Showing posts with label The Matrix. Show all posts
Showing posts with label The Matrix. Show all posts

Saturday, August 11, 2012

Good Racing Games Not Made By Sega (Curb Your Enthusiasm)

What if I told you...
there were good racing games not from Sega?

I can't be bothered to photoshop text in this pic.  So anyway, one of the unfortunate things that I (and I guess you to) have to do is find a new racing game to play.  This is tough.  Games like Scud Race, OutRun, and Daytona are great, but it's clearly obvious Sega's going nowhere (other than this Sonic All-Stars Racing 2 which I'm still cautious about).  I think you could get by on Dreamcast & arcade emulators which I guess is a good thing.  There's Metropolis Street Racer (good guy rjay's favorite) and Sega GT (my Sega Gran Turismo game come true?) which is good, but I sure as heck wish there were current-gen games worthy of being played.  Forza 4 is great but even with the DLC cars, driving the same tracks over and over again gets super-duper old.  Honestly, I don't have the patience to look at all of these racing games--I'm on break and I'm a tired programmer who's just too impatient to wade through this crap anymore.

One game I'd like to talk about though again is...Need for Speed: Most Wanted 2012.  The game by Criterion.  Now don't get me wrong, I still don't like this game, but looking at the gameplay footage AGAIN, I still notice a few things:



One thing I notice that is quite good is that there's a tactile sense of speed.  Well, what do I mean.  The camera tends to rock back and forth when you turn.  The suspension cradles the Porsche on the turns.  I haven't seen stuff like this since Daytona USA and OutRun.  In other words, NFS: Most Wanted's sense of speed is...not so bad.

The problem I still have with the game is that it's basically as Burnout-ish as you can get while still remaining a NFS game.  Cops everywhere, dingy orangish-teal hues, wreck cams, same damn Porsche/Ferrari/Lambo lineup of sports cars (I like licensed cars but it gets old when you abuse them like this), the Facebook "beat your friends' scores" concept don't matter to me (I have no friends), and the car handling still looks like crap.  I truthfully give Criterion props where it's due but the rest of the game doesn't sit well with me.  Plus I sure as hell ain't giving EA any more of my money so that's the breaks.

Seriously, I reiterate--just the way the camera & the car react to the turns makes all the difference in the world when it comes to racing games.  Most racing devs opt for fancy production value over simple stuff like sense of speed and it's no wonder some of my favorite racing games ever were just regulated to mere arcade racers.  OutRun, Daytona, etc. were meant to be these brief arcade experiences but instead, they still stick with us today, a lot more than all these crummy Need for Speed/Burnout clones that have come and gone.

Right now if I really had to pick a racer, I would go with some sims like Nascar: The Game, F1 2012, or even i-Racing.  Need to buy a steering wheel too.  I just want something rewarding to play that doesn't feel aimed at the "CoD bros/epic win/YOLO idiots" of the gaming world.  I have mad respect for Formula 1 although I know little about it.  Now's my chance.


A CodeMasters game better than that Derp racing game.


BOOGITY BOOGITY...again, yeah.

I don't know...NASCAR the Game comes off as a bit bland but it's NASCAR, what did you expect.  Meh, I don't even know how you can call me a racing game fan anymore when I've fallen behind the curve.  It's my fault, I apologize.

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Oh by the way, another Sonic & Sega All-Stars Racing Transformed Update!   Two Sumo Digital employee (DarthSOL and SumoRex) have been answering questions on the Sega official boards.  The thread has been in existence for two months and nothing interesting has popped up but we do know now that there will only be seven Sonic characters in the game (Sonic, Tails Doll, Sanic the Hegehog, Emo Shadow, Pingas, a bean from Dr Robotnik's Mean Bean Machine, and Sally Acorn.  EDIT: DLC includes Froggy, neutral Chao with paper bag over head, Chris Thorndyke, and Mighty the Armadilluh) so thanks Sol buddy.  Prepare for the "Blaze the Cat for DLC!!!" topics.  Sawnik fans are hard to please.  If you're curious, keep tabs on the topic and asks some questions if you want.

