Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I feel like NRP has a bit of a barrier of entry for new players (which includes myself). I don't really know how to find missions and when I do, it's typically a time trial that I typically fail at because I don't really know how to navigate the highways of Tokyo that well.
In the end, I just end up driving around until I get bored and stop playing. The game looks awesome but I've never gotten into an actual race in the game.
Just my perspective as a new player.
in NRP, the missions are always at the PA (parking areas), so just head to those and you'll find your races
I can believe that TXR is easier for those reasons. In NRP, out of the very brief tutorial, you have to remember to find the Tatsumi PA (PA) on the map (keep tapping left or right on the D-Pad until you find the parkade), make a waypoint, and drive over there to do any of the races (make sure to hit left on the D-pad to open the minimap and see the highlighted route). And after every race, you'll end up in a different location and need to navigate back to the parkade to do more races. Some of the routes can be confusing too, as you are sometimes required to drive into oncoming traffic to get to your locations.
TXR however, when you are selecting which highway entrance to start at, you have a clear table of objectives you can pursue. Selecting one of your objectives will take you to closest entrance to drive and find. But, because there are no locations to stop at, you will quickly find your objective driving in the same direction as you. The map you drive on is always in one large loop that follows traffic, so you will eventually find one of your many objectives to complete. And the map nicely marks what objectives you have and haven't completed.
So, in terms of game flow and finding things to do, TXR certainly is easier to get you into the game. But, that difficulty of NRP does reduce the more you play the game and become familiar with the route. Plus, there is only one place to start races, and starting races once you get there is clear cut; find a sporty car within your rep and give them a call. So, it becomes more of a matter of routine. When it comes to the actual races and gameplay, I feel both games have approachable racing that is easy to start but naturally becomes harder with the bigger races. And with the free roam nature of the games, you will have ample opportunities to learn how to take sharp turns and weave through traffic effectively.
Ah, yeah. Unfortunately, that is an issue in TXR as well. Although TXR has the ability to turn any car into manual or automatic, and the numerous cars means you can find a fast car to drive in automatic, you will eventually hit a wall by cars with faster acceleration. Automatic transmission is unfortunately inefficient to get up to speed, as the gears change at low RPMs. This means that the top speed is compounded with poor acceleration with each underlying gear change.
I am by far not a racing game player either. These two games really have been my only main ventures into racing games, and it's only because of its showcase of the JDM culture nicely (I like car aesthetics more than cars itself). So, having to learn driving manually was a jarring experience, and still is. But, being these games are arcade-sim games, the manual drive is a lot more forgiving (thank god for no stalling). I'm sure I can be a lot of effective with my manual driving, but I simply change gears up when I hit the redline on my RPM, and drop down gears and use the brake on sharp turns. My playstyle has basically been to bash my head in till I get comfortable enough with the car I'm using.
Whats the point of a tuning menu and upgrades when the ai play by arcade racer rules that often results in having to cheese the ai to win.
I would tuning and upgrades in both games is to help with handling to your liking than purely to beat the opponents. Fast acceleration, large top speeds, drifty tires, etc. That all said, it's still very arcadey in that driving controls is simplified and you don't know what your opponent has in terms of power and speed, especially in NRP where every car uses the same body kit currently. Txr has some leeway, where the specific car models can dictate its top speed. So, I'll always know a Trueno caps out at 151km/h.
I haven't found myself needing to cheese races to win currently. There have been times where forcing me opponent to crash has net me the win, but it also has gotten me losses. I found myself losing more because my car is not fast enough or I made a mistake with traffic or turns.
That all said, if you're looking more for a more simulation racing game of the setting, a new game just released a demo to try: JDM - Japanese Drift Masters. Exact same setting but a lot more realistic handling. There's a clear skill ceiling to reach and an infinitely higher one to strive for with the windy drift courses and similar highway heavy traffic. I would give that a go, if you haven't yet.
Completely overdesigned in some aspects, and completely underdesigned in others.
The entire walking element and TV screen aesthetic(but only for select screens!) is completely unnecessary. I take a simple menu any day.
And at least from the prologue, the entire racing part feels like a low cost knock-off of TXR.
Hopefully the full release will at least fix the latter, but as it is: oof.
Yeah, I do find the menus in NRP cumbersome to navigate, especially the parts store page. I much prefer TXR's where your selections and stat changes are all in areas. And the map is just objectively not good to navigate around, especially compared to TXR's map and seeing where every racer is.
I personally don't mind the walking; I enjoy being able to take in my car or immerse myself in the dark parkade. But I wish the walking sections were faster, especially when going around the parkades. I also don't mind the CRT aesthetics; I feel that's one of its selling points over the highly crisp and realistic graphics of every other racing game out there. However, I do find the low draw distance and the blurring when you bump your car really difficult to manage when trying to dodge traffic, especially on coming traffic.
The racing aspect I feel is different enough from TXR that I feel it helps NRP stand out more. I do feel it's not utilizing its mechanics fully, but that may be an EA thing. But right now, the reputation system has no purpose in NRP, even though they make it out to feel like it, making it feel more like a generic racer. So, I would love to see that be fleshed out fully to see the repercussions of having high and low rep. As for the races themselves, I have been finding the strategies between NRP and TXR to be different because of their design. Since NRP has a traditional finish line, I often find myself relying on high top speed to win, often seeing myself fall behind initially only to catch up later on. But with TXR, that doesn't work most times. I've had a lot of races where my top speed will see me catching up to my opponents. But, by the time I reach them, my health bar has depleted and I've lost the race. And since part upgrades are locked behind story progression in TXR, I find myself switching to a high acceleration car instead.
So, overall, I find NRP and TXR's race structure to be very different to warrant playing both. But I do agree that interfacing with NRP can be clunky and some of the key mechanics it presents need more depth added.
Aesthetics/art direction do a lot for a video game.
This, the menus are honestly a huge headache and very confusing. A more intuitive system where you can quickly upgrade and swap parts would be better
I more wanted to create the post to help highlight how NRP offers its own experience from its inspirations. For all the reasons listed above, I do feel NRP and TXR are very different games, despite using the same setting and map (it's the Tokyo Highway, can't say one is copying the other here). Different players would enjoy different aspects, or be disinterests in others. I personally enjoy both for different reasons, as stated above. So, I am more than happy to exemplify what each game does well and I'll be playing both of them.
Yes! I mentioned Japanese Drift Masters in a past comment; I will most likely pass on it because I am too much of a ♥♥♥♥♥♥♥ to handle the sim controls lol. But, I'm glad to see a more sim-racing game for the JDM scene, since both TXR and NRP are more arcade-y. And, as someone who has never played a racing game till now, I have been finding them great entries to jump in with, with NRP having more thought and weight to your customization and TXR feeling straight-forward and tight with its challenges.