FAST Racing NEO |OT| When Everyone's Fast, No One Will Be

Why are you ruining the OT? Seriously, get out with this shit. This isn't a technical discussion thread you can shit up.

Ninjablade always shits up threads with his anti Nintendo agenda. The blade family have been at war with Nintendo since 1888 when Ninjas great great grandfather, Razor Blade, was sold some poorly printed Hanafuda.
 
It may be me my old eyes, but personally I think the game looks amazing, but it is the actual gameplay that sets it apart. I haven't played a racer that gives such sense of speed, it is ridiculous. I have had one issue with the game crashing on me when trying online, but apart from that it has run so well. Finally to top it all off it only costs £11.99, I really hope they get the chance to bring out some DLC for the game.

My old eyes can see the shortcuts and rough edges but it doesn't stop it from being a must buy for Wii U owners. Sense of speed is terrific. I'm sure I just started using the force on one of the tracks. It's the only thing that explains how I was getting around the track. It's so fast you don't have time to think. At all.
 
How I feel while playing this game.

tumblr_mu94u9LEpb1sgbz5jo1_500.gif
Ah ah ah, apt GIF.
 
It's clear they had to cut some corners on the visuals and when the tracks are loading up, I'll admit the jagged edges can be a little off-putting. Another minor criticism I have is that you have to be 100% completely on the track after a jump or sailing onto another part of the track - if you're even slightly touching the barriers you crash which at times seemed unfair given, from my perspective, it looked like I was barely touching it. But overall this is a great release and an absolute steal at just over £10 I think - it's really shook my EoY list for this year.

But it's all the little touches and minor details I love the most - not that the profound level of FASTness isn't brilliant already - but one of the things I admired about F-Zero GX was the fact each of the locales/Worlds the tracks were set in had a considerable amount of depth and attention put into them to the point you could tell there was so much already taking place. I guess all that does is kick the anxiety of racing up a notch; the mine track especially when you're blistering through and ONLY THEN remember to dodge those rocks and bloody support beams in time.

Also, credit to the guys (or gals) handling the soundtrack as even from the very first course, it does its job wonderfully.
 
The game is amazing! Even though the game doesn't have a 3D mode. I was surprised by how well it looks and plays in 3D! Out of no where my favorite furturistic racer. R.I.P Wipeout!
 
I don't actually have the game, but the videos I've seen show a combination of half-res jaggies of the horizontal axis, and strange vertical "comb" artifacts. My first guess would be that they're doing something similar to KZSF MP, where each frame is rendering opaque geometry into a 640x720 buffer corresponding to even or odd vertical lines of the 720p output frame, with intermediate vertical lines being produced via reprojection and upscaling.

Yes. I've noticed this 'comb' effect. It's very prevalent on a projector screen and really off putting. I don't have those types of issues with MarioKart.
 
On topic: The soundtrack!!!! Why ist the soundtrack so fucking good???

Off topic: It's incomprehensible for me a certain accout doesn't get a ban already. This mindless thread shitting wtf.
 
The more I play this, the more annoying the hazards and weaker tracks become. I am really surprised that some of them made it into the game. It's amateur, and makes the difference between a great game and just a good one.

Fuck those pillars in the middle of the tracks, rocks at the edges and falling boulders. It adds NOTHING to the game other than lower it's quality. It's a real shame.
 
The more I play this, the more annoying the hazards and weaker tracks become. I am really surprised that some of them made it into the game. It's amateur, and makes the difference between a great game and just a good one.

Fuck those pillars in the middle of the tracks, rocks at the edges and falling boulders. It adds NOTHING to the game other than lower it's quality. It's a real shame.

Disagree, the obstacles can be annoying but you simply maneuver around them.

They don't move randomly and some don't even move.

As far as the other hazards, can't you boost right through them???
 
Disagree, the obstacles can be annoying but you simply maneuver around them.

They don't move randomly and some don't even move.

As far as the other hazards, can't you boost right through them???

You can't simply evade rocks that appear out of nowhere. It's bad level design and offers no gameplay purpose other than to fuck you up. As for that shitty track with a huge run offs and rocks everywhere, it's an awful track that really stands out against the rest.

It's a good game, but this sort of shit harms the quality.
 