BTW, there's a special OutRun track that you can only get by pre-ordering the game which is lame, but do it for Sega, please.  I assume it'll be both land and water, seeing as it's a beach, after all.  Prolly will look like something from the Sonic Tennis OutRun stage : D

BTW, logging into the Sega official forums is a pain.  Can't tell you how many times it says I successfully logged in only to log me out on the main page.  I say don't log in using the quick forms on the top of the page--click the login button to be taken to the "main" Login page and try from there.  Check off the "Stay Logged In" box and try different web browsers if it helps.

Inept message board...just like Sega in general

I still am worried about this Sonic All-Stars Racing game.  Does it look good?  Yeah.  Does it do Sega's heritage a great service?  Of course!  I am just curious if the driving in the game is actually up to par with Daytona/OutRun.  The game already runs at 30 FPS which is a minus right there.  It looks more into production value than actually having that tactile feel of being a great racer.  A great deal of the game's fanbase aren't really into racing games per-se--they're just into requesting Sonic characters and other miscellaneous Saturn/Dreamcast characters (please put Segata Sanshiro in the game).  But frankly, love or hate this game, it's practically Sega's last-ditch effort to make a unique racer so I pray it does well.

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Back to racing games: I'm still trying to polish Super...err, Hyper Sprint and get it out there as soon as possible.  No online modes yet, those got all fudged up on the last month or so.  The goal is hopefully to make something small yet fun for everyone, particularly those not into big expensive racers that require steering wheel peripherals they don't own.  But yeah, I'll see what I can do in the future.  Until then, keep updated since I may post my next entry in less than four days.  Laters....

Friday, October 28, 2011

Electronic Arts: What It Means For Daytona USA & My Future Career

Okay, there's still a few things on the stack for me to talk about but this is one of 'em and it's sort of relevant.

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Here at FIEA, there's this HUGE wave of advertising for Electronic Arts.  EA has studios all over the country.  Speakers show up on occasion to talk about stuff.  Even my programming teacher worked at EA for some time.  The main reason why is because EA is probably one of the most accommodating to entry-level game designers.  Clearly, one of their goals is to stroll by the building, advertise, and hire as many new employees as possible.  Then assign them to Madden, FIFA, Rugby, whatever the hell there is.


OBEY.

But I'll get to careers at EA in just a second.  We had a speaker from EA today who has 17 years worth of experience with them.  What his name was, I forgot...I'll probably update this if I find out.  EDIT: It's Dave Ross.  He was talking about licensed content.  About how you must balance working within the demands of the license's owners come hell or high water.  He was talking about Madden, NCAA Football, Lord of the Rings, all that good stuff.  Also, he mentioned EA is bringing back NFL Blitz...awesome, though I thought NFL Street 1 & 2 were awesome too (though NFL Street 3 and NFL Tour sucked ass).

He got to the subject of NASCAR (this is when the vast majority of the audience groans).  He was talking about the hoops they had to jump through to get the games made.  They needed the actual NASCAR license which also came with the drivers & teams.  Then they needed advertisements and all that crap.  They also needed to license the tracks which were separate from the NASCAR name.  It costs about $10,000 per track to license.

Now this is where things get dicey.  We all know that Sega made Daytona USA (1994), Daytona USA 2 (1998), and Daytona USA 2001 (uh...2001).  Now I actually asked this guy after the presentation what he knew about the Daytona license and how it pertained to EA.  Now some may have a hunch about what happened, but this is what I got out of this.  I think I'm right but I'm not 100% sure.  Please correct me politely if I'm wrong (with proof, of course).

Sega got exclusive rights to the Daytona name back in 1994.  How did they pull it off???  I don't know...but basically, EA couldn't put the Daytona track in their NASCAR games until 2001.  That's right--Sega basically denied EA the Daytona track.  So while we hate on EA for taking the Daytona name from us, bear in mind that Sega did the same thing back in the day.

Yeah, TAKE IT EA!!!

This also explains why Sega had an influx of Daytona games in the late 90's.  Daytona 2, Daytona DC, Daytona CCE/Deluxe.  Sega was sort of "obligated" to make an arcade sequel to Daytona 1 so they went ahead and did it.  Scud Race (1996) was originally some Daytona 2 prototype but they changed it to the touring car them we know today.  Then they went ahead and made an actual Daytona 2 (1998) based off the engine they used for Scud Race.


