Showing posts with label OutRun 2. Show all posts
Showing posts with label OutRun 2. Show all posts

Saturday, October 12, 2013

Things Are Looking Up For 90's Arcade Racer/Arcade Games

A recent update from the guys over at The 90's Arcade Racer.

At this point some of you may feel like we’ve been working on ‘90s Arcade Racer since the ‘90s. That’s not entirely true, while Antonis and I were indeed playing Scud Race (Super GT in the US) and Daytona USA some 20 years--that was just preparation for the game we’re developing now.

Here’s what’s been happening the last couple of months with ‘90s Arcade Racer.

Physics, physics and more physics!

In the 100+ hours I’ve spent on racetracks combined with the thousands of hours logged playing racing video games, there’s something that feels quite counterintuitive to the genre. You would think super realistic racing games would have super accurate and lifelike physics -- but that doesn't necessarily always make a better product. To really give the sensation of speed, gravity, lateral gravity, as a designer you end up removing many functions that make a vehicle simulation “real”, in the theoretical sense. A driving simulator, more often than not feels like a floaty, unresponsive boat. Part of that is because you can’t feel yourself slinking around a bucket seat, you don’t have the sensation of a vehicle’s weight shift between the four corners; there’s an entirely missing dimension in racing games.

Antonis and I are going for a fun and arcade racing feel, we’ve said that from the start. Those two descriptors are equally important to the project. Getting to the balance of an arcade feel while offering a challenging experience and still giving the car some complex real-world behaviors is where our own challenge begins.

Once you start playing a racing game, especially an arcade-style one, terminology like camber, caster, differentials, toe, torque and drivetrain are quickly forgotten. Initially I spent a lot of time trying to get an arcade feel out of a real vehicle simulation. After extensive experimentation what Antonis and I found was that it just wasn’t working.

In this case it’s much easier to build something from zero and create an experience that perfectly recreates the perception and expectation we all have of a typical arcade racer. Version 2.0 of ‘90s Arcade Racer physics is built within the expressed intention of creating a real arcade racing game. What that means is that the game is really feeling like should. The car reacts in a way that is indicative of an arcade racer, it moves and accelerates properly and now we have a really fun grip and drift mechanic within the game. Although it’s been challenging having to build physics from nothing, this has allowed us to really build the vehicles exactly how we want and how they should feel.

I’m pretty confident that we’re very much in the right direction with the physics and you’ll probably agree once you have an opportunity to play it. Antonis, has been doing great work on creating the world of ‘90s Arcade Racer. But I’ll let him do that update.


Recently, I was concerned about the progress that was made towards the car handling in the game.  I even sent them a note beforehand asking "are you going to post a new video of the car handling?  what's it going to be like?" to which they replied "we're working on it."  I get a good vibe from this recent post--that their heart's in the right place and they aren't going to half-ass the most important part of a racing game.  Visuals are great and all but if I putter around in a car that feels like something spawned from a Unity tutorial, then the whole thing is for naught!

I bolded part of the post above because it's really damn important.  I talked about it before--sense of speed in racing games.  Sense of speed is almost incompatible with realism.  As long as you're in your living room sitting on a couch, you're not going to get a sense of speed by looking at realistic car physics on screen--the "floaty, unresponsive boat" feeling--unless you're willing to break some rules and go unrealistic in some aspects (i.e. excessive vibration of the suspension at high speeds).  I'm glad they recognize this golden rule!

You know, I've programmed vehicle handling over different mediums--Unity, Unreal, and stupid OpenGL car sprites.  With Unity and Unreal, you make these "wheel colliders" that you attach to the vehicle and do all the nitty gritty physics work for you--you set the torque, braking, suspension, skidpad, etc. and let the "realistic" car handling take over.  Yet I don't think it's possible to recreate a Daytona, Scud Race, or OutRun using built-in tire physics--the power comes from the entire car itself, not the four wheels.  Since these are 15-20 year old games, I doubt they were so advanced as to use realistic tire physics anyway.

If you're confused, imagine the car is pushed forward by one big invisible wheel instead of four tiny visible wheels.  By not using wheel physics, you're simplifying the vehicle handling but it allows you to precisely program the car handling the way you want, hence giving the car some predictable effects--like being able to slide at a fixed angle or accelerate/steer normally with your tires shredded up from a wreck.   In other words, you look at the handling of a 2D game like Super Sprint that technically doesn't "recognize" wheel torque and whatnot--it's just a block sliding on the screen--nowhere in the code does it mention "suspension" or other real-life handling terms.  The tire effects are dictated by the car, not the other way around, so when the tires kick up smoke and whatnot, the tires aren't really doing "anything," it's just for show.

I really want to see how they pull it off code-wise because I'm a nerd like that, heh.  If Super Sprint has taught me anything, it's that car handling takes a LOT of iteration to get it right--you can't just skimp on it.  Sadly, me passing on realistic car handling is why I'm often confused by real-life tuning like in GT and Forza.  Oh well, it's a fair trade--would rather make fun racing games than realistic ones! :)

There's still more to do.  They really need to implement manual transmission into the game (which I don't doubt they will), plus get some great audio too.  I want to hear roaring engines and a kickass soundtrack.  Good luck trying to do so without Takenobu Mitsuyoshi or Dennis St. James.  If in doubt, then just emulate AC/DC since that's not bad at all. :)

Just an aside while we're on the topic of realistic vs. non-realstic games.  I stumbled upon a very interesting Grand Theft Auto 5 GameFAQs topic and read a very intriguing post.  Yes, something good that came out of GameFAQs, it's a miracle.  But here's a post from NeonYoshi11:

Just played san andreas 3 months ago.

It looks like crap.

any game going for "realism" will eventually looks like crap.

This is why Art Style matters more than realism.

This is why Wind Waker still looks better than most games today, even the GC version.

IF you look closely, to disguise the old tech in the PS3/Xbox360 they use art that resembles realistm mixed with cel shading.

So it's got a bit of Street Fighter 4 in it, but in a realistic way, this allows them to improve "graphics" while not taking away performance of the game.


That's dead on.  Realism is basically an always-moving bullseye.  Even if you hit it, the bullseye keeps moving without you.  It's why a lot of games which sell off realistic graphics (Forza, Madden, etc.) often go through numerous iterations and why games like Daytona USA and OutRun 2, while super-old, still stand out and look fun to play.  Sadly, I wonder if the gaming gods get the memo since they're fine and dandy with destroying console backwards compatibility and DRMs that shred old games.  Just make sure to give your game differentiators so that your game won't become GameStop used game filler ten years down the road.  Antonis and The 90's Arcade Racer have a firm understanding of this!  Okay, you get the idea, I'm done for now.

Sunday, January 13, 2013

New Nascars Don't Play Well With Video Games

So the Sprint Cup has started Preseason at Daytona.  They're showing off new 2013 cars like these:



I like race cars, but when they overshine them, it sucks (see Daytona USA 2001).  The cars look a bit off to me, like they were designed nice and tight for circuit racing (which is strange since this is NASCAR, not Australian V8 Supercars).  But the new 2013 cars are going hella fast at Daytona and everyone seems to like them.  Everytime NASCAR changes their car designs, there's a few "boohoo, it sucks" complaints but let's get racing cause I can't wait for NASCAR again, geez.

I thought the 2011 cars looked cool...I just hope the designers aren't trying to turn NASCAR into F-Zero, I'd have nightmares if real-life drivers wore tights and appeared in Nintendo fighting games.

