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Team Sonic Racing - Upcoming Sonic Racing Game

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22 hours ago, Blue Blood said:

Be honest, dude. If not for the fact that both have the word "radical" in their names, you wouldn't even be drawing a comparison between the two. They're nothing alike. Radical City starts on the mountainous outskirts of a city and eventually runs through a pretty impressive pinball and casino district. Radical Highway is, not to undersell it, a highway and construction site away from the main city.

Besides, the R tracks are technically Sonic first foray into the 3D world. However bland you want to argue the environments are is largely due to their infancy. So much more could be done with them if there were to be remade for a game such as this. See Bingo Party for a direct example, or literally any of the Classic stages in Generations.

Taking old, almost primitive, early 3D stages in the Sonic series and turning them into something worthwhile sounds like a really cool thing that a loving developer and someone who cared about doing cool stuff would totally do. So I'm for it.

Stuff like that forces you to be a bit more creative then normal. Kind of like how when fighting games put characters who don't normally fight in their games as fighters. What's the moveset for Phoenix Wright? Dude, he points and then you get OBJECTION all over your face, brah! 

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23 hours ago, Plasme said:

I get there are nuances between them, but the majority of the track for both Radical City and Radical Highway is motorway lanes

351px-Radical_City.png

Image result for radical highway

They look pretty similar to me.

And yes, the tracks could probably be improved with more modern technology, but the problem with them is that in concept a lot of them are very bland.

The thing is, people don't remember Sonic R for its tracks, because its tracks are generic and boring outside Radiant Emerald (which has a simplistic track design). Sonic R is memorable for its music and fucking weird characters like Tails Doll. I think taking cues from its levels would be taking from the least interesting aspect of the game and a mistake.

I think this is very much a "speak for yourself" situation because when I think of Sonic R tracks I think of all their various routes and how each one usually has some unique, memorable set-piece regarding it (Resort Island had islands, bridges, a waterfall, a path above said waterfall and a path behind said waterfall, some beachside ruins, a forest, a mountain, a cave.  Radical City has the big slope down across the river, the cave, the ground-level streets between the buildings, the big slot machine, the big pinball area.  Regal Ruin has various secret tunnels, the bridges on the outskirts, the triple loop, the staircasey/climb uppy area (I feel there are more I can't remember).  Reactive Factory has the big circular middle area, the ring sucker-upper thing, the elevator, the submarine.  Radiant Emerald, ironically enough, is the one track that while visually amusing, is actually pretty boring to play because it lacks all the personality and variety of the other tracks. Fits fine as a finale/unlockable in comparison to those, but it's the weakest track in the game overall for sure.

Like, yeah they cover four of the most typical tropes for Sonic (hell, to the point that later on an entirely different team covered the exact same tropes in the exact same order when given the same task of covering Sonic's most memorable themes in a very small amount of stages; see: Sonic 4 Episode I).  But that really doesn't matter that much when this game is already covering plenty of typical tropes with it's zone choices.  An HD remake of Resort Island would certainly be more novel than the same HD remakes of Seaside Hill we've already seen before.

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On 3/16/2019 at 1:03 PM, LukA8 said:

Of course Casino Park returned as well. Bingo Party was arguably the best one from the trio and it actually looks really cool in this game, being all space-themed, but why reveal this of all tracks? If Carnival Night or Twinkle Park were part of the line-up, they would have generated a lot more hype, so it doesn't give me too much hope the other two tracks of that zone won't just be more All-Stars tracks. Hopefully at least Starlight Carnival is part of it, and there's still one zone unrevealed.

On another note, the customization looks neat as expected, and the other shown tracks look great as well. The Rooftop Run Night track might have something Dark Gaia going on, and the clip at the end looks like a Null Space portal?

big1.PNG.016d49fdc934b877a8afb6af19aa4714.PNGRR.PNG.dd8b9856bc5d69a8ab04284272c933b6.PNG

 

Yeah, maybe it leads to Dodonpa’s lair? And Mother Wisp appearing, without asset recycling... is this a sign we could get more cameos? 

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7 hours ago, Miragnarok said:

Yeah, maybe it leads to Dodonpa’s lair? And Mother Wisp appearing, without asset recycling... is this a sign we could get more cameos? 

So far the cameos are:

Dodonpa (at the beginning of every track)

Mother Wisp

Death Egg Robot sentinel

Orca

Lava Giant or whatever it is (not Iblis)

King Boom Boo

 

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10 hours ago, Miragnarok said:

Yeah, maybe it leads to Dodonpa’s lair?