This game did not have Daytona in it thanks to Sega.  Hmm, would you rather Daytona USA 1 & 2 OR a Nascar '98 game with Daytona in it?  The choice is obvious.  Although I am eternally grateful to EA and NASCAR '98 for introducing me to Flirting With Disaster by Molly Hatchet.

By 2001 (give or take a year), after the license had run its course, Daytona struck exclusive rights to three companies--EA, Papyrus, and Monster Games.  This meant that Sega couldn't make another "Daytona" game even if they wanted to.  So basically, EA returned the favor with a haymaker to Sega's face.  But that's to be understood since EA made a friggin official NASCAR game WITHOUT the hallmark Daytona International Speedway.

Then again, even if Sega could've used the Daytona trademark, odds are they wouldn't have because they're incompetent like that.

After EA made their last NASCAR game (2009), the Daytona licensed was liberated.  Then anyone could get it.  Which explains why NASCAR: The Game (made by Eutechnyx) and Daytona USA (XBL/PSN) both held the same license.  So the Daytona trademark owners were just stingy like that.  Now they've loosened up a bit which is good.  No excuse now for Sega to make more Daytona games!  I guess.  Once Nagoshi-San wakes up from the tanning salon.

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Speaking of the great gods of gaming over there at EA, let me describe this drive for EA to hire new students.  Like I said, they do a lot of advertising over at FIEA.  You know they're gunning for us newbies.  When entering the marketplace, it's like the NFL draft.  Except that EA owns two-thirds of the picks.

In the eighth pick of the FIEA draft, EA selects...Eric (last name excluded).  You'll begin working on Need for Speed immediately.  Have fun!

Other companies that have expressed interest in new students is Xynga (oh boy, love working on gimmicky games like Farmville), Interactive Studios (Epic Mickey), and uh....I think Bioware (Dragon Age, Mass Effect, OMG ROXOR MY SOXORS).  They had a couple of FIEA alumni from Bioware come back to speak so maybe this means they're hiring...?  I don't know.

Compare that to companies like Blizzard and Valve who have little interest in "newbies"--they go for experienced employees more than anything.  Though that's not set in stone--if you're a good student and you strike gold, you MAY get lucky.

Anyway, I'm not going to come on here and bash EA more than I do.  Yeah sure, many of their games are mediocre.  Yeah sure, Origin is spyware in a box.  EDIT: They're going over the line pressuring game journalists over Battlefield 3 reviews.  Way too easy to take pokes at "evil corporations" these days.  Although if you hate EA for that reason, then you might as well hate Sega too since they're on par (sort of...Sega isn't as strong as they used to be).

Though my main goal is to work Sega.  Well DUH, you know that.  But Sega is risky business.  For one, they're located in California...San Francisco to be intact.  Is that good for me to travel that far to an economically-reeling state where you can smoke pot all you want but can't even get toys in your Happy Meals anymore?  EA has studios everywhere in North America so they're much more flexible to work for.  They're even opening a studio near Baton Rouge (an hour drive from my hometown of Slidell, LA).  It's a stable company and working for them would be easy sailing.

But is that why I entered the game industry to begin with?  To work on perennial Madden titles for the rest of my career?  I don't think so.  We're here to HELP SEGA.  That's one of my primary goals.


Take the blue pill, go work for Electronic Arts.  It's an easy job with a decent salary but hardly rewarding at the end of the day.
Take the red pill, try to work for Sega.  Travel half-way across the country and be forced to live a different lifestyle.  Possibly get fired and are stranded from home.  But you get a shot at flying to Japan, meeting the Sega crew & Yu Suzuki, and working on a new Daytona title.
So what's it gonna be???

Though EA is prevalent here, not everyone kisses up to them.  Some say that EA is a good place to begin working at to gain experience but it's not someplace that many people want to stay.  While EA publishes a lot of self-made sports titles and coolio games like Mass Effect, they're stale when you think about it.  So if I do work for EA, just consider that it's not permanent at all.  Though this makes EA sound like a revolving door of good little drones and that's not fun.

Anyway...not much else for me to say.  EA is EA.  Haters gonna hate.