You can't simply evade rocks that appear out of nowhere. It's bad level design and offers no gameplay purpose other than to fuck you up. As for that shitty track with a huge run offs and rocks everywhere, it's an awful track that really stands out against the rest.

I don't remember any course that has obstacles out of nowhere, they seem to happen at set parts of the tracks.

You'd have to be more specific about the last part of your post.

Unless you mean the desert track which if you go off course a bit, you don't just slow down but crash.

That sucks because you can't boost shortcut through the out of bounds portion.
 
I don't remember any course that has obstacles out of nowhere, they seem to happen at set parts of the tracks.

You'd have to be more specific about the last part of your post.

Unless you mean the desert track which if you go off course a bit, you don't just slow down but crash.

That sucks because you can't boost shortcut through the out of bounds portion.


I don't think any of the hazards work, I guess some people are OK with them. I cannot accept them; I find them unfair and extremely annoying and it can be the difference between 1st and 10th place, literally.

I can't remember the name of the worst culprit. It's a desert track with huge run offs, and in the run offs are rocks that immediately destroy you. This is the track I have the biggest issue with since it breaks all level design rules set by the game. It has inconsistencies that don't appear anywhere else (run off AND peril) and that's just bad design.
 
Ninjablade always shits up threads with his anti Nintendo agenda. The blade family have been at war with Nintendo since 1888 when Ninjas great great grandfather, Razor Blade, was sold some poorly printed Hanafuda.

Bwahah. I laughed too hard at this. The rumor I heard though was that Yamauchi-san's third cousin beat ninjablade's great-uncle Swift Blade in a rousing game of Go.
 
The more I play this, the more annoying the hazards and weaker tracks become. I am really surprised that some of them made it into the game. It's amateur, and makes the difference between a great game and just a good one.

Fuck those pillars in the middle of the tracks, rocks at the edges and falling boulders. It adds NOTHING to the game other than lower it's quality. It's a real shame.

They definitely take the game down a notch for me as well.
 
Not a fan of the hazards myself. Actually, I can't think of a single track where I find the hazards appropriate.
 
I think it's a matter of learning the track design, me thinks.
Once you have that ironed out, you'll know when to avoid hazards and what not.

Personally, I haven't had a problem with hazards yet but again, the game keeps kicking my lame ass and can't move past Xenon Cup at Supersonic League lol
 
You can't simply evade rocks that appear out of nowhere. It's bad level design and offers no gameplay purpose other than to fuck you up. As for that shitty track with a huge run offs and rocks everywhere, it's an awful track that really stands out against the rest.

It's a good game, but this sort of shit harms the quality.

AFAIK, the falling rocks only appears in certain regions of a corse, and the vehicle can run through them using the boost.
 
I don't like the desert track as it's a pain in the ass to try not to crash into something, but everything else I'm fine with. They add a bit of life to the tracks. Nothing you don't find in Mario Kart for example - like the falling boulders and giant enemies blocking the way.
 
Got through the lowest speed teir on first try until the last cup- which destroyed me lol.

Really fun game though, bit scared of the challenge to come however.
 
Played the first cup, should have gotten gold on the first try but weirdness at on the last lap of the last race ruined it. Good stuff, fixes my complaints from the Wii game.

Hit detection for the tracks (or maybe just that track) is a little wonky. Had a couple instances where on a jump it determined I landed on the wall (=crash) even though I didn't actually hit it and was still going over it, just fairly close.

Also, jumps seem to alter your momentum based on where you hit them? Hitting a side of a jump seems to push you in that direction. Even hitting them straight, if I went near the edge of the ramp it would cause me to drift away from the track and I'd have to adjust to not miss it.
 
I don't think any of the hazards work, I guess some people are OK with them. I cannot accept them; I find them unfair and extremely annoying and it can be the difference between 1st and 10th place, literally.

I can't remember the name of the worst culprit. It's a desert track with huge run offs, and in the run offs are rocks that immediately destroy you. This is the track I have the biggest issue with since it breaks all level design rules set by the game. It has inconsistencies that don't appear anywhere else (run off AND peril) and that's just bad design.

I'm assuming your talking about the mines. Those rocks you can boost through, and even if they hit you it's only a spinout instead of a crash.

