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

Sorry to bug you guys with what is probably an already asked question, but does anyone know if the game supports splitscreen online multiplayer with randoms like Mario Kart Wii and 8? I'm curious as I'd love to play MP online with my brother.
 
Sorry to bug you guys with what is probably an already asked question, but does anyone know if the game supports splitscreen online multiplayer with randoms like Mario Kart Wii and 8? I'm curious as I'd love to play MP online with my brother.
It doesn't iirc.
 

Now, that is a "Tech Analysis"

I cannot really get to grips with this :( I would much rather have a bumper-cam viewpoint as I always use in any racing game & secondly the ships lack the feeling of grip, now I know that the ships are floating, but in WipEout 2047 I can remember the grip feeling, even Quantum Redshift had a feeling of grip if I remember correctly, I have not played using the pro-controller yet though.

Maybe it is the speed that is making the grip seem non-existent, the track layout is good (I have only played the first cup) but the tracks seem to feel quite empty from the ones I have raced on.

I need to give this more time I think.
 
Read full Article for more precision: http://www.eurogamer.net/articles/digitalfoundry-2015-vs-fast-racing-neo

One such compromise stems from the rendering resolution. While the final frame-buffer is a full 720p, the effects and render targets are all processed at variable, often lower resolutions. So what does this mean for the player? Well, based on our pixel counts, this means players are seeing a resolution of just 640x720 during gameplay. It would appear that there is some sort of temporal reconstruction in play which can produce unwanted flicker, but the end result is noticeably pixelated even at high speeds.

During development, FXAA was tested with the game but, at these resolutions, the end results were simply too blurry in motion. For a fast-paced arcade style game, the sharper pixels actually produce a more pleasing overall result. Still, the low resolution look of the game can be distracting at points and it is our largest complaint with the game. Depending on the display and viewing distance between you and the game, this will become more or less distracting. At least we see a decent level of anisotropic filtering in the mix, which is not all that common on Wii U titles.


So while image quality may fall short of expectations, the rest of the package far exceeds them. Features such as motion blur, ambient occlusion, physically-based rendering, HDR lighting, and high quality shadows are all expected on PlayStation 4 and Xbox One - but seeing each of these techniques in play on Wii U at 60fps is an impressive feat. At its core, we have a feature-rich deferred renderer designed to take advantage of the Wii U's eDRAM memory bandwidth - the 128-bit G-buffer fits comfortably within the console's 32MB.

The game uses the console's GPU for a number of general purpose tasks in order to free up precious cycles. The game is also properly parallelised and takes advantage of the Wii U's CPU with two of the three cores dedicated to rendering while the third is reserved for networking, audio, and various other tasks.

Shin'en is really a wizards.
 
This might be the worst balanced game I've ever seen in my life. Skill counts for nothing, the AI basically decides if you are allowed to win a race or not. Even on Sub Sonic, doing a flawless run isn't enough sometimes to beat the AI.

I sincerely hope that Shin'en releases a patch that unfucks the AI... fucking hell, that's the first time I ever wanted to return a game, but since it's on a Nintendo platform I can't.

Coupled with the shoddy online mode that always freezes my system when I try it... I don't know how this game got the high scores it got... it stinks (in its current state)
 
This might be the worst balanced game I've ever seen in my life. Skill counts for nothing, the AI basically decides if you are allowed to win a race or not. Even on Sub Sonic, doing a flawless run isn't enough sometimes to beat the AI.

I sincerely hope that Shin'en releases a patch that unfucks the AI... fucking hell, that's the first time I ever wanted to return a game, but since it's on a Nintendo platform I can't.

Coupled with the shoddy online mode that always freezes my system when I try it... I don't know how this game got the high scores it got... it stinks (in its current state)

The rubberbanding is intense, but I've managed to win gold on all my cups after a few tries at all of them. It's not a game for casual racing game fans I can say that.
 
The rubberbanding is intense, but I've managed to win gold on all my cups after a few tries at all of them. It's not a game for casual racing game fans I can say that.

Bollocks. The whole thing is luck based. No matter your own skill, ultimately the game decides if you win or not. It's impossible to win consistently and it reduces the challenge of the game to getting lucky on the games moronic RNG AI.