So I was casually watching Speed footage of the "Preseason" and everyone was standing around in the garage.  The topic started to sway towards video games.  Ricky Stenhouse, Jr. (whom I will never have pity on ever again for being an "Enemy of Sega" and beating Danica Patrick in that big Sega race Nov. 2012) was playing Words with Friends on the iPhone (Zynga, GAAAAYYYY).  And Juan Pablo Montoya (who had yet to test the 2013's car capabilities versus 2013's jet dryers) was playing CSR Racing on the iPad, a popular drag racing game with a NFS/FnF style. I saw this game before...my dad was playing it and some Trials/Linerider dirtbike game (with engines that sound like BB guns) on his iPhone.


After this clip that I'm sure no one saw, the camera goes over to Bobby Labonte for a brief interview.  He's asked "what kind of game would you give for Darrell Waltrip to play?" to which Bobby replies, "A fishing game."  And then Darrell Waltrip comes on to say "Shoot, I don't play no video games or fish, what'chu kids talkin bout there with those fancy electronic devices."  Then they go on to talk about Kyle Busch's car and the video game discussion is over.  In other words, no progress was made between race drivers and race games.  Gamers and gearheads still continue to look at the other side's stuff and think "what the f*** is that s*** they're messin with."

Ya know what would be great?  If we could get Daytona USA, OutRun, or even freakin Super Sprint in the hands of one of these race car drivers.  You'd THINK that race car drivers would appreciate race car video games, don't you? Especially hardcore balls-out racing games that bring the blue skies and that sense of speed RIGHT TO YOU with no firesuit required. Surely a legit race car driver can truly say THAT'S A GODDANG GREAT RACING GAME THERE my programmer friend. I GOTTA GET BALLIN ON THAT NEW SUPER SPRINT GAME.  Speaking of race car drivers in games...

DANICA, YEAH IF YOU COULD PLAY SEGA ALL-STARS RACING: TRANSFORMED ON TV,
THAT'D BE GREAT...

But this leads me to my next point and it's a pretty crappy observation I made from a decade of browsing countless Internet chats/forums.  I think there's a dichotomy between the two types of racing games--the sims and the Mario Karts.  On one hand, you got diehard auto racing fans are only seen playing the sims like iRacing, NASCAR: The Game, and F1 by Codemasters.  On the other hand, you got plain old gamers who'll get into Mario Kart, Burnout, Need for Speed but they have no interest in real life racing (the "NASCAR is rednecks turning left for 5 hours" crowd).  Almost like the other insults their intelligence.  "Arcade racers makes a mockery of the sport," versus "Racing sims are too boring."  Take your pick.

Why can't we have both?  In Sega Racing Games?  I almost think Sega is caught in limbo there.  Like Sega takes real life cars & settings and run with it--they embellish real life, look here.  Oops, can't have that apparently.  You talk about the "Sega Racing Nation" and it's a place run on niche cult classic fuel--like NASCAR fans won't list Daytona USA as being "one of them" while  mainstream gamers just can't be arsed into playing something requiring practice & determination like OutRun 2.

It's probably why Danica Patrick's Sega All-Stars Racing campaign bombed--because we have a REAL LIFE DRIVER (appealing to racing sims people) trying to sell an ARCADE RACING GAME (played by gaming nerds who have no idea who Danica is).  It's like trying to advertise motorized scooters on Disney Channel.  Herp derp, we still love you Danica & Sumo Digital.

Seriously though, if I ever meet a real life race aficionado (someone who sticks a Dale Sr. "3" on their rear windshield or something) who's obsessed with crap like Mario Kart (or better yet, SEGA ALL-STARS RACING), I'll flip my s***.  Ok guys, we're all gonna be real life NASCAR/F1/Indy/Rally/Le Mans/V8/Touring as well as arcade racing fans now.  Problem solved, goodnite.

Thursday, September 20, 2012

More Sega All-Stars 2 Info (Thank You Sumo Digital Employees)

First of all, I should mention that I've gone all-out with my deviantART account, posting some lousy old pics of mine as well as favoriting a bunch of Sega/NASCAR ones.  So go favorite some pics if you haven't already...get behind the Sega community and give 'em your support.

But in other news, SegaBITS was able to get an interview with two Sumo Digital employees--Steve (DarthS0L) and Gareth (ex-Bizarre Creations guy).  How they were able to get an interview while I wasn't, I'll never know...but we learned a lot about Sonic All-Stars Racing 2.  This whole conversation was in podcast format so I decided to take really quick notes just in case you don't have the time to listen:

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* "What are you playing?"  Diablo 3, watching Judge Dredd, reading Sonic comics, etc.

* Needed to get proper physics for all three vehicle types.  Not just a "platformer"--a block sliding across the ground.  Rode the line between simulation and arcade physics.  Track design was held off until the boat/plane physics were down.

* During play-testing, no one really mentioned the car handling which means they were so engrossed by it...they had no problems with it apparently.

* People asked for drifting in planes so they went back and added it later.  Got a lot of inspiration from SkyDrift on Xbox Live Arcade.

* Is the Flagman in the OutRun track?  Does he dance?  Probably not.  Surprisingly, people seem to care more about things like the dancing Flagman than they do the ability to race boats/planes.

* There will be a new flagman in this game (not the fat red-shirt guy from OR2) but we don't know who yet.

* You can unlock "stickers" to put on your license.  They're like badges you unlock and can show off & stuff.

* Is it possible they'll reveal the final roster before the game is released (Nov 20)?  Maybe, maybe not.

* How about Segata Sanshiro, can he be in the game?  Would be difficult since we're talking about a real-life person here (albeit a fictional one).

* New All-Stars moves for old characters.  They need to work on all three surfaces now.

* There will be flight-only and boat-only stages.

* Massive tracks--the Panzer Dragoon one is a great example.  At some point, the track changes and you're going to new places (driving on the temple roof) and some of the dev team was amazed because they didn't learn about these things being added to the game until now.

* Campaign Mode is similar to Mario Galaxy.  Use any character you want on any mission.  The campaign can be played up to four-player split-screen.

* New co-op gameplay mode: Traffic Attack.  Drive through traffic and use weapons to clear the way for your team.  Been doing racing games for over 10 years and the idea of a co-op racer was too good to be true.

* Campaign should be 10-15 hours, maybe longer.  There is a very hard difficulty (like in F-Zero & PGR2)  that should be good enough for diehards like us (challenge accepted).

* More battle arenas than first game.

* Online Multiplayer includes Halo/CoD playlists.  You have an ever-changing ranking like in Mario Kart Wii (win, it goes up, lose, it goes down).  Playlists include the Battle Race (three lives and you're out), straight up races with no powerups, and Capture the Chao (Flag).

* You will be able to play four-player split-screen online.

* All-stars moves work online.  Some are very similar in nature to make it easier to code them all into the game (i.e. some people shoot missiles, others get speed boosts, etc.)

* DarthS0L gets lots of grief online from people online.  Like where's Big the Cat???  Seems like people care more about their favorite character than the game itself.

* Fun experiment: S0L posts on the forums, "You can have any three characters you want, now choose" and the entire board goes crazy.  People begging and stuffing the votes by creating multiple accounts.  It wasn't real, however.

* Lots of passion for these Sega IPs.  During the first presentation of the Panzer Dragoon track, no one spoke, they just gasped.

* The gaming press tends to twist quotes a lot.  For instance, Gareth is asked "After PGR4, are you thinking about PGR5?"  "Yes I am" he says.  Then the media puts up the headline "PGR5 confirmed."  Ridiculous.