The only hazard I think is somewhat unfair are the giant mech spiders in Kamagori City because they can change location, but all other death hazards are always in the same place (or outright permanent), with the exception of the falling meteors in Daitoshi Station, which I think I've only been hit by once out of 8 or so times on that course.

Desert is really just a challenge of whether or not you can stay on the course. Learning where the most hit boulders are helps.
 
Not a fan of the hazards myself. Actually, I can't think of a single track where I find the hazards appropriate.

Falling rocks in space is awesome. Also the giant robot tank walking around while you race trought its legs. I like the hazards on multiplayer as well.
 
Falling rocks in space is awesome. Also the giant robot tank walking around while you race trought its legs.

That mechanical spider was taken from an early DS game of theirs I think. They even gave it simplistic textures and whatnot to remain true to the original.

It's one of the few obstacles in the game I fear will get me.
 
Played the first cup, should have gotten gold on the first try but weirdness at on the last lap of the last race ruined it. Good stuff, fixes my complaints from the Wii game.

Hit detection for the tracks (or maybe just that track) is are a little wonky. Had a couple instances where on a jump it determined I landed on the wall (=crash) even though I didn't actually hit it and was still going over it, just fairly close.

Also, jumps seem to alter your momentum based on where you hit them? Hitting a side of a jump seems to push you in that direction. Even hitting them straight, if I went near the edge of the ramp it would cause me to drift away from the track and I'd have to adjust to not miss it.

Yeah, the hit detection has been kind of annoying as you say when landing from jumps. Your hitbox seems to be MUCH wider than your craft or something.

Still struggling with the handling a bit. Even the more maneuverable vehicles handle like dump trucks compared to many F-Zero crafts. I feel like fast twitch reaction isn't really an option most of the time, even in subsonic. You have to plan or anticipate way in advance for turns or avoiding hazards.

I was kind of scoffing at all the "it's not F-Zero" reviews. But honestly if I wrote a review right now I myself would probably dock major points for "it's not F-Zero" reasons. The handling just feels like dog shit by comparison, and it's not close. :(

Definitely a fun little game for the price though.
 
I don't know about F-Zero X because I haven't played it in a very long time or F-Zero GX because I don't think I've ever played it, but it controls better than the 2D installments and it controls better than Wipeout.
 
What game? Nanostray the shooter?

Yeah.

"Then Martin remembered one of the bosses from our Nanostray games. He fantasized how cool it would be to have this robot spider running around. So we got that nearly 10 year old Nintendo DS asset into the game. And despite being super low poly and with just a single 128x128 pixel 16 colour texture we knew that it was just perfect! When we finalized the game Martin reworked the whole model but for some months we just used that original DS model. It was a nice reminder how much you can do with just a few polygons and pixels."

Guess I was wrong about them keeping the simple model though in the end.
 
Oh how I have missed playing a racing game like this. I love all of the tracks so far and the sense of speed is great. Such a great racing game for the price point.
 
Bought this today and trying to play online froze my console twice and I had to unplug both times :(.
Besides this, the game fucking RULES though. This is the F-Zero fix I needed and the sense of speed feels so good.
 
This game is decent, but I'm not even sure it's better than Destiny's Sparrow Racing let alone worthy of comparison to Wipeout or F-Zero.
 
Wipeout HD feels really slow after playing this game on just Subsonic.

So far my only complaint is the chromatic aberration which only shows up at the start of each map, ceremony and credits. It hurts my eyes a bit.
 
Yeah.

"Then Martin remembered one of the bosses from our Nanostray games. He fantasized how cool it would be to have this robot spider running around. So we got that nearly 10 year old Nintendo DS asset into the game. And despite being super low poly and with just a single 128x128 pixel 16 colour texture we knew that it was just perfect! When we finalized the game Martin reworked the whole model but for some months we just used that original DS model. It was a nice reminder how much you can do with just a few polygons and pixels."

Guess I was wrong about them keeping the simple model though in the end.

Cool, thanks. Still have both carts, should revisit them one of this days.
 
I sure hope you're not talking about the Wipeout on the previous page, that looked like bumper cars compared to this game.