Even after getting all Gold in the Sub Sonic league I never felt like I won, but merely like the game condescendingly allowed me to win.

Even if it won't get me anywhere, but I'll send a refund request to Nintendo. Shit like that isn't worth my money and I feel like I've been ripped off.
 
Oh, well okay ignore my experience with it then.

Your experience isn't helping me though. That's the reality with luck based games. Some get lucky, some don't. Imagine on which side I'm sitting here.

The game could be good, great even, if they'd fix this crap. Until then, to me it's even worse than the original FAST which was also highly luck based, but somehow they managed to make it even worse now, or I've just been extremely lucky with the Wii game.


Edit: Also sorry, I didn't mean to attack you personally, but shit like this gets under my skin as the potential in this game to be actually fun is immense.
 
I don't own the game but love watching stuff about it, turns out you can do something like hold a direction and strafe/dodge into the other direction and hit your max speed very quickly, and even go over if the ship is off the ground, sometimes hitting 2500mph lol

There's also some shortcuts and even a lap skip for crashing a special way on some tracks, it's all super early tech but yeah expect fast lap times.
 
This might be the worst balanced game I've ever seen in my life. Skill counts for nothing, the AI basically decides if you are allowed to win a race or not. Even on Sub Sonic, doing a flawless run isn't enough sometimes to beat the AI.

Please define "flawless run". I have no issue beating the AI on subsonic, without being close to a flawless run. I always make sure I have boost left at the end part though, and during the race I try to attack as many as possible with the boost.
 
Bollocks. The whole thing is luck based. No matter your own skill, ultimately the game decides if you win or not. It's impossible to win consistently and it reduces the challenge of the game to getting lucky on the games moronic RNG AI.

Even after getting all Gold in the Sub Sonic league I never felt like I won, but merely like the game condescendingly allowed me to win.

Sorry to hear you're frustrated with the game. There's def some rubber banding, but I consistently win Gold in cups after spending just a little bit of time with it. I'm one lucky motherfucker in general though.
 
Please define "flawless run". I have no issue beating the AI on subsonic, without being close to a flawless run. I always make sure I have boost left at the end part though, and during the race I try to attack as many as possible with the boost.

Flawless as in not hitting a barrier, collecting 80% of the orbs (while keeping to the best line) hitting most boost fields and using the boost at the best times.

Just today I was playing Storm Coast 10 times, and on 4 occasions I was unable to catch up to the leading 3 for the entire race. Crap like that.

I noticed that it's actually easier to win if you make a mistake early on (full crash or spin) as the rubberbanding AI will simply let you pass them.

Then you get the occasional lucky run in and you won't even have to fight for the first place the entire race.

The brutally different outcomes despite similar performances is what pisses me off.

If at least I could play the online mode, but so far my WiiU crashed every single time.
Fuck me I guess.
 
I noticed that it's actually easier to win if you make a mistake early on (full crash or spin) as the rubberbanding AI will simply let you pass them.

Yes, that's how rubber banding work. A mistake on the first lap will affect rubber banding during the remaining race. A mistake late can't affect rubber banding, since that would force all AI players to just stop.
 
Sorry to hear you're frustrated with the game. There's def some rubber banding, but I consistently win Gold in cups after spending just a little bit of time with it. I'm one lucky motherfucker in general though.

One problem I'm having atm, is that I'm not actually convinced a "flawless run" by the usual definition (not hitting anything) is actually beneficial. It may simply be a case of me not being good enough at the game atm, but the handling system has me convinced that ricocheting of certain corners and using a boost to prop your speed back up is consistently faster than actually attempting to take the turn cleanly. It's an issue I've never had with either WipEout or F-Zero in the past... so I'm hoping to find some great time trial footage at some point to see how these areas are handled.
 
640 x 720 without AA

No wonder it looks so jaggie. :(

Yikes, that is barely above SD resolution. Even Mario Kart 8 has 720p native resolution.

It seems like they had to make some sacrifices to get physical based rendering to work at that framerate. But this game does use some really impressive graphical tricks as described in the video. Like the non repeating ground textures that are being generated in real time through a shader, and shadow maps that are generated by the machine. They are using a lot of impressive tricks to reduce the amount of textures being used in the game so it can be kept at a small size of 500+ MB. They are building trackside objects out of shader materials to create some really detailed looking stuff without having to resort to packaging the game with space wasting textures. This is a really impressive showcase that pushed the Wii-U. But yeah they had to make some real sacrifices to keep it at 60FPS.