* Wii U version looks just as good as PS3, maybe better.  5-player split-screen is possible--four on the TV, one on the game pad.  The 5th guy is usually some "special" player with a unique power.  For instance, in the Super Monkey Ball level, the 5th guy (presumably a giant monkey ball) can squash other players.  The non-squashed players can save the squashed players by touching them but they must also avoid the 5th guy as well.

* You're playing the Wii U version of Sega All-Stars Racing 2?  Does someone else want to use the TV?  Just flip from the TV to the Wii U controller and walk away.  You can do it seamlessly without breaking the action.  You can return to the TV later if you like.

* How to speed up the game--use graphs and see where the game runs the slowest.  Look at the game's art--if something is too highly detailed but can barely be seen, tone it down.  Also crack down on lousy programming this way.  Also water physics takes a huge toll on the system too.

* The game was built for 512 mb of RAM in mind but since the Wii U has double of that, it can only make the game run faster!

* The music changes as the tracks & vehicles change.  Had to be careful that the music keeps up with the pace of the action.  All of the iconic music was hand-picked.  Also makes reference to famous Sega composer Richard Jacques who knows everyone and everything about Sega.  S0L is not a big fan game music but Jacques' work is great.

* Why isn't there a store that sells Sega merchandise--t-shirts, hats, music???  Good point.

* People at Sonic Boom asked about a Sega All-Stars fighting game?  What style?  This is challenging to design because you have big characters vs. small characters.  Threw around the idea of mech-based Virtual-On style combat and Sonic in Streets of Rage.  Don't copy Smash Bros. like Sony did.  People really liked a Power Stone-style brawler.

* The game should capture everyone's imagination based on age.  Hardcore gamers, kids, and families should like it.

* Gareth leaves at this point.

* There are three different levels of graphics for different consoles.  Different assets for different platforms.  That's a lot of different models that need to be made for many different versions of the game.

* What's your favorite Sega racer???  S0L says OutRun 2 (no surprise).

* Favorite Sega character???  S0L says Afterburner, OutRun, and Space Harrier--basically "AM2" he said. But that doesn't count so he says Gilius from Golden Axe.  You could go crazy with ideas...him riding a turtle and using magic so it was fun working with him.

* Anyone left out of All-Stars 2 that you want to include in All-Stars 3?  Turns down the question because he doesn't want to leak any of the roster.

* November is a tough month.  Can All-Stars Racing 2 compete?  Yes, because there's a demand for these kind of arcade, family-friendly games.  There aren't many games out there like that.  You can only find these kind of games on Nintendo consoles but now here's one available on all consoles.

* They all feel really good about the game and poured hours and hours of attention into it so have faith, readers!

* If the next Mario Kart steals an idea from us then that's great!

* Name recognition is good for us.  "Sonic & Sega All-Stars" is working out for us now.

* Will any recent Sega IPs get in the game, like Bayonetta or Rhythm Thief?  No guarantees because some of these games were released after they started.  The goal is to keep the age rating down to E-10 as well as keep that classic Sega feel so not every character was forced into the game.  However, nothing's guaranteed at this point.

* Voice clips will be recycled because to record dialogue for 29 characters is hugely expensive.  Some voice actors are no longer available.  Localization is a pain.

* The End.  This conversation goes on through 1:20 (80 mins) so that's a good amount of information to be extracted.

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Lest you forget, I did get to ask a few tough questions on the Sega Official Forums with replies from Sumo Digital so check those out too.

Overall, if S0L if confident, then I am too.  For once, a racing game not called Need for Speed or Mario Kart gets a load of attention.  All I have to say now is PREORDER the damn game if you haven't already.  Be there in November to get the game.  Back at E3, Sega All-Stars Racing 2 was denied "Best Racing Game of E3" because these airhead gaming types thought Need for Speed: Most Wanted was the better racing game.  Yeah, Most Wanted, here's the new trailer with all the "play any way you want in a generic city with a generic name (Fairhaven City)" bull crap.  So please, FOR THE LOVE OF GOD BUY SONIC AND SEGA ALL-STARS RACING: TRANSFORMED and do the Sega Nation a huge, huge favor.  Thank you and God bless.

BTW, what's this...a Sega-related story on Reddit Gaming's front page?  NO!!!!

Sunday, September 16, 2012

Where's Alberto (The OutRun 2 Guy) ??? (( BILLY JOEL & SAYGUH ))


I know he's somewhere cruis'n with the girls, he must be.  So many Ferraris, even the Flagman gets a ride.


It would be funny though if you raced against 900 other Ferraris and each one of them had the "Rival" arrow over them.  BLING-BLING-BLING-look at them points.  Hmm, let's make it a Heart Attack challenge--Keep passing cars!!  Let's start!!  YEEHAA!!  All right!!

It also dawned on me--should there be an OutRun 3 some day, there's one more Ferrari they should put in the game:

Oh man, two Yu Suzuki games in one.  IMPOSSIBRU!!!!!

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One More Thing You Guys.  Anyway, I was just playing Rock Band 3 Pro Keyboards and I was bitching and whining as usual about how there's no good Keyboard charts left and all Harmonix has been releasing is crap background noise charts for songs like Shinedown, Iron Maiden, and Matchbox Twenty.  Seriously, you don't buy Iron Maiden to play keyboards.  So I stumble upon an old classic: Say Goodbye to Hollywood by Billy Joel.  After a few tries I finally gold-starred the thing (only 10th on the leaderboard, I suck) but I noticed something that I NEVER noticed before.  Skip to 0:30, 3:12, whenever the chorus is:


Sega bye to Hollywood
Sega bye my baby
Sega bye to Hollywood
Sega bye my bayyyybehhhh

I shat bricks.
We have the next PINGAS on our hands here.
3:24, best SEGA!! scream impression.
BTW, I know this is stupid but if Kotaku can post crap like this 10 times a day then I can post it at least once a day.

Sunday, June 10, 2012

Forza On The Horizon...(Open-World Racing!!)

I'll just cut to the chase now--my E3 "pick" for favorite game goes to Lego City.  I like it--it's colorful, happy fun and if it has vehicles in it, it'll be awesome.  Everything else was uber-violent or made by Nintendo.


There's one problem though...it's only for Wii U.  Rofl.  What am I going to play now...oh God no don't say it--


So here's Forza Horizon again.  I think my preliminary analysis was a bit harsh, but what else can you say?  That's how I genuinely felt upon seeing the news.  Forza has gone from a "serious" sim racer to a exaggerated speed festival with a bunch of things that are ripped right out the NFS formula.

Here's a Jalopnik article I will be referring to.  FYI, Jalopnik does a lot of promos with Forza--some of the DLC has the word "Jalopnik" written right on it.  So a Jalopnik blogger talks to some game boss producer or something at the Forza booth and we learn some things:


Microsoft is calling Forza Horizon an "action racing" game, and that underscores the big conceptual difference between it and Forza 4. Where Forza 4 is more of a racing simulator, this is more of an arcade-ish game.

I just think it's absurd that you need to tack on the phrase "action" to a racing game.  Isn't the racing itself action on its own?  Will this game add other action stuff like being able to get out of the car and run from cops?  Oh wait, someone did that already and it sucked.


He's the one who told me you'll be able to race a '70s Boss Mustang against a WWII P51 Mustang fighter. Sold.


Um, how can a car compete with a plane anyway?  Maybe in a drag race or a Amazing Race contest (get to the bus station locker first and win a million dollars), sure, but otherwise, the plane can just fly above the track and the car can't.  So that's fair.  You can't even pilot the plane (I assume) so what's the point?  This smells like one of those selling point story mode things that devs drop in the game to hype up interest.  Take NFS: the Run: Jack flips the police car over on the train tracks and busts out just in time.  And Jack dodges falling boulders along the mountainside.  They are story/campaign-related things that mean jack (pun intended) once you've played though it a few times.  It's cinematics & production value, that's all.  Very little to do with actual gameplay.


