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
But I agree with the physics for for landing, they need to some work (and maybe the enviroment design for where you land also need some work). Sometimes the game screws you for no reason (sometimes it's your fault, but other times it's 100% the game's fault). Also the reseting needs to be faster and put you where you left off (or very close to it). You might not get silver or gold after screwing up, but at least you should have the chance of getting bronze (and the reseting makes it almost impossible).
And yes, having the same tracks for all 3 classes is a bit lame. I don't mind playing the same tracks again (that's how arcade games are), but they could have added at least one new track for each new class, so we would have something new at the end of each class.
Now, I don't like the idea of reverse tracks. I think that might work for non precision racing games, but these tracks are pretty narrow. Reversing them without taking into consideration the design and layout will probably not work.
Now, for a future update, after beating all 3 classes, you could unlock a secret class with new tracks. Maybe, if the devs don't want to build entire new tracks, they could design a giant track and have 3 different routes, and these 3 different routes would be tracks for the secret class. That would be a simple cost effective yet great way do add some post game content.
Recalling my several-hour trip to set a clean time on the LD54 secret level, all of the slight ramps going either up or down were all a throw of the dice, especially after Lap 1. It took a little bit for me to figure out that to stop the car from being launched on the uphill ones you need to engage a Drift, but in that regard the problem is that on Lap 2+, that isn't enough and you get absolutely sent in the run-up to the hairpin left unless you try to temper your speed going in to that section. And trying to actually slow the car's top end down in a controlled manner without losing *all* your boost is a nightmare when it's way too easy to attempt to slow down, then pin the gas and realise that you've actually not shaved off any top speed at all.
Then you have that downhill back stretch with all the little ramps dotting it. You land on any of those ramps as you hop your way down the slope and you're instantly sent into a tumbling crash. And though I never attempted to do anything to try and keep the car grounded, I imagine that absolutely isn't an option because then you'll lose all your boost before you get to the bottom, and it's way too narrow to try to snake some speed back. It's also where I learned of the very, very little air control that you have which is rotating the car left and right, as turning right as you leave the last ramp gives you the best entry into the corner series afterwards. I still wish there was a lot, and I mean a lot more air control to stop all the tumbles, even if it was something as out-of-your-control as the car automatically rotating whilst airborne to make sure it lands straight (and the title screen demos clearly show that wasn't an option as the car does a barrel roll during one of them).
And just to wrap up this ramble, the random little things like how erratically the car behaves when drifting up the rainbow spiral in Course 8 at ~70MPH and barely clipping the outside edge with a single tire. Or the moments when you bump slightly into a wall while drifting and the car decides it now wants to drive along the side of the wall instead. Or my personal favourite, when doing the drifts upwards in LD54 on Lap 2 and, out of nowhere, the car decides to do a barrel roll while all four wheels are still on flat ground. It's just... I don't have the words for it.
It's just tedious, they could force you to complete a captcha before every race, it would be as fun.
It's still needlessly annoying, even if it's just the first car (especially in a game with only 3 cars). And I think the second car suffers from the same problem, it's just less noticeable because it's faster. The problem is the top speed is so low you reach it almost immediately, it's really not fun. A big part of the excitement of driving is slowly gaining momentum, and then trying to keep that momentum. Here's it's totally absent, you immediately reach your top speed, either by accelerating 1 seconds or by slide boosting.
Of course it would need some additional work, but in most cases it would be faster than developing a brand new track. And it would be even faster if all tracks were made while thinking about the reverse version from the beginning.
2nd map is very annoying to me, as there are some jumps other can make but sometimes you will just not go high enough. or you have to cut corners. Which makes some of the statements you talk about, the lack of recovering, objects or walls that can send you in a totally different place or nuke your speed. So maintaining speed can sometimes be a big chore, as the game doesn't give always good feedback or why some actions will slow you down to a halt with no ways of getting it back. (which is like maybe how it handles speed boost combo multiplier?).
Same goes for handbrake or drift, with x amount of speed and you will not be attached to the ground and some collisions will trigger the speed? not so sure about how those things work.
So I guess having faster car recovery towards landing area?
Faster recovery from crashes or accidents?
maybe if one used handbrake in air, could be ways to do tricks or anything else if the game works with some air mechanic or towards impact?
I'm reviewing some of my initial feedback (for the ones I don't, it just means I have nothing more to add).
This obviously haven't really changed, the car handling still goes against any real world physics, or even video game logic. But with time you end up taming that wonkyness, and it becomes a bit more predictable.
This is maybe the most retro aspect of the game, when some titles just had some quirks and you either adapted and embraced it, or stop playing. A bit like bunny hoping going from a bug to a feature you have to become good at to be competitive.
One thing that still piss me off the most is how your car momentum works a bit like a spring powered toy. When you pile up turbos, the car start accumulating power, and if you brake, the loss of speed will be temporary, and as soon as you release the brakes, the car will lunge and resume releasing all that stored turbo.
When I'm braking, I'm not expecting a temporary slow down, I'm expecting the car to lose its inertia, period.
On this page my mind has changed a bit.
Sure, it's still frustrating when your car barely touch a fence, and God itself rolled a dice and decided that this time your car was going to roll all over the place for no discernable reasons.
But trying to find shortcuts by pushing or destroying things can be fun sometimes.
For this, let's say I just needed to play more. At least for Chicago Marina in particular, because you don't need to hit those stupid ramps that make you crash into the ceiling, you can just go around them and still maintain a high speed. There are still other circuits forcing you to brake at some points (like that stupid roller coaster ramp on Liberty Island), but it rarely feels like you have to kill all your momentum to progress.
Same here, I just learned you need more speed to destroy them, so just release the boost just before hitting them.
The amount of content is still pathetic.
Also one thing I would add is how similar the 3 cars are. With a roaster so limited I would have expected more differences than just having faster versions of the same thing, like that big pickup you can unlock with a cod (but I understand why you hid it behind a password, it's amplifying the worst aspects of the driving model).
But as soon as I understood how the leaderboard and ghost system worked (this part is not immediately clear, I think the interface need to be tweaked a bit), the whole experienced shifted from a humble "just finish these 8 circuits 3 times and you're done" kind of affair, to a cocaine level of addiction where you always want to do one more try to climb a few more ranks in the leaderboard.
But let's not fool ourself, I'm part of a very niche audience, I'm totally the target audience for that 32 bit nostalgia, I love racing games and I'm addicted to time-attack competition. So I can sink hours into this DESPITE all the flaws I've mentioned earlier.
I still think the game would need a bunch of small and larger improvements so I could confidently recommend it to a wider audience.
I also agree more tracks would have been nice. Having the 3 cars be nothing more than unofficial difficulty modifiers seems kinda lazy imho.