The Digital Foundry video hits it on the head by saying that this looks like a Dreamcast game. It does remind me of Hydro Thunder.
 
Sorry to hear you're frustrated with the game. There's def some rubber banding, but I consistently win Gold in cups after spending just a little bit of time with it. I'm one lucky motherfucker in general though.

It's nowhere near as bad for rubberbanding as some games are (Mario kart 64 I'm looking at you!). Even GX had rubberbanding as it's a good way to artificially increase difficulty without making complex AI.
 
Yikes, that is barely above SD resolution. Even Mario Kart 8 has 720p native resolution.

It seems like they had to make some sacrifices to get physical based rendering to work at that framerate. But this game does use some really impressive graphical tricks as described in the video. Like the non repeating ground textures that are being generated in real time through a shader, and shadow maps that are generated by the machine. They are using a lot of impressive tricks to reduce the amount of textures being used in the game so it can be kept at a small size of 500+ MB. They are building trackside objects out of shader materials to create some really detailed looking stuff without having to resort to packaging the game with space wasting textures. This is a really impressive showcase that pushed the Wii-U. But yeah they had to make some real sacrifices to keep it at 60FPS.

The Digital Foundry video hits it on the head by saying that this looks like a Dreamcast game. It does remind me of Hydro Thunder.

They said it would feel at home on the Dreamcast, they didn't say it looks like a Dreamcast game...
 
If there's rubberbanding, it's pretty light. In sub-sonic, first time on a track, I crashed three or four times in one spot on the first lap in one spot. So that bumped me down to 10th. I was basically flawless for the rest of the race and only got to 8th, and only on the latter half of the final lap.

I'm really enjoying the game. The sense of speed is fantastic and everything is so wonderfully smooth. I really don't notice the lower resolution outside of when I'm sitting still.
 
It's nowhere near as bad for rubberbanding as some games are (Mario kart 64 I'm looking at you!). Even GX had rubberbanding as it's a good way to artificially increase difficulty without making complex AI.

Most arcade type racers do. Driveclub even has it (well atleast at launch, don't know if they changed that). I still think the worst rubberbanding I've ever seen was from Wangan Midnight Maximum Tune (old arcade racer from Namco). Like you could drive perfect and have a super car, but the game is designed to where no matter what the other car is always keeping up with you. Basically turns into a game of luck of who is gonna be ahead when you cross the finish line. Game was fun though, the Pac-mobile rubberbanding was insane.

Think I will be picking up FAST next weekend once I get on Christmas break. Love Wipeout and I enjoyed Fzero gamecube, so this seems like the type of game for me. Though I'm probably done once I hit the point where the rubberbanding seems ridiculous.
 
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.

.
Those look pretty good and more like the Wipeout I played way back in the day(nice music too). Maybe the Wipeout HD video in this thread was played by Reggie.
 
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.
So if I may be so unfair: Fast is - imo - way better than Wipeout in every reagrd. It is faster, it controls better (not as good as F-Zero though) and has better track design. I hope Shin'en isn't too mad at me for that comparison :(.
 
Watched the Gamespot review of this game and it was very detailed about the difficulty of this game. I'm not sure if I'm going to get it after all.
I'm sure there are many better at foooooteristic racers than me and on Subsonic, it's a decent challenge but nothing too hard at all once you get accustomed to the controls and track layouts. The other speeds though, ouch.
 
I feel what I heard of the difficulty is a bit overblown, it's something I was worried about.


This game is really clicking with me this morning, I'm getting a feel for how to control it much better and it feels good.
 
Well, that's about what we thought. 640x720 with no AA. Combing artifacts and pixels. But yes, they did an excellent job visually overall considering they are a small indie dev. I still feel it looks far worse than WHD because of the extremely low resolution, but that's alright considering the studio's size.

That being said, the developers made choices and decisions and we can criticize these decisions. And these choices and decisions are at a complete opposite of what most players do when they have control. Yes, I'm citing PC players for a Wii U title. I'm not bringing it elitism, just criticizing the choices the developers made for me because I think they flat out made the wrong choices with regards to resolution and effects.