The lighting is dramatically more varied, with a low sun in the sky giving everything a striking golden cast, and your cars' lights actually work.

I must say that I applaud the Forza team for bringing out a lot of contrast in the environment.  That is a GOOD thing.  However, the lighting has me worried quite a bit.  Just looking at the screens (including the first one above), it looks a lot like they tweaked the hue values somewhat.  Games tend to do that nowadays, particularly the orange/teal hue in every damn action movie that's supposed to add "zing" to their visuals.  While Forza Horizon doesn't go to that extreme, it seems like they baked in too much yellow/orange lighting...enough to irk me just enough to bring this point up.


At least Forza Horizon doesn't exhibit the same dreary visuals you see from games like GRID or DiRT.  That would be terrible.


From what I saw, at times Forza Horizon seems to exhibit this phony lighting that is more obnoxious than anything.  I'll have to sit through even more gameplay first.  Wait until the game's release.  Whatever, we'll see how the game's final product looks first.

BTW, I'm glad that this game will have night driving for the first time.  Took you guys five games to get around to it, huh?  In the meantime, Gran Turismo had night driving from the start (see Special Stage Route 5).  Forza sucks.


The physics are tweaked just a bit, with your car feeling a bit more lively than in Forza 4, a bit more inclined to drama.

I think this is a good thing.  If it captures the little details that make games like Daytona or Outrun so fun to drive (responsive handling, car trembles at high speed, etc.), then that might be a saving grace.  But they said the same stuff in just about every other damn arcade racer (NFS comes to mind, again...) so I'm not holding my breath.


There's many more objects in the environment, guard rails and signs and fences, and they can all be effectively destroyed by some sloppy driving. And that's fun.

Oh noes guys, they're encouraging reckless driving!!  Weave in out and out of traffic.  Run from cops (think they would put up with these shenanigans?)  The true racing pastime.


The basic premise is you're attending a festival, and your goal is to become King of the festival by gathering fans. You do that by winning races, risky driving, stunts, special challenges and events.

Seriously, I hate this crap.  For some reason, a "festival" in the middle of Colorado reminds me of Woodstock with cars (or the original Motorstorm)--bunch of wannabe losers listening to bad dubstep, getting wasted on energy drinks and wrecking cars.  I think these things detract from the actual reason we play driving games which is TO RACE CARS.

Anyone played Need for Speed: ProStreet?  I did for the achievement points (beat every race)...it was average despite not having the open world exploration and police chases.  But the whole "race show" stuff was more of a hindrance than anything.  Plus, it has a "story mode"--your name is Ryan Cooper and you race to take down all the pro racers and become "King of the Racing Universe" presumably because your ride was stolen and/or someone pissed in your Corn Flakes.  But because you're stuck with that very name, half the race announcers affectionately call you by the nickname "Coop."  And trust me--I muted the announcer in no time.

Speaking of which, this open-world crap is a double-edged sword.  Some of my favorite games are the PS2 era Grand Theft Auto games.  I especially loved Vice City and San Andreas because they had a cool vibe, lots of cars, and a great soundtrack.

The Hotring Racer...one of my favorite cars in GTA.  I had the cheat code to spawn one memorized in the past.

Now when you're cruisin' around city/wilderness, it's kind of fun.  But the actual bonafide racing in the game SUCKED.  GTA wasn't a game built for traditional racing.  The city wasn't specifically designed to carve out race tracks.  It's like some producers dropped a few nodes across the city and said "go drive through them in order, good luck."


Even other open-world racers like Need for Speed or Burnout just aren't that great for racing.  It's like they'll carve out a path through the city and place a bunch of glowing barriers to block off roads off the beaten path--you can't go through them but the traffic can.  And the city is laden with all sorts of scenery such that it obfuscates any sort of "racing line" whatsoever so you're acting in a reactionary fashion--see some arrows just forcibly turn in that direction.  It doesn't seem well-polished for a true racing experience.  Not to mention that little "shortcuts" like side roads & ramps also take away from the experience since it becomes more of a game of memorization than one of actual skill.

I have no idea what I'm doing.

Speaking of which, there's always the Little Rascals...which demonstrates how stupid urban racing can be at times.  They take a "shortcut" off the beaten path which includes driving through a grocery store parking lot (and knocking pedestrians 10 feet into the air).  Whatever, this is stupid and I can't believe I'm posting it but I don't care:


I think the game that did city racing the best was Project Gotham Racing.  Technically, you can say so since since there are modes that remove the barriers and permit free-roam around the city.  As for the artificial race courses, they are designed in a matter that makes it clearly obvious which way to go...clear visuals and signs tell you exactly where to go.  This also applies to Sega racers like Daytona & Outrun 2...


If you see it, you can drive to it. Well, maybe not some of the mountaintops, but still. You can drive into the Rockies, then look down off the side of the mountain and see the festival below. The map is full and huge and there's many miles of road to discover.

 This is also interesting as well.  Again, the entire game takes place in Colorado.  While the game exhibits forests, canyons, and lakes across limitless draw distance, that's all you really see the whole game.  Even though the game is beautiful, I think driving around in the woods can get a tad bit old after a while.  But what do I know--I need to see the final map first.  Let's hope there is more scenery like that in OutRun 2 (the definitive standard for...well...pretty much everything.


Outrun 2 doesn't showcase the fanciest lighting or textures there is (the game is now 8 years old), but it's simple, colorful style makes for good, clean fun.


There's a LOT of cars. I can't give a number now, but it's huge selection. All road cars this time, no pure race cars like in Forza. They're an eclectic mix, cars you'd take to a festival.

Damn, no Formula 1 cars.  :(  You  think by now Forza would have 'em but it's too late for that.


...BTW, one more thing.  I was looking at the comments for this Jalopnik article and the racing diehards aren't very impressed either:

BtheD19, Formula J treble World Champion
"The basic premise is you're attending a festival, and your goal is to become King of the festival by gathering fans. You do that by winning races, risky driving, stunts, special challenges and events."

And this is why I hate arcade "racing" games. Pass the GT5, I've got lap times to set.


Rattleface Blouses @BtheD19, Formula J treble World Champion
Yup, that's where I lost almost any interest in this game. It's takes after Dirt 2's brotastic environments.


Glad to see there's others out there who are a bit uneasy with this new Forza as well but the knock on arcade racers is a bit uncalled for.  But the Sega Racing Nation still exists out there cause a couple of comments later, someone says this:



Arcade racing games, when done right, are freakin' amazing. Play any Sega racer and you'll see it. 

I love this guy.  No homo.  Though none of the sim racing aficianados have replied.  Who cares...reading the comments section of any major blog/news site is a good source of brain cancer.  Just don't do it.


...I really don't know what else to say about Forza Horizon.  It looks better than the incredibly generic Burnout--I mean Need for Speed: Most Wanted (the 2012 one).  Seriously, I don't feel like commenting on the new NFS since it looks like Burnout w/ Facebook functionality.  No use complaining anymore because A. we don't know what the final product will look like and B. it's also tailored for casuals so if you're outside the intended demographic then deal with it.  Dumb games are dumb--I'm outta here, dudes.

