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

I don't see anyone making the comparison (or even being aware that it even exists) but how does this compare to the original Wii game? Light years ahead visually obviously, I mean gameplay, track design etc.

The polarity switching is definitely improved. In League you could only switch polarity if you had at least 1 orb in your boost meter, leading to some frustrating deaths with the jump plates over gaps. In Neo it doesn't cost you an orb.
 
I just had to backtrack in the thread to confirm how to boost start. I sabotaged my starting position a few times in my first circuit attempt. I got second place. I kept flying off the track in the last race. I can already tell how bad I am going to be as this game.
 
My review of FAST Racing Neo:

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Just downloaded this and played the cobalt cup finishing 4th. I was pretty poor apart from one race, but the game is awesome.

Just a quick question, can you land without a big thud? I have tried changing the angle but that doesn't work, also boosting doesn't seem to help.
 
Just downloaded this and played the cobalt cup finishing 4th. I was pretty poor apart from one race, but the game is awesome.

Just a quick question, can you land without a big thud? I have tried changing the angle but that doesn't work, also boosting doesn't seem to help.

I think that's just way it goes.

I like the big landing, it has satisfying weight but others have wondered if you can land softly.
 
Finish Subsonic (silver on final cup though). Seeing the credits is amazing... it's literally 4-5 guys. Manfred is the man.
 
So Hero Mode is basically this game's "F-Zero mode" where the Boost doubles as a health bar and you can't die.

This is going to be one hell of a game to 100%.
 
I tend to just keep both boost and speed pressed by default for now. Probably not the wisest way to play, but it mostly works out - no time to look at the boost meter anyway, and boosting through curves seems to be fine for the most part
 
Just downloaded this and played the cobalt cup finishing 4th. I was pretty poor apart from one race, but the game is awesome.

Just a quick question, can you land without a big thud? I have tried changing the angle but that doesn't work, also boosting doesn't seem to help.

Use the turbo when landing, it's the only way I found.

How many maps are in the game? Surprised that's not in the OP unless I missed it somehow.

16 tracks.
 
How many maps are in the game? Surprised that's not in the OP unless I missed it somehow.

These things aren't in the OP:
* 16 maps (4 cups)
* 10 vehicles
* Controller support: Gamepad, Pro Controller, Wii Remote, Wii Remote + Nunchuk, Wii Remote + Classic Controller Pro, Wii Wheel
* Modes: Championship, Time Attack, Hero Mode, Multiplayer, Online Multiplayer
 
I love this game, but you never really get in the zone like you do with F-Zero. The tracks don't feel like they facilitate high speed some times.
 
What speed level is online? I'd hope Supersonic

If it's sub with no options that'd be wicked disappointing

EDIT: It's subsonic. Fucking why. Super is perfect

I love this game, but you never really get in the zone like you do with F-Zero. The tracks don't feel like they facilitate high speed some times.
I strongly disagree. I keep the boost held down at all times, it's fast as fuck and you need to be in the zone so you don't crash/lose

Def a different playstyle to F-Zero though, no energy management, barriers dont kill
 
I love this game, but you never really get in the zone like you do with F-Zero. The tracks don't feel like they facilitate high speed some times.
This is off-topic, but i guess that one post is ok :p

What made me "get in the zone" with GX was boosting, boosting, boosting while taking sharp turns one after another wihout ever touching the rail.

There was these fear of not knowing if you would be able to take the next turn if you boosted one more time :p

The best GX moments all involved turns + going fast, straights are lame xD

Chapter 8 was amazing if you knew how to take those turns while going fast.
 
These things aren't in the OP:
* 16 maps (4 cups)
* 10 vehicles
* Controller support: Gamepad, Pro Controller, Wii Remote, Wii Remote + Nunchuk, Wii Remote + Classic Controller Pro, Wii Wheel
* Modes: Championship, Time Attack, Hero Mode, Multiplayer, Online Multiplayer

I feel like all these details should be in the OP.
It's basic information.
 
Ok, here is a tip.

You basically can't get first place on Sendai Outpost unless you take the low route near the start of the track.