From DF article:

"Features such as motion blur, ambient occlusion, physically-based rendering, HDR lighting, and high quality shadows are all expected on PlayStation 4 and Xbox One - but seeing each of these techniques in play on Wii U at 60fps is an impressive feat."

PC players have many differing opinions about what to target - some don't even care about 60fps at all. But virtually every single player strives to achieve native resolution. It's very common for a player at first to crank up the settings to max and then have to choose to dial back some to achieve acceptable framerates - but you virtually always keep your native resolution. It's rarely negotiable unless you already cannot even do Low settings.

Dialing back ambient occlusion, lighting, and high quality shadows is often just what I do. Frankly, I find these things wasted if the end result is a slideshow or a low resolution mess. Even if they absolutely could not do 1080 for whatever reasons (which is doubtful because as has been stated if you somehow ignore resolution it does look generally better than 1080 Wipeout HD), the fact that they didn't even choose a full 1280x720 tells me their priorities were extremely out of touch with the majority of players who have choice.

I think they prioritized at least one very right thing, 60fps, but everything else was to make it look pretty in bullshots. Hail this developer for their talent to make a very fun game, but look at the shots in the OP and it's clear as day they are not running at 640x720 no AA. I have to criticize this. To me these effects are lost at 640x720 with overt pixelization, aliasing, and combing artifacts. So I have to voice my disagreement with this. They used a lot of modern technology with visual prowess but the sacrifice of low resolution was too great, in my opinion.
 
This might be the worst balanced game I've ever seen in my life. Skill counts for nothing, the AI basically decides if you are allowed to win a race or not. Even on Sub Sonic, doing a flawless run isn't enough sometimes to beat the AI.

I sincerely hope that Shin'en releases a patch that unfucks the AI... fucking hell, that's the first time I ever wanted to return a game, but since it's on a Nintendo platform I can't.

Coupled with the shoddy online mode that always freezes my system when I try it... I don't know how this game got the high scores it got... it stinks (in its current state)

This is simply not true. I have beat all the tracks on subsonic with 1st place and can do it 90% of the time. There is rubberbanding with the top spot but the only reason the AI passes you is if you miss a zoomer with an incorrect phase change or screw up. I think this is what makes the game fun as the races are always intense even on the beginning difficulty. On Subsonic, you'll either get a 1st place or 2nd, which means you always win the cup with first. Nail the phase changes and it won't be a problem as the AI won't pass you. As soon as you flub, the AI passes you. It's not for everyone though as it's a very old school game, which I like. The second speed is a whole other story, but I am working on it.
 
Most arcade type racers do. Driveclub even has it (well atleast at launch, don't know if they changed that). I still think the worst rubberbanding I've ever seen was from Wangan Midnight Maximum Tune (old arcade racer from Namco). Like you could drive perfect and have a super car, but the game is designed to where no matter what the other car is always keeping up with you. Basically turns into a game of luck of who is gonna be ahead when you cross the finish line. Game was fun though, the Pac-mobile rubberbanding was insane.

Oh god... Maximum Tune's rubber-banding was a nightmare. Probably the only racer I've played that competes with Manx TT Superbike for rubber-banding fuckery (Manx TT is still king tho, holy shit). The worst thing about Maximum Tunes rubber-banding was that the markings on you data card would change from hollow to filled once you'd lost your first race... it was soul crushing to have it permanently branded due to BS racing conditions.
 
Even GX had rubberbanding as it's a good way to artificially increase difficulty without making complex AI.

If with rubberbanding, we are talking about the CPUs "teleporting" from one part of the track to another (without actually driving that section), it didn't exist in GX.

Most people probably thought that it did exist ("teleporting") because the CPUs drove better than most people :p If a player read the game manual and then played GX, the CPUs would still know more about the handling system than the player. The CPUs would use more effective turns.

The statement "the CPUs didn't cheat in GX" is more true than not. So they did cheat then!! yes, in story mode.

Story mode was a little mode with only 9 missions. In some of those missions, some CPUs would have higher stats that they were supposed to (including more than the regular 100 enegy points, meaning that they could boost more than the player). This was noticeable mainly in two missions: chapter 2 and the infamous chapter 7.