Tuesday, May 1, 2012

Get Stoked For Sonic All-Stars Racing 2




This is the game.  You're able to drive a car, a boat, and a plane and that's...not a bad idea.  Sort of.  It depends on how Sumo Digital executes but assuming they improve what they did with Sonic All-Stars Racing 1, I have much faith in the idea.

I'm not going to rehash all the details of the game since that would be stupid.  The first thing that comes to mind is comparisons between this and Mario Kart 7.  Yes, Mario Kart 7 has water/air racing too.  But look at it this way.  Mario Kart has gliders, Sonic All-Stars Racing as planes.  Mario Kart has underwater driving (as in you don't drive on the surface, you drive on the ocean floor), Sonic All-Stars Racing has boats.  Big difference.  It would be better to compare this with Diddy Kong Racing which was a pretty good game.  If they add Banjo-Kazooie to this game too, it would put an exclamation point on that analogy.

Even if Sonic All-Stars Racing 2 is considered a ripoff, think about it this way.  Mario Kart is a mainstay racing game.  It's basically sterile in that you're getting the same damn thing every iteration.  And if Sega/Sumo Digital is gonna step in, then they ought to differentiate themselves from Mario Kart.  If they combine Daytona/OutRun speed & handling with lavish scenery & fun characters, it'll whip Mario Kart's ass--I believe it.

Sorry Miyamoto, you're about to get pwned.  Pic attribution.

Anyway, so SEGAbits linked to a EuroGamer article which is quite intriguing.  Here we have ex-Bizarre Creation employees working with Sumo Digital on this game. Gee whiz, it's about time Bizarre gets the picture!!! Anyway, some choice quotes:


Sonic and All-Stars Racing Transformed Preview: The Saviour of Arcade Racers

Can PGR talent and Sega's mascot breathe life into a fading genre?

Damn straight, I've been hollering like a lunatic that the arcade racing genre has flatlined for friggin years. And now someone gets it. Thank you EuroGamer, I guess you gotta go across the pond to get ACTUAL GOOD RACING GAME INFO these days.


The designer, a veteran of the Project Gotham Racing series, was talking up his next game Blur, telling me how Bizarre wanted to escape the simulation niche and make racing games mass-market again. "I think we should be going back to the reason people play racing games," he said.

Yes, about time for this too!!! I think most want those colorful, fast-paced games but they've been forced down this narrow path of gritty, wreck-em, pseudo-sim racers cause that's all racing devs have been making these days. About time someone else steps up to the plate.


It did what Blur couldn't, what so few in this genre have managed to do in the last couple of years: it sold.

Thank you Lord Jesus that the arcade racing genre still has untapped potential! Common sense dictates that if you're going to develop a game, try to avoid competition from the "600 pound gorillas" in the room like Call of Duty, Halo, Starcraft, etc. since you will lose. Don't try making FPSes or RTSes.  EDIT: Like this:

Look guys, I made a new vidya game.

On the other hand, there's a glaring hole in racing games. Aside from Mario Kart, there aren't any "Sega racer" type of games out there. So Sega can slingshot the competition and take the lead. This I believe. It just takes SOMEBODY with balls to actually make the game and that's what Sumo is doing so mega props to them.

Also speaking of differentiators--this game'll have boats in it. Think about any water-racing games you've played recently...Hydro Thunder, Wave Race, Grand Theft Auto (that's right, hijack those boats & hoes), ...??? More undeveloped territory for Sega to invest in.


But Sega's had a taste of success in this area now, and it's deadly serious when it gives Transformed the much-abused "triple-A" label.

Success in quality racing games, definitely.


A rep tells me that it's being treated as "this year's big Sonic title", and Wilson confirms that Sumo's not knocking this one out on the cheap.

Not only is Sega reviving racing games, they're also reviving Sonic. You're very welcome, Sonic fans.


"This is a massive, massive budget title," he says, citing the expense of modelling three separate vehicles for each of 27 characters, as well as the transformations between them.

There were 20 characters in the Sonic All-Stars Racing 1, but 27 in Sonic All-Stars Racing 2. We now know that Gilius (Golden Axe) and Vyse (Skies of Arcadia) are added to the game. Also NiGHTS cause it would be asinine not to include him as a playable character this time around. Buy TWENTY-SEVEN IS BIG and it's nice to know that FOR ONCE IN THE HISTORY OF MANKIND a Sega racer is actually getting a big budget. So damn sick and tired of publishers like EA and Activision pumping millions of dollars into this misguided dreck that completely misses the point we're trying to get at here.

I have one concern about the changing characters and that is how are some characters going to derive boats/planes out of their asses? Like Ryo Hazuki on the motorbike--how does that that work out?  Get cracking, Sumo publishers.  We need more documents on what to do.


Sega's investment also encompasses new rendering and physics engines (created "with future platforms in mind," says Wilson - but no, he can't confirm or deny a Wii U release) and has allowed Sumo to take in some of the development talent from Bizarre and Black Rock, which similarly found itself shut down after the release of Split/Second.

Yes, we have beloved Split/Second people working on this game. Dammit, but good cause we've converted them to our side! Now they see the light of HAPPY, FUN RACING GAMES.


The demo looked lovely but suffered from a chugging frame-rate. Sumo's aiming for a solid 30 frames per second in the final game (the water physics rule out 60fps).

Damn, that really sucks. I'd kill for 60 fps but with the water, I can understand where they're coming from. If they make it 30 fps for no logical reason whatsoever then I'd be super pissed.


The budget's also visible in the lavishly mounted dynamic tracks that, just like the vehicles, transform from lap to lap. 

OMG you can change the race track via powerplays--is that right, Black Rock??? The article spends a lot of time talking about the Super Monkey Ball & Skies of Arcadia tracks so w/e, you get the idea.


Transformed's speed classes, which will range from easy C to testing All-Star, aren't in the game yet, but the demo is pitched around A-class and at this level it's already a thrill to link together the OutRun-style endless drifts.

Yes, YES! Heh.


But the great thing about Sonic & All-Stars Racing is that you don't really need to justify its existence alongside Mario Kart. The difference between them is as easy to grasp as the difference between Mario and Sonic themselves - one cute, slapstick and inventive, the other with a harder, brasher, more spectacular arcade edge.

That's the differentiator I'm looking for there! Thank you Sumo Digital for actually giving me faith in the future of games.


So it's fitting and welcome that Wilson and other refugees from the great arcade racing slump have found themselves working on Transformed. Here, they can subtly slip their race-tuned sensibilities into a game with good commercial prospects and genuine crossover appeal. And if it works out as it should, everyone wins - from kids, to Sega fanboys, to the dispossessed brotherhood of the drift.

Oh yes, the dispossed brotherhood...all it takes is a few good racing games and people will actually get back into racing games again and Sonic All-Stars Racing 2 is definitely a good start.


So SEGAbits wrote their own experiences/opinions on the gameplay demo and it's standard reading. I say check it out if you want. But there's this:

Just off the 101 freeway in good ‘ol San Fran is a Go-Kart tracing track which for one Tuesday afternoon, was taken over by Sega.

Yeah, I'd love to take over a go-kart track too. A subtle poke at Mario Kart nonetheless.

Now, I do have three concerns about the game and here they go:

1. I like the cars/boats/planes idea but the way the tracks are designed, all three may be mandatory at some point in a race.  Now I'm a big fan of cars so more often that most, I may just want to drive cars and that's it. Or if I do feel like driving a boat or plane, I want to do it for the whole race.  Mixing it up each race is a good idea but it can get annoying after a while.  We'll see.

