Comparison to previous instalment?

#21Phantom_NookPosted 2/3/2013 6:05:42 PM
From: MashYouGood | #020
^ Reaching for facts while others cling to blind brand worship.

Yep. When in doubt, accuse others of being fanboys. That helps your argument.
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#22MashYouGoodPosted 2/3/2013 7:56:36 PM
^ You've gotta make an argument to be able to "help" it.
#23weirdybeansatPosted 2/4/2013 12:17:34 AM
Hit detection is overall better in this game than last game. That the biggest plus for me.
In the Sonic Racing1 if you were hit buy an Item you would barely be effected by it and could easily drift boost recover and hitting walls would flip you. also they removed the flashing invincibility after item hit.
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#24DegalonPosted 2/5/2013 1:01:28 AM
I still like the first game better.

Better items, better stages, better music better characters, better announcer, better visuals, better character models, better cars.

Minus bikes breaking the game, the variety between vehicles was a lot better in the first game, too. In this, the only real variety we get are AGES and..like, Amigo's Train. Oh right, that and how Knuckles, Gum, and Beat all drive quads instead of cars.

This game, it seems like they spent all their time animating the tracks changing with each lap, then got lazy with the rest.

Though again, this game's monkey ball stage kicks the first game's monkey ball stages butts.
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#25VeryDarkSoulPosted 2/5/2013 3:44:56 AM
TrueFinale posted...
So just wondering those who have played the previous instalment. Is this game very different or is it just an improved version like Forza 4 to Forza 3?


it's kinda like diddy kong racing, except your vehicle changes during the match. So you're racing on the road, then you fall into a river and your car changes into a boat, then you continue racing. It's really fun.
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#26MashYouGoodPosted 2/5/2013 7:05:54 PM
VeryDarkSoul posted...
it's kinda like diddy kong racing, except your vehicle changes during the match..

It's nothing like DKR other than the incidental vehicle similarities; which aren't the same anyway (karts - cars / bikes, planes - jets, hovercraft - boats).

The 'kart' variations are little more than aesthetic in their distinction from one another in this game and hardly affect gameplay.
#27Fastest_SpartanPosted 2/5/2013 8:42:49 PM
Actually, it does change the gameplay. When in a plane, your movement changes (obviously now you can go up and down) and rolling and flipping is now available, which you can get "risk boosts" if you time them just right. Boats aren't too far off from cars as far as controls go but now you do have to account for waves.
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#28DegalonPosted 2/6/2013 2:00:16 AM
Fastest_Spartan posted...
Actually, it does change the gameplay. When in a plane, your movement changes (obviously now you can go up and down) and rolling and flipping is now available, which you can get "risk boosts" if you time them just right. Boats aren't too far off from cars as far as controls go but now you do have to account for waves.


But that's just a matter of terrain, aka, the track. The vehicles themselves changing are purely aesthetic.

For example, in DKR, you could choose what vehicle to go into, and the track changes item and boost layouts for you accordingly.

In this game, it's all streamlined and scripted, so you might as well not even HAVE the transformation gimmick.

Now, if you could manually switch between the three modes whenever you wanted during a race, THEN we'd have something worthwhile. (And to those saying that everyone would just go plane all the time, obviously the tracks would be tweaked so planes wouldn't always be an option. Low ceilings, or they just aren't really any faster than the other two, but you still have to follow the track, etc.)

But as is, it's largely pointless.
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#29Fastest_SpartanPosted 2/6/2013 9:24:09 AM
Degalon posted...
Fastest_Spartan posted...
Actually, it does change the gameplay. When in a plane, your movement changes (obviously now you can go up and down) and rolling and flipping is now available, which you can get "risk boosts" if you time them just right. Boats aren't too far off from cars as far as controls go but now you do have to account for waves.


But that's just a matter of terrain, aka, the track. The vehicles themselves changing are purely aesthetic.

For example, in DKR, you could choose what vehicle to go into, and the track changes item and boost layouts for you accordingly.

In this game, it's all streamlined and scripted, so you might as well not even HAVE the transformation gimmick.

Now, if you could manually switch between the three modes whenever you wanted during a race, THEN we'd have something worthwhile. (And to those saying that everyone would just go plane all the time, obviously the tracks would be tweaked so planes wouldn't always be an option. Low ceilings, or they just aren't really any faster than the other two, but you still have to follow the track, etc.)

But as is, it's largely pointless.


Actually, what you just described is largely pointless. Changing whenever you want would break the game. Planes would be OP because they could so easily dodge most obstacles and there is almost no reason to transform into a boat. Plus, if they did make them all the same speed and force you to follow the track, then transforming would be useless anyway since they're giving you even less reason to transform now.

Transforming is fine as an automatic feature. It flows well with each race and it makes some tracks more interesting. I'd rather have scripted transforming than changing whenever you want.
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#30TrueFinale(Topic Creator)Posted 2/6/2013 1:58:24 PM
Ok so I guess it's not buying the previous instalment than after reading all of this...
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