This is counterintuitive because the higher route includes boost orbs and strips, and the lower has almost nothing...though your hint is that the lower route is quite a bit more difficult, with posts in your way and a jump back onto the main track.

I kept trying this track over and over, always wondering why I was constantly in 5th despite playing pretty well. This was why. Low route and 1st place is a lock.
 
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.
I think it's still there, but has been replaced with "Weight", and is now indicated via numerals instead of a bar.
 
Got some mixed feelings about the game. I mean, the game is totally worth its buck, I'm not challenging that. There just some things that bother me. The game looks fine, the sense of speed is great, the tracks are varied visually but feel very safe in track design. The tracks primarily feel right on the supersonic speed, with subsonic definitely being too slow and hypersonic being ok but a bit off on some tracks imo. The gameplay is ok, it controls fine but it lacks some mechanics found in other games making it not very engaging imo, the blue/orange switch mechanic is there to fill that gap but that does nothing for me personally. Online would've been great if it was at supersonic speed, but it's at subsonic which isn't any fun online either. Hopefully there's a way to play online on a higher speed or they'll patch it in, otherwise I worry about online's longevity.

Still a great game though, it does scratch that F-Zero itch, though it also make me wish Nintendo would port over GX already.
 
Game is pretty great. Some of the camera movement behind the ships can be a bit overdone, but mechanically it all feels pretty good.

The speed of the racing and timing your boosts when hitting other players reminds me of Burnout quite a bit. Definitely Shinen's best work. I love that the this team also made the Art of Balance.
 
Played the first 4 cups and have some thoughts on the game. At times, it's awesome, but can also be quite frustrating and puts a downer on the experience. Main issue is some level design decisions which I'll go into below.


- Framerate. This would of been a failed title if it wasn't 60fps, but its worth shouting about anyway since other racing games still don't understand its importance. These guys do, it's fucking cool.

- The tracks look pretty and have some nicely varied environments. They are fairly lean though without too much trackside detail, but it goes by so fast that you don't notice or really care, and that was a sensible compromise based on the framerate. It's a great looking game.

- It's pretty hard from the off! You've got to be on it at all times to win those events or even get in the top 3.

- I quite like the Boost switching mechanic, it's a nice idea for giving the player something else to think about whilst racing. Since there are no weapons, or drift mechanics etc, having this is a good additional layer and has gameplay benefits from learning positions. Smart stuff.

- I am not, however, entirely sold on the boost pickups, yet. I find that can be a little annoying, especially if you're chasing down a player ahead of you on the last lap and they are picking all the orbs up. Also, they are quire small to see and the colour of them gets lost on certain tracks/environments.

- Music is great, fits the game really well and sounds good through headphones off of the Wii U Gamepad. Voice work is also really good, I like it's chessyness and naming the vehicles by their model name reminds me of Ridge Racer, which always brings me happy thoughts.

- UI and Menu presentation is.. straight forward. I think that's OK, it loads really fast (important) and is functional, but I guess it's not quite as slick as the in-game visuals.

- Track design is where I think the game starts to weaken. Some of the tracks are really good and very memorable, but others can be really annoying:

- Sunahara Desert in the Titanium Cup is, in my opinion, an awful, awful track. I think it's so bad, that I am actually surprised it made it into the game. Firstly, it breaks all rules that the game has set out before it, so it's inconsistent with what the player has experienced before - This is a huge failure in their track design philosophy. I am talking about the huge run offs and rocks that punish you when you go off the track. These are not fun, enjoyable, or challenging, I came away from that track utterly hating it. Up until that point, there is nothing like that in the game, then boom you get smacked in the face by an endless supply of immovable trackside rocks. Not cool!

- Track Hazards in general feel completely unnecessary. There is a track that fires rocks at you in the 4th cup, and these rocks are very, very hard to miss when driving at such high speeds, and I don't think it adds anything to the tracks. Again, they are inconsistent with other tracks in the game. If they are there to piss you off, they've fulfilled their role, but that's not a great emotion to be coming out of a race with.

