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

FWIW, the competitors didn't have that kind of storage space when the Wii U was released.

250GB was the 360/PS3 standard when the WiiU launched. 32GB would have been right at home in 2005-2006 but not in this decade.

Luckily this game is very small so I'm not sure why storage space is much of an issue in this thread.
 
So this game is good. I can see that the harder difficulties will be hard but not impossible after learning the tracks.

I'm gonna go boost the fuck through some ice now.
 
I'm loving this so very much. It's stunning not only from a visual perspective but a gameplay one too. I've just unlocked all the cups in the slowest ranking and i'm finding it hard to stop. It controls really well with a lot of emphasis on tilting like in F-Zero, can't wait to try the faster modes!

AI aren't brillaint but I can't wait to try online out.
 
Darn, finally!
So far more than worth the wait. Stunning, fast and like the music. Even the sound when you change colors brings me memories of the first one. Blue and orange is also easier to notice than black and white from the first game, though I prefered those colors.

Ending 1st so far...but I know that won't last long. XD
 
Played the Cobalt Cup and I liked it. I'll play more when I have the time. It's very easy to get used to the controls, and this is coming from someone who is terrible at racing games. Te track design is also quite nice. The last track from the first circuit was a joy to play!
 
i honestly don't know how anybody can say those graphics look good, based on that direct feed pic.

"Direct feed", but it's full of compression artifacts.

Blatant trolling from a shameless somehow-not-banned repeat offender aside, looks like a MK8 situation; nice looking but no AA.
 
Bought it but I'll have to wait until I get home late tonight to play it. Well, I could technically play it in a bit but I have a final today so I'd rather not. Looking forward to it.
 
Phase system is kind of silly; it should recharge your boost bar while on the opposite color, not make you brake.

Game really needs configurable controls.

Pretty great other than that. More F-Zero than Wipeout, but the Wipeout feel is still there.

It's basically a WipEout clone with a colour-boost feature instead of a weapon feature.

The ship-design, and names for ships and tracks, is clearly WipEout inspired. The boost mechanic and track design is very F-Zero.

I think the ship design and naming conventions are p wipeout, but the tracks themselves are way more F-Zero-GX-ish to me.
 
My first time booting up the game, got 2nd, 2nd, 1st, and 2nd place in the first four tracks, and got 1st place in the cup overall. Obviously this isn't getting to the more difficult territory yet but not bad!

I'm no racing game expert but I'm the best Mario Kart player among real life friends, and I got a lot of enjoyment out of F-Zero GX before it just got ridiculous later on.
 
Game is topnotch besides the non-racing presentational values. After seeing many a video, I thought there were too many jumps but they're fucking fun and remind me of gliding in Kart, just heavier.
 
"Direct feed", but it's full of compression artifacts.

Blatant trolling from a shameless somehow-not-banned repeat offender aside, looks like a MK8 situation; nice looking but no AA.

The no AA in Mario Kart 8 makes it look horrible when shit is motionless but completely slick when you're racing. With the speed these 60fps games move at the lack of AA is not a bad choice imo. AA is more important for something like 3D World or Captain Toad where you nove much more slowly and spend more time observing your environment.
 
As expected, I suck :D

- Controls feel responsive which is nice in a game like this.
- Button layout leaves a lot to be desired. Not really a deal breaker but I wish we could map/switch buttons.
- I used to think the vertical interlacing was due to bad video capture cards but it seems to be the game itself. Can be a little distracting at times.
- Track layout is really nice. Some of them have very simple designs but Shin'en added the colored boost pads and stuff to make them more challenging and dynamic.
- Lack of mini map on screen was a huge oversight, just like Mario Kart 8 at launch.
Hopefully they can add it in a patch in the future.

Overall, I really like this game. Amazing job from Shin'en. I just unlocked the first cups so there's more to it but loving it so far :D
 
Phase system is kind of silly; it should recharge your boost bar while on the opposite color, not make you brake.

Game really needs configurable controls.

Pretty great other than that. More F-Zero than Wipeout, but the Wipeout feel is still there.



I think the ship design and naming conventions are p wipeout, but the tracks themselves are way more F-Zero-GX-ish to me.

That's what I wrote. The track design is F-Zero, but the names sound very WipEout.
 