2. The name just plain sucks right now.  "Sonic and All-Stars Racing Transformed"???  First of all, "Sonic and All-Stars Racing" sounds dumb.  The "all-stars" can mean just about anyone.  It's a given that it's Sega's all-stars but of the words that should be stripped from the title, I'd kill "All-Stars" and replace it with "Sega."  Also, "Transformed" is a weird word to put in a title--I'd stay away from verbs in a game title IMO.  I'd prefer something like "Deluxe" or even "Extravaganza" over "Transformed."  But that's just me.

EDIT: 3. Can this game at least run a consistent 30 fps?  I would love 60 fps but that's likely out of the picture.  But if this game runs at 30 fps and gets choppy at points, it would be a huge dent in the game. EDIT AGAIN: This is an early build of the game so please hold out on the early reports on lag.  Give it some time.


...that's about it.  I think Tails' car looks tight--like a F1 car/buggy hybrid.  TBQH, I'd prefer a new Daytona/OutRun to this but hell, right now Sega's arcade racing hopes hinge on this game so let us pray this game is a huge success.  Even if you don't like racers, Sega needs any boost it can get right about now.  The game'll be out in 2012 so I'm super stoked that we'll get to play it soon. We should learn more at E3.  Laters.

Monday, March 5, 2012

Hail To The Chief, Nagoshi-San!!!

This has been news for days but I wanted to wait it out and tried to plan out my words.

Announced that the new personnel of the SEGA SAMMY Group, a director of Sega Minoru Hiroshi Nagoshi CCO(Chief Creative Officer)
I look like a girl in this pic, haw haw

In other words, Toshihiro Nagoshi (yes, THAT drunk playboy) is the CCO of Sega, the head of the creative department, responsible for all creative aspects handled by the company  from concept through production.  He also sets the tone for creative philosophy and the standards for the quality of its workmanship, and thus is the key person responsible for the effectiveness of all stuff produced by the company.  In other words, he tells the dev teams what games to make and how they will look.  Thanks Answers.com.


*48 hours later after getting wasted*

Ok, where was I.  So Nagoshi, who is responsible for setting up his own studio for making tons of Yakuza games is in charge of Sega games.  Great, huh?

I think there's a glimmer of hope in all of this.  First of all, Nagoshi may be weird but at the very least he's making Sega money.  Yakuza, love it or hate it, is keeping Sega on the respirator.  Second, I had no idea who was the previous CCO so a familiar face is better than one that is not.  Oh, and we're only one "come to Jesus" moment away from getting a new Daytona, Scud Race, whatever.  All someone needs to do is knock some sense into him and we win.

But is Nagoshi going to assign the right games to the right people?  As of right now, Yu Suzuki and Yuji Naka are AWOL.  If Nagoshi were to demand that any new racing game would be made, is he going to hand it to Amusement Vision and then call it a day???  GIVE IT TO AM2!!!  DON'T REPEAT WHAT YOU DID WITH THE SUB-PAR DREAMCAST VERSION!!!  If AM2 is not involved in a new racing game, then it will suck PERIOD.  Lone exception would be F-Zero since they did AV did a good job with the GC version.    But other than that, give AM2 props where its due.

But even all this talk about AM2 has me wondering...what's going on over there???  Remember, Yu Suzuki doesn't work there anymore.  Are they still intact?  It's been 8 years since they've made OutRun 2, 14 since Daytona 2, and 18 since Daytona 1.  That is a LONG TIME.  Organizations change over time.  Really, even if AM2 is still around, do you think they give a damn about Daytona, OutRun, or any new racing games?

Case in point, we need NEW LEADERS!!!  We need more people like Yu Suzuki, Yuji Naka, Makoto Osaki, and Tetsuya Mizuguchi (Sega Rally guy who I vaguely mentioned).  Instead, what do we get?  Wobbly white guys like Mike Hayes who think it's "boss" of them to publish a yearly superhero game like Captain America/Iron Man/Thor and the occasional Dreamcast port and then they're in business??  NO, THAT'S LAME!!!

Geez, Nagoshi, I give you a lot of crap on this blog but the reason why is because I CARE ABOUT SEGA.  Cause frankly, you're the only true solider on the frontlines left.  So whenever I get mad, it's for a good cause.  Us fans are TRYING TO HELP YOU, PLEASE LISTEN TO US!!!

DAYUM, the left pic looks like a Barbie doll!!  Scary stuff there.

I don't know what to say, man.  With every passing year, Sega and the AM2 crew get a year older.  And it gets harder and harder to convince old guys to go back to finish the work they started 15+ years ago.  Time is valuable and we can't spend it pissing away at EA on Madden sequels.  You get what I'm driving at here?

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And one more thing to point out.  Nagoshi did a brief interview with SegaBITS on Binary Domain.  And don't get me wrong--Binary Domain looks good but I don't know if it can hang with the big boys like Halo or Gears of War--we shall see.  But here's a clip from the interview:

Before SEGA teamed up with Nintendo for their Mario & Sonic Olympic games, your team at Amusement Vision helped develop the excellent F-Zero GX for GameCube. Have you been in talks to bring the F-Zero franchise back, or maybe doing another game in that style?

Nagoshi: I’d like that if I ever have the chance. Racing games are not so popular lately, so it would be fun if I could suggest some ideas from different angles. Whether I’ve consider it in details…now that’s a secret.

FLASHBACK to 2004 when Nagoshi gave this interview:

Speaking of which, any chance of a new Daytona anytime in the near future?

Nagoshi: We don’t have any public plans at the moment. But right now, driving games like Need for Speed and Burnout are big in the US, so we’ve had thoughts about a Daytona 3.


This makes me that as much as I (and maybe you) hate mainstream racers like Burnout or Need for Speed, we NEED these games to stick around for Sega to release more racing games.  Obviously, I have no say in whether or not other racing games are successful but that's a bitter pill to swallow.  Geez, if the best that game devs can do nowadays is miserable bombs games like Split/Second, Blur, and every NFS game imaginable, then we're screwed.  Save the game industry one racing game at a time.  Each one of us can't do much on our own, but if a lot of us work with the same mindset...then we can breach the castle walls and storm the Sega building!!!  This is a team effort, not just me on a stupid blog.

Nagoshi also said this in the 2012 interview:

Recently, SEGA re-released Daytona USA. Of all the games you’ve been involved with, which one would you most like to see re-released on current systems?

Nagoshi: Well, it’s surely an honorable thing to hear how people like my past titles, but to be honest it makes me feel a little melancholic at the same time. I’m sure those past titles are being re-released because they were good games, but I’m quite confident that I can make better games than what I could do in the past. So personally, there is no particular title that I’d want to see re-released. That’s just my personal thought, and I definitely appreciate all the fans that still love my past work!

Thanks Nagoshi, we still have faith in you.

EDIT: One more thing.  Sega, YOU NEED TO GET YU SUZUKI BACK ON BOARD.  Why?  Because he's old...and wise.  He's been around for decades.  Even if you throw out all the Shenmue 3 nonsense, we should trust his judgment, nuff said.  Who else at Sega should we trust??  Besides Sonic the Hedgehog, he BUILT SEGA.  So give him props, please.

Thursday, January 5, 2012

GameInformer Curbs Their Disappointment

Hello kids, I'm not fully motivated to type right now but once again, two GameInformer magazines are tossed on the table and I couldn't resist the urge to rip 'em again.  I have both the Dec. 2011 and Jan. 2012 issues.

But first, let me talk about the game covers.  The December issue has a Rainbow Six: Patriots cover, but that's not all.  Glued to the front cover is another "cover"that you can peel off.  This second cover happens to be an ad for the Spike Video Game Awards.  That stupid ass trophy of a monkey wearing a crown holding what appears to be a bong might as well be substituted for dog excrement.  Way to go GameInformer, just when I thought you couldn't stoop any lower.

