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Is SEGA the best racing game studio?

There still hasn't been an arcade racer to top OutRun 2006, so even if Sega has given up on racing games, they're still the best studio. Seems like everyone else gave up on them too.

Actually, there was one game to top OutRun 2006. OutRun Online Arcade, which was an HD port with online play. Too bad it got removed from XBL due to the Ferrari license expiring.

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It was a cut down version of 2006
 
What in the world? Sounds like the greatest thing ever.
It's better being played in the intended way:
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Edit: Now imagine what could have been if arcades were still alive and we had a VR headset version of this cabinet releasing on 2015 hardware.
 
There still hasn't been an arcade racer to top OutRun 2006, so even if Sega has given up on racing games, they're still the best studio. Seems like everyone else gave up on them too.

Actually, there was one game to top OutRun 2006. OutRun Online Arcade, which was an HD port with online play. Too bad it got removed from XBL due to the Ferrari license expiring.

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I used to put my toddler to sleep playing 15-stage continuous mode on the X360. I used to play the custom soundtrack from the Outrun box set (Euro Arrange tracks). By the time I finished the game, my boy was asleep :)

Good times.
 
I used to put my toddler to sleep playing 15-stage continuous mode on the X360. I used to play the custom soundtrack from the Outrun box set (Euro Arrange tracks). By the time I finished the game, my boy was asleep :)

Good times.
Outrun
Junior Member
(Today, 03:02 PM
 
It's a shame that two great arcade racing studios were shutdown last gen. Black Rock Studio (Pure and Split/Second) looked like they were on track to becoming one of the best racing game developers around, but Disney shut them down after S/S. And then you have Bizarre who were already one of the best and they were shutdown. This is what they were working on at the time of their studio closure

arrlw8.gif
 
We also haven't had a good Ridge Racer game since the one for the launch PS3.
And Psygnosis SCE Liverpool is dead.
Really sucks for arcade racer fans.
 
It's a shame that two great arcade racing studios were shutdown last gen. Black Rock Studio (Pure and Split/Second) looked like they were on track to becoming one of the best racing game developers around, but Disney shut them down after S/S. And then you have Bizarre who were already one of the best and they were shutdown. This is what they were working on at the time of their studio closure

arrlw8.gif

Yep, I mentioned Split Second in an earlier page. I love that game and still play it. It was the ridge racer I wish the PC actually got, but never did.
 
You mean PS2. Ridge Racer 6 and 7 weren't good Ridge Racer games.
Compared to what we got after that? They were great but my point still stands.
I was actually playing Type 4 on my PlayStation just last week with my Negocon.
It was awesome.
 
Compared to what we got after that? They were great but my point still stands.
I was actually playing Type 4 on my PlayStation just last week with my Negocon.
It was awesome.

Yea, but even Unbounded is pretty good compared to the arcade racing landscape of today lol. RR6 and RR7 mostly removed the act of driving from the games. The vehicles locked in place to an extent where turns were essentially automatic, and the key to victory was almost entirely reliant of boost/charge management. In terms of actual racing, I'd probably consider Unbounded to be stronger to be truly honest (despite how much it should never have been called Ridge Racer).

I didn't play much of the PSP games though (and I pretend the Vita version didn't happen), so I'm not sure where I stand on those. At the very least they didn't have the game-breaking Ultimate Charge BS.
 
Yes, I'd agree. OutRun 2 SP SDX in particular is still my favourite racing game. I played that in the arcades, where up to 4 players play in 2 hydraulic car-like cabinets, each one moving and vibrating in-sync with the wheel and on-screen actions. It's the best racing game experience I've had. And they've made dozens more quality racing games. Sega (particularly Yu Suzuki and his Sega AM2 team) are definitely the kings of arcade-style racing.

As far as simulation racing goes though, Sega hasn't made many of those. The last great sim racer they made was Ferrari F355, but it was very realistic for its time, and still holds up pretty well compared to later Gran Turismo and Forza games.
 
Nintendo?

