Yeah, it looks like it should be even better in motion.mckmas8808 said:Pic from the old build.
I like the fire on the left.
http://www.playfrance.com/video-fatal-inertia.html (about 25-30 seconds into the video)
Yeah, it looks like it should be even better in motion.mckmas8808 said:Pic from the old build.
I like the fire on the left.
Bad_Boy said:Yeah, it looks like it should be even better in motion.
http://www.playfrance.com/video-fatal-inertia.html (about 25-30 seconds into the video)
Yeah most racing games (pretty much all racing games) have you starting off in a slow class of vehicles. burnout/wipeout/ridge racer are just a few that come to mind.Mario said:Hopefully, just somebody learning to play for the first time or a very early speed class.
Mario said:The gameplay seems very... slow.
I was expecting it to be a lot faster. A LOT faster.
Hopefully, just somebody learning to play for the first time or a very early speed class.
Looks like they're doing something similar to what a few games did this gen - pointing out the next gate you have go through with a spotlight that shoots straight into the sky. Unless you get completely turned around, there should always be a spotlight that you can see in front of you and you just head toward that. Less emphasis on racing a clean line around a well-defined track and more emphasis on just making it to next gate any way you can, playing to the combative aspects of the racing.Jim said:I'm just trying to figure out how the courses actually work. None are really well defined "race tracks" (look at the map display). Instead you have an open environment with gates, and one start/finish line. I'm guessing you dash out, hit all the gates, and race back. Or something.
kaching said:Looks like they're doing something similar to what a few games did this gen - pointing out the next gate you have go through with a spotlight that shoots straight into the sky. Unless you get completely turned around, there should always be a spotlight that you can see in front of you and you just head toward that. Less emphasis on racing a clean line around a well-defined track and more emphasis on just making it to next gate any way you can, playing to the combative aspects of the racing.
Jim said:For anyone who's interested, here's what some of the shots posted previously, look like at native resolution with no compression artifacts (just as they were sent from Koei).
(images snipped)
mckmas8808 said:Can you post more?
Koei said:The map that appears on the bottom right-hand side of the screen- in a glance- is a complete picture of the course to the player. The glowing blue lines indicate the location of checkpoints each checkpoint in Fatal Inertia must be cleared, in order, for the player to continue. By varying the positioning of the checkpoints, at least seven different courses will be created for each stage.
duk said:those pics don't look that great big
Tat said:They look the same only slightly less AA...
Jim said:BTW, I spoke with Koei about the whole courses/map thing, and this is how it is explained to work:
Koei said:The map that appears on the bottom right-hand side of the screen- in a glance- is a complete picture of the course to the player. The glowing blue lines indicate the location of checkpoints each checkpoint in Fatal Inertia must be cleared, in order, for the player to continue. By varying the positioning of the checkpoints, at least seven different courses will be created for each stage.
So yeah, the assumption was correct.
Bud said:this looks really solid.
bad is something else.
mckmas8808 said:Yeah they don't look that bad, after Jim posted his screenshots.
momolicious said:if i miseed a gate... i would just quit or restart, i hate missing checkpoints in racing games