In chapter 2, fire stingray (your rival's ship) had better stats, including 10.000 energy points!! instead of 100. He would boost or not depending on what you did, so you could still beat him as long as you didn't try to out-boot him from the very begining.

In chapter 7, your main rivals also had better than normal stats. Bood hawk had 150 enegy and black bull 180 enegy. The point of this mission was to kill Black Bull (which started right behing you) at the begining of the race.

You could get angry at this and say that it's unfair, but, if you think about it, your rivals are not skipping some sections of the track. They are there, taking every corner, as you do, and you can beat them.

Anyway, most of GX's content (ships and tracks) was in another mode: grand prix. In grand prix, the other 29 ships didn't have better stats than you. In fact, it could be argued that they had worse stats than you, as they all used 50% accel/max speed settings while you could use 100% max speed.

Did the CPUs, in grand prix, go faster when they were behind? actually, yes, a little bit, but they never got close to the lap times that the player could potentially get, doing the same things as them, but better. Even without custom ships, and without the use of techniques that the CPUs didn't use, you could be unreachable for them. Even in master class, driving better, your lead would increase little by little, until it was massive.

I can only think about one exception: Phantom road. In that track, there's a point near the end of each lap, where the CPUs will chain a couple of boosts, fly of the track for a moment, and come back right before the finish line. Because of that sequence, they will get ridiculous fast times there. Phantom road is also a great example of the CPUs turning more with just the analog stick than what is possible. They have an easy time in a circuit that is a nightmare for the regular player.

All i'm saying is that, even though the GX CPUs will react better to some situations that what you possibly can, or even though there will be some sections of the track were they go faster than you, they won't be "teleporting" around the track.
 
If with rubberbanding, we are talking about the CPUs "teleporting" from one part of the track to another (without actually driving that section), it didn't exist in GX.
Rubberbanding is just the AI going slower when they're ahead of you and faster when they're behind you. Nothing to do with teleporting. When done well it's not too noticeable but when done badly it's pretty blatant.

The example you gave for Ch 2 is what people generally mean by rubberbanding.
 
Rubberbanding is just the AI going slower when they're ahead of you and faster when they're behind you. Nothing to do with teleporting. When done well it's not too noticeable but when done badly it's pretty blatant.

The example you gave for Ch 2 is what people generally mean by rubberbanding.

Ok but...

If to describe a game like, for example, F-Zero X for the Nintendo 64, people use the term "rubberbanding", then you can't simply use the same term for a game like F-Zero GX for the nintendo gamecube. They are night and day.
 
If to describe a game like, for example, F-Zero X for the Nintendo 64, people use the term "rubberbanding", then you can't simply use the same term for a game like F-Zero GX for the nintendo gamecube. They are night and day.

It's a very loosely defined term, which I think is okay really... we don't need to be technical and explain the inner workings of a game's system in order to explain the perception they give. When people talk about rubber-banding they're generally just saying that the AI racers are noticeably slower when you're behind, and noticeably faster when you're ahead. There's often a decent amount of discussion on what's considered fair game for this... for example in Driveclub, the AI will drive slower when you're behind, and faster when you're ahead, however they'll never drive faster than a human player can. This is often cited as a reason to state that Driveclub has no rubber-banding... but I think this distinction is pretty much meaningless, as unless you're one of the top few percent of players, then the result is exactly the same... you can still win a race that you complete 10-15 seconds slower than the same race you lost before, simply because the computer drove at different speeds relative to your position. If you're not faster than the AI can ever drive. then the result remains that they're slower than you when they're ahead, and faster than you when they're behind.. as though they're attached to your car with a "rubber band".
 
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. .
I've been critical of this from them before but for the most part I think they nailed the track design, including very smart placement of boost pads and orbs to a lesser extent. As far as craft movement and feel, I have no complaints. Big step up from their first FAST.
 
the winner can snowball the lead in this game

1st place starts ahead of everyone for the next event

whoever is in front gets to collect the energy orbs while denying others, and possibly also obstructing the view of random obstacles

i dislike the seemingly random collision-detection for going off-course and landing jumps

i haven't beaten the game, but I don't get the impression that it's close in quality or depth to fzero gx.
it might be just as difficult and fast, but the difficulty seems artificial (phase-switching has nothing to do with racing), and it comes from things that don't have a lot to do with mastering the driving
 
The boost orb placement is my biggest track design issue. There are many points of tracks that only have 1 row of orbs. Given the long respawn time of the orbs it is very common to miss them since players in front of you get them first.

