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Re: Gameplay thoughts/discussion

Posted: 12 Jun 2011, 01:29
by Trackmaniack
My thoughts on gameplay? I -love- the way the car looks/handles, and it looks like they actually have some -weight-, rather than being very shiny plastic toys :P And I'm infatuated with car damage--that's going to make crash videos that much easier to make. :P I think that just the design of Canyon itself is going to lend itself very well to a whole range of moods, designs, and mods. Even already, I'm thinking of ideas how to urbanize this. :P You could even just change the skymap to have a cityscape in the background...

Re: Gameplay thoughts/discussion

Posted: 12 Jun 2011, 01:41
by Kakkoii
Yeah, I'm loving the visual quality of the game. The only thing bothering me is how much the cars frame wobbles side to side. Good thing I'm a third-person driver XD. As I can see it getting kind of annoying in first person view. Hopefully they'll have an option to lock the camera wobble in first-person view.

Re: Gameplay thoughts/discussion

Posted: 12 Jun 2011, 01:44
by Timmeh7
Kakkoii wrote:The only thing bothering me is how much the cars frame wobbles side to side.
Same here. But my worries are mostly gone when I see the car sliding. It looks freakin' funny, cant wait to play. :D

Re: Gameplay thoughts/discussion

Posted: 12 Jun 2011, 04:25
by bucky_u
One of the more impressive things is the compatibility. According to the_k, the machines at E3 were running dual core cpus and nvidia 560 graphics cards. They spit out those impeccable graphics at, as near as makes no difference, 200 fps. That means that this game is playable on budget machines. Some of the heavier TMUF tracks were unplayable for some people because of their weight, but now it looks like that problem is a thing of the past.

I love the speed of the car, but I do hope to see some techy-er stuff spit out. I'm sure it will come one way or the other. I can foresee some frustrations from a driver's standpoint. The speed of the car, coupled with its lack of air control will make landing on tight roads a feat. One way map makers keep the car's speed in check is through jumps. Most times, I see the car jump and land skewed: with the left side lower than the other, or vice versa. I know that at least in TMNF on FS tracks, this way to eke more speed out of the car and knock off a couple of hundredths.

Also, because tech tracks tend to be slower, speed will have to better controlled by the track. I hope that doesn't mean that there will be jumps every couple of seconds, and I hope that we won't have to resort to reverse boosters.

But, I digress.

Tech is cool, but I do think that Canyon lends itself to more Island type tracks: epic speed, and sliding everywhere. Nonetheless, I'm still really excited for this game, and to see exactly what it has to offer when I finally sit down in front of it.

the scenery.
I've taken my share of criticisms from other people about some of the scenery I've made. The tracks we've been seeing have had little to no scenery, and they still look amazing. I guess that proves that the environment itself and the graphics make for a stunning visual effect, without the employment of other, seemingly useless blocks. Now, imaging a track with scenery. It's tough, but driving through an urbanized (I liked the previous use of this word) desert. I can't wait to see this.

Re: Gameplay thoughts/discussion

Posted: 12 Jun 2011, 04:35
by Kakkoii
bucky_u wrote: I love the speed of the car, but I do hope to see some techy-er stuff spit out. I'm sure it will come one way or the other. I can foresee some frustrations from a driver's standpoint. The speed of the car, coupled with its lack of air control will make landing on tight roads a feat. One way map makers keep the car's speed in check is through jumps. Most times, I see the car jump and land skewed: with the left side lower than the other, or vice versa. I know that at least in TMNF on FS tracks, this way to eke more speed out of the car and knock off a couple of hundredths.

Also, because tech tracks tend to be slower, speed will have to better controlled by the track. I hope that doesn't mean that there will be jumps every couple of seconds, and I hope that we won't have to resort to reverse boosters.
Yeah. I'm thinking Valley might be more suitable for Tech tracks. From what I've seen in the videos, the acceleration seems slower, and well as the general speed of the tracks. Closer to Coast than Canyon is.
http://www.youtube.com/watch?v=RIiWjeGS4Uw

Re: Gameplay thoughts/discussion

Posted: 12 Jun 2011, 04:46
by bucky_u
Yeah, but for those of us who didn't really care for coast (not that Valley will be a clone), there should be other ways to get our slidey tech fix.

I think it's apparent now that I'm a stadium (tech) guy, but I am also a United owner, and I have tried such maps.

Anyway, my main point is that I hope these environments don't lead to 95% of tracks being the same genre.

Re: Gameplay thoughts/discussion

Posted: 12 Jun 2011, 07:49
by tcq
For me, the gameplay looks very promising. If you take a look at the drift (looks somehow like a ridge racer drift ^^) action after 2:20 on this video, it seems to be really nice. As it seems atm that ns is favoured, i think there will be some pretty nice combinations for tech maps.
http://www.youtube.com/watch?v=LMT9jFZh ... E0E4C300DF

Re: Gameplay thoughts/discussion

Posted: 12 Jun 2011, 10:04
by Knutselmaaster
I like the way the car reacts when it touches with the wheels on one side after a jump, it seems very controllable landing. Also when there are transitions from "angled" blocks to "flat" blocks the car seems to be handling controllable and predictable. (like in this vid at 1.13 min)
The car seems to have weight and working suspension.

Re: Gameplay thoughts/discussion

Posted: 12 Jun 2011, 12:00
by Mandark
Gameplay looks awesome.
Can't wait to get my hands on this :mrgreen:

Re: Gameplay thoughts/discussion

Posted: 12 Jun 2011, 12:10
by haenry
Even if Canyon looks very fullspeed orientated, I am pretty sure that you can build hard tech maps as well.
As tcq already said, noslide seems to be favoured. And we all know, that driving noslide is harder than drifting. So you will have enough possibilities to build techy noslide tracks.
Even if it's a faster tech-style than in most TMUF environments because Canyon seems to be faster in general.