than it should. The car can be more bouncy or rigid, or nose dive more under braking but its not translated when going near the last 10% of traction. It's the same predictable under-steer.

7. :bleach: Multiplayer, i know, this is a TxR and not a need for speed or fortnight game. The multiplayer doesn't have to be whole instances of the map. It could be something bare-bones that's also solid and just works (Unlike Todd Howard). For example; utilizing the PA system as "Lobbies" and having a pseudo car meet and race session will fill a certain niche that doesn't exist currently in a racing focused game that TxR could EASILY fill. It would be more of a missed opportunity than anything. Everything above with multiplayer would make this game a cornerstone for the culture.

I'm 100% leaving out other things but general feedback that's being covered by others, this is more of a re-iteration or a way to add a little more nuance. For other TxR vets, My favorite is Drift 2 and i wear that bias on my shoulder for sure.

If you've read this far thanks for reading my rant!
Last edited by Rolling Guy; Jan 26 @ 8:57am
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Showing 1-15 of 15 comments
8. Replays! I really miss the cinematic replays. Game is lacking a bit of character without them.
Originally posted by AJawesomesauce:
8. Replays! I really miss the cinematic replays. Game is lacking a bit of character without them.
I was looking for them just now becuase i had a pretty good battle. I'm sure it's gunna be in the main release
Unrelated to your post, i love that you've been on steam for over a decade and your name is Rolling Guy
SKYP3R Jan 26 @ 1:09am 
There were also reflection bugs, shadow bugs, and collision bugs. Me personally visual and realistic looks are my thing. Something as simple as the turn signals. Some of the newer cars have LED lights from factory, but the 89 don't. So, when you shine the brake lights or turn signals, they should fade in and out (Like in TxR0). it gives it a realism feel. would be cool to get scratches and dents, that is only visual and doesnt affect driving.
Originally posted by AJawesomesauce:
8. Replays! I really miss the cinematic replays. Game is lacking a bit of character without them.

Lacking character i exactly what ive felt.

It feels more like temo Gran Turismo

Doesnt feel like a TXR game at all.
Originally posted by SKYP3R:
There were also reflection bugs, shadow bugs, and collision bugs. Me personally visual and realistic looks are my thing. Something as simple as the turn signals. Some of the newer cars have LED lights from factory, but the 89 don't. So, when you shine the brake lights or turn signals, they should fade in and out (Like in TxR0). it gives it a realism feel. would be cool to get scratches and dents, that is only visual and doesnt affect driving.

I have a whole host of visual issues with the game, mostly due to UE5 being a blurry mess.
These are good points, it looks odd that the 90s cars look like they have some oem+ LEDs.



Originally posted by SpaceDragoness:
Unrelated to your post, i love that you've been on steam for over a decade and your name is Rolling Guy

I've been ten toes down since the old PSN era lol
The AI behavior is a repeat mention on the forums, so you're not alone there. Even when challenging the Toyota Dyna for the lolz it will dart hard out of its lane at the start of a race if there's a car in front of it.

The AI's worst offense in my hands-on experience is guardrail grinding. If you're between traffic and an opponent, no problem. If you're between a guardrail and an opponent, you don't exist to them and they will put you in the wall hard (thankfully there is a failsafe instilled where the opponent will bleed SP fast when this happens). They straight up don't understand what yielding is, nor how to follow you if you choose to/not to take an exit ramp that leads away from their home turf unless you're 30-50+ meters away (varying reports) and they don't get pinched by a traffic car.

I 100% agree on handling being subjective. My best friend assured me it's the same handling model from when they did Import Tuner Challenge, as he got used to it instantly. I was expecting a Zero/Zero One slide-style system, but got used to the all-grip feel this game has after the first couple hours. I haven't tinkered too much with the suspension settings aside from doing my "firm up everything, and allow a tiny bit of forward divebomb" setup I do in all my racing games.

+1 for Replay Mode

+1 for more cars. I'm genuinely surprised Honda wasn't signed on this early, but I know they've been touchy recently on their representation in street racing games, like Toyota used to be.

For maps, I would love to see Nagoya and Osaka make a return. I have fond memories cruising Nagoya while that Silent Hill-esque ambiance dropped partway through its theme. Tokyo is always a safe bet, but Nagoya is where my love lies.

The game has a solid base where it stands, which is unheard of for Early Access. Tweak and build up. That's all they gotta do now is tweak and build up.
Originally posted by Реккед911:
The AI behavior is a repeat mention on the forums, so you're not alone there. Even when challenging the Toyota Dyna for the lolz it will dart hard out of its lane at the start of a race if there's a car in front of it.

The AI's worst offense in my hands-on experience is guardrail grinding. If you're between traffic and an opponent, no problem. If you're between a guardrail and an opponent, you don't exist to them and they will put you in the wall hard (thankfully there is a failsafe instilled where the opponent will bleed SP fast when this happens). They straight up don't understand what yielding is, nor how to follow you if you choose to/not to take an exit ramp that leads away from their home turf unless you're 30-50+ meters away (varying reports) and they don't get pinched by a traffic car.