- Some signposting on the levels can be poor, with blind sharp lefts required to avoid immediate death. You only learn those tracks by failing at them first. In these situations, there is no indication to the player that something hard (with peril) is fast approaching. Other tracks did a really good job of this, so it's a shame there are others that do not follow that design ruleset.

- EDIT
Track difficulty and order seems weird. Some cups start with hard tracks then end with easy ones, or have nasty spikes in the middle. They feel a bit muddled up as you're playing through them.



So far, I do think it is a good game, and I have enjoyed most of my time with it. There were moments and races where I was thinking "Nintendo should let them call the sequel F-Zero". I really mean that! It shows great potential and it can be exhilarating at times. I just wish the track design was more consistent and had less annoyances.
 
game just crashed on me after completing my first online match, hopefully that's not going to be a persistent issue.

other than that I've been loving this game so far, I've had a real itch for futuristic racer since finishing up with wipeout 2048. was about to finish 1st overall in the first tournament until I barely clippped the edge and ending up back in fucking 10th :(
 
Does anyone get a sound glitch in 5.1 where your rear speakers get super loud (mostly when driving through tunnels)? Sounds great otherwise.

Having played the original on Wii, this is a much better game. It does kinda feel like a budget title, but it's priced accordingly, so I'm not complaining. The gameplay is definitely there.
 
Took all the way to the end of the Cobalt cup to really get a feel for how you need to take the turns. I kept over steering the other races up to that point and hitting the wall. So far I don't have to break but guessing in the fast speeds you're going have to other wise you won't be able to make turns because you're going so far. Mario Kart 200cc all over again I guess. Still managed to get 1st place though thanks to the straight aways and boost.

The subsconic races is pretty damn fast though. Crazy that the others are even faster. I actually like that the npcs are on my ass the entire time. I never like it in racers where if you pull ahead you suddenly leave everyone in the dust.

Music isn't the greatest but it's enough to get me pumped in a race. Also nice to see that if you time your acceleration at the start you get a boost like in Mario Kart. Like MK do it to early and you stall at the starting line.

Really enjoying this so far.
 
This game is incredible. Even more so if you've played Shin'en games in the past. This is such a massive step up for them it's insane. FAST on Wii was a cool game but it was super frustrating. This game is challenging but my god is it fun.

And the visuals. Jesus. I am honestly shocked at how good they are. This is one of the best games I have seen period, not just on Wii U.

I am so incredibly impressed with this game. Easily one of the best games released this year on any platform.

Congrats Shin'en for an amazing game! PLEASE make a sequel for NX!!!
 
Does anyone get a sound glitch in 5.1 where your rear speakers get super loud (mostly when driving through tunnels)? Sounds great otherwise.

Having played the original on Wii, this is a much better game. It does kinda feel like a budget title, but it's priced accordingly, so I'm not complaining. The gameplay is definitely there.

Me too I hears this effect. In my opinion it is not a problem, it is a sound effect due to the tunnel.
 
I'd really like to have boost on a face button. I've been managing fine as is but I haven't used the leaning mechanic at all, I basically have my left finger on ZL at all times and right finger on R for constant boost

I guess it's different because you hold it instead of pushing once every boost like F-Zero, but I'm trying to go FAST all the time. I know leans would assist in that goal
 
The boost orbs really, really need to respawn quicker. It's bad enough when there are only two rows of orbs in front of you and your two opponents are taking them, but even worse in the sections when there is just one row of orbs. Even if you aren't right on the ass of the player in front of you there's a long enough delay for it to be a problem. In a sense, it's an anti comeback element because it allows the player a little ahead to grow his lead.
 
I'd really like to have boost on a face button. I've been managing fine as is but I haven't used the leaning mechanic at all, I basically have my left finger on ZL at all times and right finger on R for constant boost

I guess it's different because you hold it instead of pushing once every boost like F-Zero, but I'm trying to go FAST all the time. I know leans would assist in that goal

Press X to boost.

Oh wait, nevermind, that's to switch phases. I agree with you.
 
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