As expected, I suck :D

- Controls feel responsive which is nice in a game like this.
- Button layout leaves a lot to be desired. Not really a deal breaker but I wish we could map/switch buttons.
- I used to think the vertical interlacing was due to bad video capture cards but it seems to be the game itself. Can be a little distracting at times.
- Track layout is really nice. Some of them have very simple designs but Shin'en added the colored boost pads and stuff to make them more challenging and dynamic.
- Lack of mini map on screen was a huge oversight, just like Mario Kart 8 at launch.
Hopefully they can add it in a patch in the future.

Overall, I really like this game. Amazing job from Shin'en. I just unlocked the first cups so there's more to it but loving it so far :D
I expect them to at least patch controller button configuration.
 
Game is topnotch besides the non-racing presentational values. After seeing many a video, I thought there were too many jumps but they're fucking fun and remind me of gliding in Kart, just heavier.

Only played the first cup, but the jumps in the last track were pretty intense. Really fun. They're not difficult to pull off, but the weight of the vehicle, and the instant death means you still gotta be on point. So they each feel meaningful so far. Really fun.
 
Judging from your comments, it seems like the first difficulty mode can be mastered pretty easily. Now I'm curious about the second difficulty: is it challenging or is it almost impossible? If it's not unreasonably difficult, I might get this.
 
Phase system is kind of silly; it should recharge your boost bar while on the opposite color, not make you brake.

But then what's the tradeoff? If it recharges your boost bar while on the opposite color, then you either gain boost and save it for later, or hold the boost button down while on the opposite color (since you can spend boost while gaining it) and achieve the same effect as having matching colors. Which then makes the entire purpose of having matching/unmatching colors pointless since it ends up being a net benefit for the player no matter what.

Basically, there'd be no reason to switch and no reason for the switching to exists in the first place.
 
On the desert stage with the sand-worms, there's a short, chicane-like turn before a steep uphill towards the end of the track. This is a tricky section, and if you go off track in these turns you're slowed down. That's fine, you shouldn't earn time by going off-track.

But I lost first place here online, because the game thinks you're cheating by cutting the corner and resets you. Even if the actual reason is that you didn't manage to take the turn.
 
Judging from your comments, it seems like the first difficulty mode can be mastered pretty easily. Now I'm curious about the second difficulty: is it challenging or is it almost impossible? If it's not unreasonably difficult, I might get this.

I've done the first two cups in the starting difficulty and it's really not that difficult at all.

Going to start the third cup now. This one looks like it could get tricky.
 
Played the first cup, liked it a lot. Couldn't race particularly well because I would prefer to use L and R to air-brake rather than using the brake button, but it didn't seem to be particularly effective. Do I actually have to brake? Still won the first cup though (5th, 4th, 1st, 1st) and found a shortcut which was nice!

The way you unlock new modes/cups is pretty fucking archaic, though.
 
wiiu_screenshot_tv_01o1swe.jpg


dat indie marketing privs

ayy lmao
 
Played the first cup, liked it a lot. Couldn't race particularly well because I would prefer to use L and R to air-brake rather than using the brake button, but it didn't seem to be particularly effective. Do I actually have to brake? Still won the first cup though (5th, 4th, 1st, 1st) and found a shortcut which was nice!

The way you unlock new modes/cups is pretty fucking archaic, though.
I haven't braked once but good question, would like to hear from others.
 
What does Weight impact? And is there a hidden ship stat? Because the Fulcon, the second ship you unlock, beats most of the other 4 ships in both Top Speed and Acceleration. So unless there is something I am missing then are all the first 4 ships just for show?
 

and I definitely will get Heist...

when it hits Wii U!


Oh, and Fast is really awesome! Very intense racing experience!

My controller of choice is the Wiimote|Chuk duo!

Played the first cup, liked it a lot. Couldn't race particularly well because I would prefer to use L and R to air-brake rather than using the brake button, but it didn't seem to be particularly effective. Do I actually have to brake? Still won the first cup though (5th, 4th, 1st, 1st) and found a shortcut which was nice!

The way you unlock new modes/cups is pretty fucking archaic, though.

I didn't use brake a single time, and got 1st all the way through my first run of the first cup. D-Pad tap/hold (left/right) for tilting is working out well for me so far.
 
What does Weight impact? And is there a hidden ship stat? Because the Fulcon, the second ship you unlock, beats most of the other 4 ships in both Top Speed and Acceleration. So unless there is something I am missing then are all the first 4 ships just for show?
In the E3 demo, each craft had 3 stat categories. They removed agility from the final game, have no idea why. Maybe so you try out all the vehicles to discover differences but it's a strange omission.
 