I 100% agree on handling being subjective. My best friend assured me it's the same handling model from when they did Import Tuner Challenge, as he got used to it instantly. I was expecting a Zero/Zero One slide-style system, but got used to the all-grip feel this game has after the first couple hours. I haven't tinkered too much with the suspension settings aside from doing my "firm up everything, and allow a tiny bit of forward divebomb" setup I do in all my racing games.

+1 for Replay Mode

+1 for more cars. I'm genuinely surprised Honda wasn't signed on this early, but I know they've been touchy recently on their representation in street racing games, like Toyota used to be.

For maps, I would love to see Nagoya and Osaka make a return. I have fond memories cruising Nagoya while that Silent Hill-esque ambiance dropped partway through its theme. Tokyo is always a safe bet, but Nagoya is where my love lies.

The game has a solid base where it stands, which is unheard of for Early Access. Tweak and build up. That's all they gotta do now is tweak and build up.

+1 for Nagoya and Osaka, I've already made a camo lancer for the no loser hype, the bosses were more memorable for me there too personally. (No Loser, Darts, Rook, Bishop, Flame Dragon ect.)

If this handling model is from ITC then it makes sense, that's one of the few that i didn't play. I've gotten use to it by now and im enjoying it. It's just limiting if you're wanting a drift style, but that was never a main focus for the highway series.
Originally posted by Реккед911:
The AI's worst offense in my hands-on experience is guardrail grinding. If you're between traffic and an opponent, no problem. If you're between a guardrail and an opponent, you don't exist to them and they will put you in the wall hard (thankfully there is a failsafe instilled where the opponent will bleed SP fast when this happens). They straight up don't understand what yielding is, nor how to follow you if you choose to/not to take an exit ramp that leads away from their home turf unless you're 30-50+ meters away (varying reports) and they don't get pinched by a traffic car.
some AI will just straight up railgrind you if you didn't pass them quick enough simply because that's their character. i don't mind this, but it's the "they don't understand yielding" part because holy hell i am losing speed and will limp for a bit if you just let go dude but until you brake out of it they will not stop even if it means you accidentally PIT them
Wrecked911 Jan 26 @ 10:49am 
Originally posted by PiscesSoedroen:
they will not stop even if it means you accidentally PIT them

I PIT'd out Crimson Boy in the C1 chicanes because of this. The nitwit caught right back up because I did too good a job and 360'd him, and he kept his forward momentum on the recovery.
nandes Jan 26 @ 10:50am 
i'd love to see a game+ system where bosses get their real machines like why does jack knife and bloodhoud have generic gt86's? surely they'd get their proper cars in a game+ or a future chapter

also we need a setting to adjust the cameras genki pls
Last edited by nandes; Jan 26 @ 10:51am
Originally posted by nandes:
i'd love to see a game+ system where bosses get their real machines like why does jack knife and bloodhoud have generic gt86's? surely they'd get their proper cars in a game+ or a future chapter

also we need a setting to adjust the cameras genki pls

I also remember jackknife having ridiculous acceleration but low top speed where bloodhound was the opposite. I'm hoping Thier decisions were more due to the cars not being in the game proper (like bloodhounds gs)

+1 to the camera, too much camera shake and the close cam is too close and the far cam is too far 😭
Akira Jan 26 @ 4:00pm 
The AI being bad is just how it always was in every single TXR before. It's like a signature of this franchise at this point. It's literally anime levels of absurdity.

Heck, Cinderella Past Midnight literally has a blue fog/glow around her car and the challenge music is church choirs and organs.
More anime than that only if her car started making mecha sounds while zooming around, left light trails, the camera had white "speed lines", and on every corner a cutout of her eyes making a angry expression appeared across the screen...

I think it's a japanese base concept that for something to be difficult it needs to be unfairly way more overpowered than the player. Every single japanese dev with big name franchises, like Ace Combat, or Armored Core and the Souls series, do exactly this, on purpose. It's just how they do games or something.

But the camera... yeah... it needs to be worked on HARD. It's awful, even taking past TXR titles as comparison. They need to either let players adjust distance/height/looseness of the cameras, or make it behave more close to how it is done on other racing games (the good ones please...).
NGHM𝐴RE Jan 27 @ 12:49pm 
Originally posted by AJawesomesauce:
8. Replays! I really miss the cinematic replays. Game is lacking a bit of character without them.
Big time. Just doesn't feel like TXR without them. Maybe they figured nobody would use it since there are so many racers on the road you just go from race to race to race, but I used to love watching my replays and then cruising for a bit to find someone new to race. As it is now, it's just, race, win, race win, race win, race lose, go to to garage and upgrade, repeat. No downtime just driving looking for an opponent.
Originally posted by NGHM𝐴RE:
Originally posted by AJawesomesauce:
8. Replays! I really miss the cinematic replays. Game is lacking a bit of character without them.
Big time. Just doesn't feel like TXR without them. Maybe they figured nobody would use it since there are so many racers on the road you just go from race to race to race, but I used to love watching my replays and then cruising for a bit to find someone new to race. As it is now, it's just, race, win, race win, race win, race lose, go to to garage and upgrade, repeat. No downtime just driving looking for an opponent.

I see your point, but i would more-so like an option in the pause menu or something. I can see people being super inconvenienced about the replay system and I bet this was their reasoning other than technical issues with UE5. I blame tik tok LOL
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Date Posted: Jan 25 @ 3:57pm
Posts: 15