What am I doing here???

Then there's the January cover showcasing this upcoming South Park game, complete with tons of photos and interviews with Trey and Matt.  Now, I'm completely indifferent to the show, but damn--since when did South Park become "down" with the gamers?  Ever since the World of Warcraft episode?  The Guitar Hero episode?  The Nintendo Wii episode?  Just like Spike TV or Mountain Dew--now gamers think they're hip cause they start advertising to them?  Sorry, I'm not buying.

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Now, it's review time!  First up is Need for Speed: The Run.  We all know The Run sucks.  So here's the GI review and it sucks even worse.  To spare you the pain, I'll quote parts of it:

Although The Run contains all of these constituent parts, it fails to execute or combine them in a way that is engaging. After I finished the game, I had raced across America, escaped the mob, and cheated death numerous times, but was left with relatively few postcards to remember the experience by.

My main problem with the game is that its cross-country trek simply contains too few highlights. The out-of-the-car moments can be counted on one hand, and when they finally do occur, the fact that they are little more than quick-time events dampens them as a novel gameplay experience in an otherwise foreign genre.

The racing itself isn’t boring, but it’s not novel enough in and of itself to make the game great – especially since it’s not being bolstered by the on-foot segments.

As much as the on-foot vignettes are a lost opportunity for The Run, I also feel like it drops the ball on the story as a whole.

Need for Speed: The Run is by no stretch a bad game; it just fails to capitalize on its chances. San Francisco to New York is a long haul, and it’s even longer when not enough happens in between.

Replay: Moderate

So let's play a game.  It's called "Guess the review score?"  Guess what it is:

A 7.75.  Personally, for me, reading this review without looking at the number, you'd think this would be somewhere in the 7 or less review.  Maybe even a 6.5.  It's almost as if Mr. Kato (the same dumbass extraordinaire who bashed OutRun 2) played the game, wrote down plenty of flaws, but at the last minute when it was time to write the final score, he chickened out a by a point or so.  Why would he do that?

Name recognition.  To him and many other mainstream gamer types, the Need for Speed brand is this glorious, fetishized object that they'll always respect, no matter how many crap releases Electronic Arts pushes every year.  So when they get to NFS: The Run, they play it and think "It's not very good" BUT they cannot will themselves to write down a score in the 6-ish range so they cut the deal and say "this game has problems BUT it's still a 7.75!"  Yeah sure, when the GameRankings average is 6.9, I buy it.

This is just like their previous review for Burnout: Crash.  Now we know this game sucks too but here's another quote from the GameInformer review: 

Despite these slight tweaks to the rules, the modes don’t feel all that different. After the initial hour or so, I started to feel the repetition setting in. You play the same intersection three times in a row, move on to the next one, play that three times, and so on. It really starts to feel like a grind as you try to plow through all the levels.

Replay: Moderate

They gave Burnout: Crash a 7.5.  See what I mean?  When they hear the name "Burnout," they piss their pants.  And when they find out a Burnout game just isn't very good, they weasel their way out of it with a short, non-helpful review with a few critiques to show they "care," slap a decent score on it, and they're on their merry way.  It's pathetic.

Oh, but reviews get even better!  GameInformer reviews Sonic Generations and gives it a 6.75 with a few choice quotes, here's some:

The result is a timeline that starts out strong and slowly deteriorates, serving as an apt history lesson for the struggling series.

 Unfortunately, the good times fade when Sonic begins cruising through 2D versions of levels from post-Dreamcast Sonic games. Traversing the burning ruins of Crisis City from the awful 2006 Sonic the Hedgehog reboot is an exercise in frustration packed with unfair drop-offs and annoying gales.

Sonic Unleashed and Sonic Heroes didn’t thrill me, and revisiting reworked versions only serves to remind me of how uninspired they are. Legacy issues, like wonky platforming and poorly communicated pitfalls, plague these later levels.

I felt smothered by Sonic Team’s insistence on shoehorning recent Sonic games, no matter how awful, into the 20-year timeline.

Concept: A whimsical trip down memory lane that ends in the gutter

 Replay: Moderately Low

I don't get it.  The only real critique behind the game is that it reminds them of bad Sonic games,  the controls "suck" again, and there's a few pits that you can fall in (news flash: a red warning sign appears in places you can fall to your death).  You moron, this is a COMPLETELY DIFFERENT GAME.  If ONLY the mere sight of levels/characters from a mediocre Sonic game makes you sick, then you're a complete wimp.  Stop reviewing Sonic games.

Also, I don't get how Sonic Generations gets a "low" replay value when all I hear out of games like Burnout: Crash and NFS: The Run with their "medium" replay value is the repetitive grinding as usual.  Sonic has plenty of side missions and things to unlock--does Burnout and Need for Speed have the same as well?

Seriously, Sonic Generations faired much better than NFS: The Run ever did (a 7.8 average on GameRankings), so what's the deal with this review?

See what I mean?  When it comes to NFS or Burnout, those are special icons they cannot part with.  Sonic, however, is expendable.  It's for loser Sega fans, nerds, little kids, furries, and people with autism.  The "cool" gamers don't care about Sonic so they're not afraid to rip the game although they couldn't come up with much to say about the game anyway other than the usual talking points..."uh, Sonic's dead to us so this game automatically fails."

I did say this before and I'll say it again--GameInformer is a magazine sold by retailer GameStop so what the hell do you think GI is going to say?  That these games suck?  No, they're going to soften them up and convince readers to run to GameStop to buy all these wonderful games.  It's no use to them to rate a game poorly (except Sonic since that'll sell no matter what since we're all "tools").  Either that or Electronic Arts & Criterion are paying off GameInformer not to rate their games so harshly which is likely the case too.

Other GameInformer reviews include: Modern Warfare 3 (9.0), Battlefield 3 (9.25), Skyrim (9.5), and Zelda: Skyward Sword (a perfect 10).  So their reviews fall in line with everyone else's.  What's the point of reading this magazine again?

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Oh, and one more kick in the ass for the road, on Page 50 of the Dec. 2011 issue, they run through a list of games of this generation you "shouldn't miss" from each genre.  Here's the racing games that you must definitely check out:

"RACING: You love the smell of burning tires and the press of wind against your skin, but nothing compares to the feeling of knowing that, at any moment, you could lose control."

Forza Motorsport series
Gran Turismo 5
Need for Speed: Hot Pursuit
Burnout series
Mario Kart series

I shed a tear at the guy's description but realized he's full of crap.  Really sad how this list has dwindled down to just this.  Forza is the only one that has any sense of credibility left.  Gran Turismo 5 is a heap of a mess.  NFS: Hot Pursuit is the only "good" NFS of this generation but even then, I think it's overrated and needed the assistance of both EA and Criterion to make it decent.  Burnout is Burnout and Mario Kart has Nintendo's blessing behind it.  It's the same-old same-old that you've heard for years and it makes me sick.  A shame that no other races have risen to challenge it.  OutRun 2, maybe, but no one cares about that anymore.  And Sonic didn't even get mentioned in the Platformer section, go figure.  Sega FTW!

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I can keep nitpicking about GameInformer but it is futile and petty.  GI still puts out some decent editorials although I obviously don't put a lot of faith in these guys.  But it's not just about GI, it's about the gaming media in general which tends to follow the same thought processes.  Now you know why as a Sega racing fan I can get so irate.