Mario Kart series, Wave Race 64 & Blue Storm, F-Zero series, Stunt Race FX.

Outrun, Virtua Racing, Hang-On, Daytona USA, Sega Rally, Sega Rally 2, Manx TT, Waverunners, Outrun 2, Daytona USA 2, Le Mans 24, 18 wheeler, Indy 500, Initial D, Ferrari F355, Crazy Taxi, Scud Race, F-Zero GX

Just no.
 
Don't worry guys, we got this coming...

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Last time I heard anything about this, the developer dumped the original engine (or something along that line). Is this actually still a thing?

I need SASRT2 :(

Man, I love Sonic Transformed and the guys at Sumo Digital (they do more "blue skies in games" SEGA games than SEGA themselves), but it's kind of sad we don't see more stuff from the internal teams at SEGA.
 
The best imo:

Criterion Games

Burnout:III
Burnout Revenge
NFS:Hot Pursuit


Evolution Studios

Motorstorm Pacific Rift
Motorstorm Apocalypse
Driveclub


Also these are based on my enthusiasm for non-sim racing games!
 
Yep, I mentioned Split Second in an earlier page. I love that game and still play it. It was the ridge racer I wish the PC actually got, but never did.

Huh? Don't get it twisted, my friend. There is no relation whatsoever between Ridge Racer and Split Second. Ridge Racer is about racing in A and S-class cars around the Tokyo inspired highways and roadways, the fantasy version of what you can do in real-life. Split Second is about racing in a fantasy metropolis whilst making quick decisions of affecting the landscape for your benefit. They are completely two different racing games.

SEGA and Namco is still unmatched for when it comes to Arcade racing. Sorry, as good as Burnout and other games are, they were not amazing enough to top the cream of Namco and SEGA racing games for when it comes to depth and skills. Not putting them down, but people that are usually in favour for games such as Burnout Revenge (great game) and Split Seconds are those usually that came late in the life of arcade racing. In fact, even today, there are many SEGA and Namco arcade racing games that others haven't matched yet. If only many of you experienced a 10 Players Indy 500 and a 16- Players Daytona USA II race; racing in those games provide complete and utter insanity of awe, skills and fun all wrapped with shots of adrenaline.

I hope none of you guys and girls forgotten SCUD Race/SuperGT, SEGA RALLY 2, Indy 500, Ace Driver Victory Lap and others? Hmm... Here you go:

https://www.youtube.com/watch?v=UYDUhfhxyNA&list=PLEDED0C203D71D110
 
Just to rub some salt in the wound;

Fantastic arcade racing franchises (that I know of) that no longer exist:

- WipEout
- Destruction Derby
- Shutokou Battle (Tokyo Xtreme Racer / Highway Challenge)
- Ridge Racer
- Daytona USA
- Burnout
- Rollcage
- SEGA Rally
- Outrun
- Midnight Club
- Juiced
- Crazy Taxi
- FlatOut
- F-Zero
- RalliSport Challenge
- Midtown Madness
- Smuggler's Run

What actually happened to this genre :(
 
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No other game has had a more significant impact on my life.

When I was but a wee little boy, cars were just big metal machines that would take us from A to B. That all changed when I came across this gem.

You mean Sega GT turned gamers into a car lovers ?
Can't be. Greenawalt patented that.


Also
Manx TT

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Motor Raid

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Dirt Devils

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Star Wars Racer arcade

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Just to rub some salt in the wound;

Fantastic arcade racing franchises (that I know of) that no longer exist:

- WipEout
- Destruction Derby
- Shutokou Battle (Tokyo Xtreme Racer / Highway Challenge)
- Ridge Racer
- Daytona USA
- Burnout
- Rollcage
- SEGA Rally
- Outrun
- Midnight Club
- Juiced
- Crazy Taxi
- FlatOut
- F-Zero
- RalliSport Challenge
- Midtown Madness
- Smuggler's Run

What actually happened to this genre :(

Unfortunately I saw the writing on the wall for arcade racers way back when Gran Turismo became popular. People I knew were more concerned with being able to choose from a vast number of real cars with tuning options etc rather then something focused purely on fun driving. It didn't die out right away from then but that's when the focus started to change.
 