Wipeout HD is also a pretty good game, hopefully you're not shitting on it just because ninjablade brought it up.

Anyway having just beat the first league, wow this game is pretty amazing. I'm liking the changing colors mechanic and the sense of speed even in the slowest difficulty is pretty good. Graphically the game looks amazing, the IQ looks a bit blurry but still looks pretty nice. The stages are also nice, with more similarities with F-Zero than Wipeout IMO. Also liked the music in the stages. Definitely recommended for fans of wipeout and f-zero especially at that price.
 
Only did the first cup, but it plays great. More towards Wipeout handling than F-Zero. The sense of speed is amazing, I haven't played anything like this in a long long time :')
 
I sure hope you're not talking about the Wipeout on the previous page, that looked like bumper cars compared to this game.

If any WipEout looks like bumper cars, then the person playing it sucks... The WipEout series are some of the best handling racers in existence... and I'd easily place them above any other futuristic racers. It doesn't even matter which entry we're talking about... any of the them from XL/2097 through to HD Fury have fucking beautiful handling systems (Fusion never happened). They've never been the fastest of the futuristic racers... but that's to allow them to have a level of flow and momentum that others tend to sacrifice in order to keep the tracks traversable at high speeds.. other futuristic racers come across as very digital in comparison.

FAST Racing Neo has been great so far... I'd say it's almost comparable to an F-Zero in quality. I agree with KennyLinder though, that many of the obstacles and tracks layouts are detrimental to the game overall... especially when its structured to not let you repeat a race, but rather the entire cup. I'm also not at all fond of the boost pickups. They're ridiculously small considering the speed the player is travelling, and the pull required to adjust the ships position. You basically have to just know where they all are (and hope the AI isn't picking it up in front of you). And yea... that desert track is some bullshit... it's like it was designed for a completely different game.

Other than that though the game is awesome, and is super welcome, now that it seems we'll never see another WipEout or F-Zero game again It'd be great if the team were given the opportunity to work on F-Zero directly (assuming they'd want to), as they seem like they'd be able to do the series justice.
 
In my limited experience with this, Wipeout is a much better comparison all-around than F-Zero. The only thing that's more similar to F-Zero is the lack of item pickups, and apparently Hero Mode alters the boost to work like F-Zero.

That said, I'm not sure it's as good as Wipeout (using HD/Fury as a measuring stick here) in any single regard. It's not that FAST isn't good, it's just that Wipeout is better. From handling to visual style, the games are comparable but FAST just comes up short.

It will probably satisfy my desire for a new Wipeout for the time being, but does nothing about my desire for a new F-Zero. Nintendo plz
 
As great as the game is, it does seem like the movement leaves a little to be desired, along with the track design itself. That's one of my biggest gripes with shinen. The actual game design parts of their games tend to not reach the kind of potential I'd want them to. The sense of speed in FASTneo is some of the best, but it does seem shallow overall.

But it's still early days. Maybe some speedrunners will come along and show us what we've all been missing. Who knows.
 
I like the track design a lot (mostly - I hate the two desert tracks but it may just be that I'm not good enough). The tracks all have their personality. At the moment I'd say Chuoku City and Storm Coast in particular are great.
 
I feel the game is much closer to FZero than Wipeout. Beside ship design.
Comparing a small team with a tight budget work with something like a Sony Wipeout or Nintendo Fzero is not fair at all. But even like this, Shinen output is fantastic, and im sure they learned a lot since this is their most ambicious game.
And they could pull it, under Nintendo's guidance and free check, they could pull an Fzero.
 
I like the track design a lot (mostly - I hate the two desert tracks but it may just be that I'm not good enough). The tracks all have their personality. At the moment I'd say Chuoku City and Storm Coast in particular are great.

Storm Coast really should have been the finisher for titanium instead of the opener. Avalanche valley is the easiest course in the game.
 
Falling rocks in space is awesome. Also the giant robot tank walking around while you race trought its legs. I like the hazards on multiplayer as well.
Ok, the spider robot tribute is nice, actually (I had forgotten about it). The space rocks, though, are so-so - the floating ones are ok - they do fit the track, but the crashing ones with their fireball-ey explosions are yet another sigh. Re multi - I have not played it yet.
 
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