Why can't I buy this from the web, Nintendo? Help your indies! We can do it for your titles! I've got money in my eShop wallet and I want it waiting for me after work!
 
Didn't recognize this since it didn't have my suggestion of "Zero Fs Given" as the OT title. ;)

Can't wait to get home and pick this up. Sounds like a real winner.
 
In the E3 demo, each craft had 3 stat categories. They removed agility from the final game, have no idea why. Maybe so you try out all the vehicles to discover differences but it's a strange omission.

Fulcon definitely turns slower / more sluggish than the lighter ship I was using before. Now the question is if it is weight or a hidden agility/handling stat.
 
Finished the 4 cups now, not a fan of quite a few of the tracks unfortunately. Playing them a few more times might help, but so far the 1st cup is my favourite. A lot of the later tracks have a lot going on that I found annoying, so the simplicity of the 1st cup is appreciated
 
Fulcon definitely turns slower / more sluggish than the lighter ship I was using before. Now the question is if it is weight or a hidden agility/handling stat.
Going by what they said in that one 3-part series linked in the OP, it's weight.

That also lines up with what little I got to play. Which I loved. Hoping to play a lot more tonight.
 
Holy crap.

Going from Subsonic to Supersonic is like night and day. You need to git gud after you make the switch.

I'm scared of going into Hypersonic. I'm pretty sure this game is faster than F-Zero GX.
 
Just did the first cup on novice twice, scored silver. considered they screwed me on the 3rd race (10th place) that's gonna have to do. Jumped online, got a hard crash soon after starting. Wii U sounded like a smoke alarm.
 
The rubbe rbanding may not be perfect, but at least the AI doesn't always get the same finish. If you are lucky you can get Gold with straight second places.
 
Just did the first cup on novice twice, scored silver. considered they screwed me on the 3rd race (10th place) that's gonna have to do. Jumped online, got a hard crash soon after starting. Wii U sounded like a smoke alarm.

Yeah, there's something up with the online at the moment. First race went perfectly fine but it just locked up and made that noise when I was choosing the second track.

Wonder if they know about this problem yet.
 
Posting here because the review thread is already kind of dead (my bad)

After watching more footage...

Gameplay-wise, Fast Racing Neo seems really simple while F-Zero GX was rather complex.

It looked like there's only two different types of turns: "regular turn" (when you simply use the analog stick) and "slide turn" (when you add ZL/ZR). Is that the case?

For comparison, F-Zero GX had two main "states": "grip state" (default) and "drift state" (once you lost your grip, unnintentionally, or by pressing both triggers). The same inputs would give you different turns on different states.

The regular turn and slide turn in Fast Racing Neo look similar (with less grip) to what you would get in F-Zero GX, with the same inputs, while in grip state. However, the drift state options seem to be missing enterely.

In F-Zero GX, while in drift state, moving the analog stick would give you a "drift turn" while adding a trigger (R/L) would give you a "quick turn". These two were the ones that allowed you to turn "on a dime" and, therefore, made it possible for the developers to desing those crazy circuits full of sharp turns that some loved (myself included xD)

If there's nothing similar in Fast Racing Neo, that would explain why the circuits feel like long straights when compared to many F-Zero circuits :p It seems that you need to anticipate even the easiest turn.

Without the grip state-drift state duality, i wonder where all the F-Zero comparisons are coming from, as one of the most recognizable aspects of F-Zero is the fear of tilting the analog stick a bit too much, which "breaks" your grip, and suddenly changes your regular turn into a drift turn (making you crash against the rail :p). Another instance where you could enter "drift state" unintentionally in F-Zero GX was when another ship touched you (in Fast Racing Neo it seems that you enter a spinning animation).

Other recognizable F-Zero aspects (seemingly) absent in Fast Racing Neo:
- the track design, which you can't have unless your ship can turn "on a dime"
- a handling system that gives you multiple turn options that you can combine
- being able to boost and still take the sharpest of turns with easy
- your ship being small in relation to the track, while being surrounded by many other ships
- boosts are short, and you start to quickly lose the speed gained as soon as the boost effect ends. To reach high speeds, you need to do multiple boost in sucession.

Why all the F-Zero comparisons? The main thing that they have in common is the speed and, in that aspect, Fast Racing Neo is probably going to be faster on straights (just hold the button and watch) while slower on turns (it seems that you don't have tools to take a turn really fast)

Anyway, i'd like if someone with the game could mention if there's more turn options aside from the two obvious one.
 
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