And Mother Wisp appearing, without asset recycling... is this a sign we could get more cameos? 

Oh shoot, we probably got a Dimension Lord Tanooki here!

 

Hopefully, the characters who got passed over can get one if they aren't planned for DLC.

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5 minutes ago, DabigRG said:

Single racers as in an option or hints toward the future?

As in you can race as individuals, like the other All-Stars games. We've known about this for ages but this article has the first screenshot of it.

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6 minutes ago, Dr. Detective Mike said:

Aww. No matter how much they fuck him up or how much he changes, my heart will never not melt at seeing Tails smile and giving me a thumbs up.

z_5c90bee24876c.jpg

Its such a nice art of Tails, especially after Forces pointing "I told you so" Tails artwork.

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I'm a week late but my opinion of TSR has heavily shifted after the recent reveals and footage of the new build. I'm excited to try the game out for what it is.

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Well, it’s about time I pre-ordered the thing.

At least SEGA have the common sense to RRP this at about £34.99. (Although I just got it for £24.99 at the gamecollection) - so regardless of how it turns out it feels like a fair asking price for a new game.

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4 hours ago, Tracker_TD said:

Casino 'world' confirmed. So are we looking at 6 returning tracks overall, or can we bet on at least one new Seaside Hill/Casino track? I dunno.

21 tracks with 7 Zones. 3 different tracks for each zone. 

So aside from Bingo Party, there's two more tracks based on Casinos that we've yet to see. 

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3 hours ago, Tracker_TD said:

 

D2Mc5qVX0AAIc_4.jpg

Casino 'world' confirmed. So are we looking at 6 returning tracks overall, or can we bet on at least one new Seaside Hill/Casino track? I dunno.

I'm pretty certain that they said 4 returning tracks, so that would mean 1 new track in each of those zones.

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3 hours ago, Tracker_TD said:

 

D2Mc5qVX0AAIc_4.jpg

Casino 'world' confirmed. So are we looking at 6 returning tracks overall, or can we bet on at least one new Seaside Hill/Casino track? I dunno.

Who is Toriena?

5 minutes ago, Jango said:

Well, maybe one will be... That one from

 

...Forces?

Oh, fuck that.

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1 hour ago, Jango said:

Well, maybe one will be... That one from

 

...Forces?

That crossed my mind but I didn't want to say it.

This game is almost literally structured the same way Forces was too. 7 locations and 3 different stages based on the same location. I will say that so far, TSR has done a bit of a better job making the environments for each track look different though. Sand Road and Boo's House are clearly apart of the same group but they've both got a different kind of vibe going on there. One's an open sand area set outside and the other is more focused on the haunting aspects of the old treasure hunting pyramid stomping grounds from SA2. With some Sandopolis elements mixed in for good measure I'd imagine.

I still would have preferred 21 unique stages though. 

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This is the panel I was talking about anyway:

I can't even find the part where it revealed "21 new and remastered tracks"... but I found a new info apparently: you can play splitscreen online as well! If somebody manages to find the confirmation that there are only 4 returning tracks, that would be helpful… But I'm starting to doubt it...

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The panel explained why the recovery time for racers is so long, it's to make the skimboost useful. Quite annoying though, because I liked how the past All Stars games had really quick recovery times.

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So we got

1. Planet Wisp
2. Sandopolis
3. Ice Mountain
4. Rooftop Run
5. Seaside Hill
6. Casino Park
 

Only one zone they didn't show off in advance, lame.  I hope the unrevealed tracks have plenty unique about them to still give us some surprises since it seems inevitable we'll see all 7 zones before launch at this rate.  Judging by the tropes that have been covered, some sort of Eggman base seems the most likely, although Doctor's Mine from Planet Wisp and Frozen Junkyard from Ice Mountain do kind of fill that quota I imagine if they did want to do something else for the seventh zone.

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1 hour ago, Jango said:

I HIGHLY believe it will be the Final Fortress based tracks from the original ASR. Maybe with Death Egg.

It's the only troupe that's missing. The Eggman Base. 

The ASR Sonic levels reunion isn't complete without Final Fortress. It wouldn't surprise me if one of the tracks saw the fleet going into space so that the Death Egg assets from Forces could get some use but... to be honest, that sounds kind of cool.

Again, I really wouldn't mind these three tracks coming back if they were all just a single track. 

I'd still go for something completely different if I had a choice of course.

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