Thursday, December 29, 2011

Merry Christmas, Now Go Buy OutRun Online Arcade NOW

Hi guys, I'm sorry I didn't make an "official" Christmas post but I've been fading in and out for the last few days.  I also got sidewinded by Nagoshi and football stuff.  Overall, it wasn't a great Christmas: there weren't a whole lot of Christmas lights around but at the mall, they added a San Francisco Rush 2049 arcade machine (with a screen tinted green...someone please fix that) and the Fast & Furious twin cabinet was broken.  HAHA!  Otherwise, the time leading up to it wasn't that much fun but at least I got to spend time with friends and family so that is good.

Now I was going to say this earlier but I planned this for now.  This is my plea:

For everyone who has an Xbox 360, please go buy OutRun Online Arcade.  You have until Dec 31 to buy it.  That gives you two days to do it.  Then the game will be removed from the marketplace due to an expiry with the Ferrari license.


Go here to download the game (if you're too lazy to download off your console)...the price has been fluctuating between 400 and 800 MSP but oh well.  IT IS WORTH EVERY PENNY.  Also, if you're feeling extra generous, be sure to download the gamer pics and BG themes!!  Get these before they're gone forever!

Now about the game being removed from the marketplace.  A common misconception is that you won't be able to play the game after it's not on the marketplace.  This is not true.  As long as the game remains on your hard drive, you can play it "forever."  Essentially what happens is that the game still remains on the marketplace servers and you can redownload it as many times as you want ASSUMING you purchased the game before Dec 31.  Same thing applies to a few old Midway game I purchased: Paperboy and Root Beer Tapper.  I can still play those even though they've been delisted years ago.

It's like a club and the only way you can get in is if you buy a ticket before the deadline so buy that ticket (to ride) now!

And I know some people may not be as interested in racing games, but this game's a blast.  Dashing gameplay, Ferraris, colorful environments, uplifting music, and hot babes.  It's a therapeutic game, even if you only play it for just an hour.  It'll change your life.  It changed mine!



YouTube comments: "best 800 points ive ever spent" and "This title is actually worth the 800 points..I loved the original on the master system.. brings back so many memories!"  Well said.

Now I'll post a few extra pics to try to convince you otherwise:










Dec 31 . My stratagy to sell sega Racing Games is working!!  Now you know hwy I have the most wwebsite as on the internet.  so go put on your big boy hat and Play Outrun Online Arcade . peace out =)

Supplemental Reading.

Saturday, December 24, 2011

Philanthropy In Game Design

phi·lan·thro·py

noun \fə-ˈlan(t)-thrə-pē\
plural phi·lan·thro·pies

Definition of PHILANTHROPY

1: goodwill to fellow members of the human race; especially : active effort to promote human welfare
2 a : an act or gift done or made for humanitarian purposes b : an organization distributing or supported by funds set aside for humanitarian purposes 

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Because Christmas is the Season of Giving, I figure I'll talk about this. There's several reasons why people make video games, mostly a combination of these I'm about to mention:

* To make money.  Dirty sexy money.  Don't doubt that the developers of Minecraft, Angry Birds, World of Warcraft, Call of Duty, etc. are laughing their asses off to the bank right now.  Granted, profit is not bad (you NEED money to live) but for some, it's less about the game and more about the money.  We know that.

SEX WITH MONEY!!!

* To educate or get some point across to the audience.  Like if you hate McDonald's, you make a game about cows getting slaughtered.  These games suck.  Like in Dead Rising *MILD SPOILER* the outbreak was caused by genetically mutated cows.  And there's a subtle message about the "evils" of American consumerism (zombies in a mall).  So instead of buying things from evil corporate Wal-Mart, I should turn of electricity and water, sit at home at my farm, plant a field of and knit a quilt (get the yarn from my own livestock).  Whatever you say, boss.

* This is a big one--you get to make games that personally move YOU.  Think arty-farty stuff here.  You want to make a game about an elf going around stabbing monsters with swords?  Or a game about rolling stuff up in a ball?  Or a game about a dad who will cut off his pinky finger to save his son?  You got it.

Thankfully we have visionaries who will go the distance to make "art" like this.  It's great.  It's where we get the Marios, Sonics, and *cough* Halos of gaming.

* Then there's the opposite of the above.  Rather than make games for yourself, you make games that cater to other people's wants.  Oh dear, who will make a good Sonic game?  Well, Sega will do it because we love the fans (really?).  Or who will a new motion control Zelda game or a Gran Turismo game on the Xbox?  While there's the money motive involved (SHUT UP AND TAKE MY MONEY!!), you know some Good Guy Greg's (or GGG for short) are patting themselves on the back like "Good job, we made those people happy."

And this is when I reach a conundrum.  I'll say this--my main goal, as sad as it is, is to make a new Daytona game (or some equivalent).  It's just branded into my psyche and it won't go away.

But instead, I'm detoured by all sorts of other games.  Like Battle Fortress Tortoise for school.  Games I'm not as enthusiastic about working on but I know there's a fanbase who'd love to see this game get made.  More people than Daytona USA for sure.  I'm still feeling a bit rebellious seeing as my game pitch never had a chance but am I being an ass for being stubborn in my pursuit for more racing games?

So this is where free will comes in.  Let's throw out money and fame for a second.  If you had the choice to make a game you LIKE that won't please as many people or a game you DON'T LIKE but will please many, what do you do?  A guess a good example would be like Peter Parker in the Spiderman move.  Do you save Mary Jane or the school bus full of kids?  And no, you can't save both--Peter got lucky there, you can't.

Isn't it a bit selfish to make games that you like even though they won't do much good for everyone else?  How is that a bad thing--YOU'RE the one putting in tons of mental labor, not them.  The video game industry is such a mess now with people begging to get "what they want" that you'll leave some out to try and that's the breaks.  Besides, if you make a great game, maybe you'll be able to "convert" them to your side.  I don't think you could make some crazy games like Katamari Damacy or Shenmue without hoping for this to kick in.  Besides, if the majority of fans got what they wanted, then we'd be sitting on a mountain of Call of Duties, Halos, Zeldas, and Final Fantasies.  Geez.

Oh well, I know that Sega is throwing us fans crumbs....we got Daytona USA, Sega Rally, and OutRun 2 ports recently, but I feel there's more.  Like it took the work of people like Bart to emulate Model3 games when Sega seemed unwilling to do so.  The question is how far is Sega going to go to satisfy our miniscule fanbase?  Just admit it--there's not a whole lot of people itching for a new Daytona.  There's however a lot more people itching for a new Sonic and that's what you get--more Sonic games (thankfully, they're better now).

I guess that's why I'm working at becoming a game programmer cause I'm taking matters into my own hands.  Oh, I want people to play games and be happy but if I'm assigned to a project that I have some say in, I don't know which way I'll go.  Be sure to leave feedback so I can know what the people want...rambling idiots on message boards DO NOT COUNT.


Batman was never really "loved" by the people.  He just swooped into the save the day and off he went.  No one knew who his true identity so they couldn't really thank him.  A true GGG.  So who are you going to be--Batman or some egotistical jerk?

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EDIT: On the contrary, I went to sleep and was reminded of this quote from Talladega Nights that no one seems to remember.  It's the end of the movie:


Reese Bobby, the bum father waiting in the parking lot, says, "Hey Ricky, let me ask you a question.  Who'd you win that race for?"  And Ricky replies, "I guess if I really gotta think about it, I just went out there and drove...and knew that no matter what happened, my boys, my momma, and my lady would love me."

Maybe there is no shame in doing my own thing since I'm just doing what I love and maybe people will understand.

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I think I'm over-analyzing this topic.