Sega_GT_2002_Coverart.png


No other game has had a more significant impact on my life.

When I was but a wee little boy, cars were just big metal machines that would take us from A to B. That all changed when I came across this gem. With its finely tuned sim-cade style physics it was fairly easy to pick up and play, but still let you feel the nuances in handling of different cars. For the first time, I realized that cars had strengths and weaknesses, and that with few modifications, those strengths grew stronger and those weaknesses could be remedied. It ignited a passion within me that still burns strong to this day. Sure, there are better games now (Forza) but a part of me would REALLY love to see another Sega GT.

Here's to hoping for a Sega GT 2020.

You mean Sega GT turned gamers into a car lovers ?
Can't be. Greenawalt patented that.



Haha! It's true what the first post said. SEGA GT turn many people in car loves just like how Gran Turismo on the Playstation did. Though improvements were needed here and there, Sega GT was a solid very very good game! Such a shame there is no other Sega GT coming up but I'm not surprised... because it's SEGA.
 
Unfortunately I saw the writing on the wall for arcade racers way back when Gran Turismo became popular. People I knew were more concerned with being able to choose from a vast number of real cars with tuning options etc rather then something focused purely on fun driving. It didn't die out right away from then but that's when the focus started to change.

I honestly didn't see it coming until around Gran Turismo 3, and even then I didn't expect us to be where we are today.

I think when Outrun 2 came out for Xbox, and it seemed like nobody but me and my brother (we bought two copies at launch for system link) gave a shit, that's when I truly began to worry about the genre. I honestly think games like Burnout and Mario Kart that focused so much on aspects other than actual racing didn't help either.
 
Could you elaborate? I never got the impression they were anything other than a logical continuation of the series' hallmarks.

It's largely due to the drifting mechanics. It carries over the looser drifting mechanics that debuted in Ridge Racers. With it the actual drifting becomes much easier and it doesn't feel like you have as much control over it. I don't think that they're bad games or anything. But if the series ever returns I do hope that it goes back to the drifting style seen in Rage or RRV. That gameplay style combined with RRT4's presentation would be fantastic.
 
I honestly didn't see it coming until around Gran Turismo 3, and even then I didn't expect us to be where we are today.

I think when Outrun 2 came out for Xbox, and it seemed like nobody but me and my brother (we bought two copies at launch for system link) gave a shit, that's when I truly began to worry about the genre. I honestly think games like Burnout and Mario Kart that focused so much on aspects other than actual racing didn't help either.

Anecdotally I just remember my friend who loved Sega Rally more then I did move on to Gran Turismo and never look back and it worried me as I didn't get the appeal of GT. Outrun 2 not setting the world alight was more like the confirmation of my theory.

Sometimes all development focus in a genre moves onto a different sub-genre and that's why now I'm sometimes concerned when a new big thing comes along that I have little interest in.
 
Sega GT 2002 was a lovely game, I had great fun with it. I also own the original on dreamcast but the handling and physics in that game have a lot of issues.

Most racing games from sega I can get behind and spend hours playing before I notice the time, I love them.
 
Could you elaborate? I never got the impression they were anything other than a logical continuation of the series' hallmarks.

SolidSnakex kinda covered the basics, but I'll elaborate as I feel there's a surprising amount wrong with these entries.

As SolidSnakex mentioned the drifting model was made incredibly easy to the point where it lacks any of the nuance of stronger Ridge Racer entries. In something like Type 4 for example (which was already drastically simplified) the longer you let off the gas before reapplying, the deeper/longer you drift will be. If you opt for too short a duration your car will grip the road again too early for you to clear the turn. Too long and you sacrifice a lot of speed (and will probably fishtail your way out of the corner). In RRV you can even let off the gas for a very short window before reapplying, and your car won't even drift, but kinda shift to the side slightly, allowing you to clear some moderate corners using mostly grip rather than wasting speed on drifts. Now... in RR6 (and 7) the drift is initiated simply by letting off the gas. There's no variation to the drifting style. The cars lock super-tight to the road so the angle of the drift is mostly unimportant. All that matter is that you are drifting at all, and that you pull yourself back to facing forwards at the end.