In an online game I was in 4th place and not far behind the first 3 who were very close. At one point the track was generous enough to even offer 3 parallel rows of orbs but sure enough all 3 of my opponents split them perfectly.

There are a lot of 1 and 2 row orb sections in this game and this problem is very apparent online. Limiting orbs cab make for more compelling time trials but in multiplayer all it does is allow the top racer to grow their lead with no counter play available.
 
I've been critical of this from them before but for the most part I think they nailed the track design, including very smart placement of boost pads and orbs to a lesser extent. As far as craft movement and feel, I have no complaints. Big step up from their first FAST.

It's certainly the best I've seen from them. I like the ideas in the tracks. The various ways they use the color switch, the jumps, flying between space rocks, etc.

But the track layouts don't seem to have many big turns, they have more straightaways. The tracks don't seem to be able to encourage the crazy stuff we've seen in games like fzero. And it seems like even if they did have those types of tracks, the movement of the vehicles isn't variable enough take advantage of it.

So basically, taken on its own, it's a great game. I really don't have any significant problems with it. But I do feel like it's gameplay won't reach the level of depth of other games. And as much as I love shinen I wish they'd try to push their game design as much as they push their tech. That's all.

But this is a step in the right direction for them. Far more interesting than a lot of their other stuff.
 
Loving the game... not loving that I can't adjust the controls. Why is this not a feature in every game, again?

The 2 colour system isn't really adding much to the game for me though... maybe ikaruga spoiled me, but that part of the game is way too easy to add anything of value.
 
But the track layouts don't seem to have many big turns, they have more straightaway
Certainly valid and a legitimate complaint but since the game is so fast and you can't turn on a dime like in F-Zero, I think this is why they did that. I think there is enough turning to make it skillful but could see it bothering some. It also arguably has too many jumps but they are fun as fuck and spices the aforementioned up. One of my favorite design choices is how forgiving the game is when you smash into walls.
 
Certainly valid and a legitimate complaint but since the game is so fast and you can't turn on a dime like in F-Zero, I think this is why they did that. I think there is enough turning to make it skillful but could see it bothering some. It also arguably has too many jumps but they are fun as fuck and spices the aforementioned up. One of my favorite design choices is how forgiving the game is when you smash into walls.

F-Zero courses are pretty straight as well tbh. Neither is made up primarily of twisty courses like WipEout games tend to be, and that's pretty much a sacrifice that needs to be made if they're going to play at that speed. Though having the speed of F-Zero combined with a feeling of weight closer to WipEout definitely restricts what you can do with the courses in FAST, and if I'm honest I'm not entirely convinced it consistently adheres to those restrictions (which is likely why collisions are treated so leniently).
 
Just got the game it's a blast with silky smooth gameplay . But damn are these jaggies are rough makes me wonder if the graphics were worth going sub 720p. Hell If it was an option I would probably enable fxaa on this. Surprisngly I would have thought Daitoshi station would look worst because of this but actually I notice the aliasing less on it.
 
Certainly valid and a legitimate complaint but since the game is so fast and you can't turn on a dime like in F-Zero, I think this is why they did that. I think there is enough turning to make it skillful but could see it bothering some. It also arguably has too many jumps but they are fun as fuck and spices the aforementioned up. One of my favorite design choices is how forgiving the game is when you smash into walls.

Absolutely. Game is tons of fun. Guess all I'm saying is I think it's going to end up being a low complexity-low depth game, instead of a low complexity-high depth game like f-zero or smash brothers or other such games.

For instance, I don't think we'll be seeing anything like this in FASTneo.

And when I think about the potential that I'd like to see in a game like this, that's a shame.

But taken on it's own I don't actually think its a problem because we still get things like this in FASTneo, and that's crazy fast and tons of fun. And maybe we will see crazy things in the game as well. It's still early days. So I'm not gonna sit here and say the game has low depth because I don't know that yet. I just feel like it might based on the things we've been discussing.

It's a good game, and if Shinen keeps making advancements in both tech and gameplay like they seem to, I imagine we'll see great things from them in the future.
 
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