This wasn't even the real problem though. They took the boost mechanic introduced in the PSP games, and then added a new mechanic on top of it called "Ultimate Charge". This occurs when you enter a drift just as the effects of a boost have ended. It basically meant that after your first level 1 boost you were able to consistently maintain a boost throughout the entire race by simply selecting the correct boost level each time to ensure it always ends as you enter a new turn. This boost management is essentially the entire game. It's what determines your success or failure. Drift angle? Unimportant. Time off the gas? Unimportant. Racing line? Unimportant. Which level drift you use? Alpha and Omega. The only thing that truly matters in RR6 and RR7 is a mechanic that didn't even exist in the classics. People often complain about stuff like sprinting in Halo, or rage in Tekken... but the boost/charge combo in RR6/7 truly strips the game of any of its core design.

Also in a previous post in this thread, I said that Manx TT Superbike had the most ridiculous rubberbanding I've ever seen in a racer. That's actually not true... Ridge Racer 6 was the worst. The AI racers didn't have a boost meter... they simply had unlimited boosts whenever you were in front. They also wouldn't boost if you weren't. I received a random Xbox Live message from someone who was stuck on the final 5 races of the campaign for days (I assume he found my profile on xbox360achievements or something). I told him two boost until he reached 4th place, don't boost again for the rest of the race (keeping a full 3 stock charged) and then boost heavily for the final 3 or so corners (the AI takes a little while to react to you passing them). He messaged me back within the hour to let me know he'd beaten all five races with that advice.

RR7's additional modifications just add to the insanity, although I didn't play all the way through that one as I was mostly burnt out on it ahead of time by RR6 (RR7 was more of a RR6 Hyper Fighting than an actual sequel). I had a full 1000/1000 in RR6, including the ridiculous "every race in every class with no collisions" stuff, and played for a couple hundred hours online, so with RR7 having inferior online (no voice chat?... really?), everyone I was playing with just ran back to RR6 after the first few days.

Now, despite how negative all the above sounds, I did really enjoy my time with it (especially the online community it had).. but RR6 is where the Ridge Racer we knew really died. People just didn't seem to notice for some reason.

Anecdotally I just remember my friend who loved Sega Rally more then I did move on to Gran Turismo and never look back and it worried me as I didn't get the appeal of GT. Outrun 2 not setting the world alight was more like the confirmation of my theory.

Sometimes all development focus in a genre moves onto a different sub-genre and that's why now I'm sometimes concerned when a new big thing comes along that I have little interest in.

I guess that makes some sense actually. Pre-GT Sega Rally was probably the most authentic racing experience available, so I can imagine many potential sim-racer fans would have been playing that up until the point where more complex simulations became available.
 
It's largely due to the drifting mechanics. It carries over the looser drifting mechanics that debuted in Ridge Racers. With it the actual drifting becomes much easier and it doesn't feel like you have as much control over it. I don't think that they're bad games or anything. But if the series ever returns I do hope that it goes back to the drifting style seen in Rage or RRV. That gameplay style combined with RRT4's presentation would be fantastic.

No lies detected.

Ridge Racer 7 is honestly a great arcade racer overall with a LOT of content, I mean A LOT. But it's the nitrous that really changes the game.The way it's desgined means that for the more difficult post-game races you have to memorize not only every single curve in every track, but also exactly where, when and how you unleash your nitrous. It's a pain, and that's not RR to me.

After the Unbounded debacle, Namco probably will never make a new proper RR game. Man I'd settle for RRV Remastered. But shit, Namco won't even deliver a remastered collection of the much more popular Ace Combat franchise (incidentally, another franchise they shat on).
 
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