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Mario Kart 8 Info Thread

I'm not looking forward to going through 50cc, its really slow and boring. I assume you still have to do it to unlock stuff?

In MK7 all the unlockables were from 150cc (though you could also unlock Mii on lower engine classes).

MK7 only had 9 unlockable characters though, so they might not do that again.
 
I thought 3D World looked good, but this looks much better. Very beautiful game.

Do we know how local multiplayer will work? How many players and can one player play on the TV and another on the gamepad? That would be awesome.
 
And now we have the potential for THREE Marios to be in the same race (presumably has already happened in MK7). And wouldn't be surprised if something like Cat Mario eventually made it in as a hidden or DLC character. It IS called "Mario Kart", but I think the day we see four Marios racing against eachother in a grand prix race may be the day the shark has been jumped, lol.

The babies weren't in Mario Kart 7. So, the only clone was Metal Mario and Mario. I don't think I'm bothered by clones - I had no problems with Dry Bowser in Mario Kart Wii. I guess I dislike the baby characters and Metal Mario too, but that's mostly due to their design itself, not them being clones.
 
Wow… Loadings seem to last forever, probably the worst in the whole series. I really hope going digital will save a couple seconds.
I might be mistaken, but i would be surprised if the preview build is running of a disc. What we see in the video is most likely running from the WiiU internal memory of from a harddrive.

I dont think that 20 seconds is that much either, in my opinion. Seems like standard loading time for most console games.
 
I dont think that 20 seconds is that much either, in my opinion. Seems like standard loading time for most console games.
Count to twenty seconds right now.

Honestly it does seem like a bit long. 10 seconds, okay. Double that is pushing it.

This is the point during pre-release that's kind of annoying. We see some preview material and have to speculate if it reflects what's actually in the game. Happens all the time. And since we're past the point of those new trailers, we may not see much more concrete stuff until release.

Damn I just want to play this game for myself. One month and two days away...,
 
From the 13 new tracks we've seen so far, which do you guys hope to reappear as MK9 retro tracks? (Bonus: come up with a full MK9 retro track list!)
 
Count to twenty seconds right now.

Honestly it does seem like a bit long. 10 seconds, okay. Double that is pushing it.

This is the point during pre-release that's kind of annoying. We see some preview material and have to speculate if it reflects what's actually in the game. Happens all the time. And since we're past the point of those new trailers, we may not see much more concrete stuff until release.

Damn I just want to play this game for myself. One month and two days away...,
Well, it depends on what you're used to. 20 second in general for console games seems to be quite common. I used to play quite much Motorstorm Apocalypse and Modnation Racers on PS3 online, and those games have maybe loading times of 25-40 seconds or so for each stage. Faster loading is better indeed, but it wasnt a gamebreaker or anything like that for me.
 
8OA1Q4a.gif

source?
 
I may well be a complete idiot to spend £40 on these but ordered...
wii-remote-plus-limitalt-mario-kiadas--wii-wii-u--wii.jpg


And ordered...
10944310-1398164234-603786.jpg


The hardest decision wasn't whether I was going to buy them or not but whether I was going to get the Mario or Luigi set!

Wow, I don't care about wheel accessory since we all know the best way to control MK is the analog stick BUT that a is a BEAUTIFUL color red. Most perfect red I have ever seen.

255-0-0 out of 10.
 
Not a big deal if the load times end up around 20 seconds considering the amount of graphical goodnes it will shown on each race. As long as it stays locked at 60 fps then it's all good. Donkey Kong Tropical Freeze have the same lenghty loading screens and it didn't bothered me at all during my entire playthrough.
 
Someone in that thread said it appears that automatic drifters do get a boost as well as the manual drifters.

Well, he's right, watch the video starting @ 31:06
Toadette didn't hop to do it manually yet you can see the blue sparks of a speed boost before the Lightning hits.


Apparently I'm the only one not bothered with those loading screens (at least right now)
 
Wow, I don't care about wheel accessory since we all know the best way to control MK is the analog stick BUT that a is a BEAUTIFUL color red. Most perfect red I have ever seen.

255-0-0 out of 10.

I do admit that having a golden wheel was pretty cool in online.
 
Well, he's right, watch the video starting @ 31:06
Toadette didn't hop to do it manually yet you can see the blue sparks of a speed boost before the Lightning hits.


Apparently I'm the only one not bothered with those loading screens (at least right now)

Naw, you are not only one.
 
Which is why Super Smash Kart should be made. Zelda-, Metroid-, and Kid Icarus-themed tracks and characters would be so great!

Not in her case. She isn't interested with the spin-off Zelda games (such as the upcoming Hyrule Warriors), so she wouldn't be enticed to play MK8 if Link & co. are driving around in a go-kart that resembles Tingle, Epona, etc.
 
The amount of detail they put into all of these tracks...
geeze, i want some sort of Mario adventure game now.

These are the kind of places I wanna explore in a Mario rpg of some sort, although that'll never happen.

I just want Mario Kart to have an adventure mode like Diddy Kong Racing. There's so much potential there!
 
GameXplain just put up a run through of a lap of Shy Guy Falls. Supposedly it has new footage of the track as well.

While watching this I was thinking about how awesome it would be if there was a first person view to use on tracks like this with interesting use of anti gravity (Imagine it with VR...)

iAR2zqkAKxSAb.gif


Then I only just found out it was in MK7...although you had to use the gyro apparently.

Do we know if MK8 has a first person view? At least we could steer properly if it does.
 
About the size of Download version, you can refer to this online shop pre-ordering Download code

http://joshinweb.jp/game/26572/4902370521931.html

ソフト容量(ブロック数)(※本ソフトをダウンロードするのに必要なWii U本体(もしくはUSBハードディスク)の保存メモリーの空き容量) :  4.9GB以上

It suggests the software size is above 4.9GB

can anybody confirmed the download size of the game. I really don't want to pay for a HDD. :/
.
 
While watching this I was thinking about how awesome it would be if there was a first person view to use on tracks like this with interesting use of anti gravity (Imagine it with VR...)

iAR2zqkAKxSAb.gif


Then I only just found out it was in MK7...although you had to use the gyro apparently.

Do we know if MK8 has a first person view? At least we could steer properly if it does.

link to this video???
 
http://www.gamesradar.com/9-changes-make-mario-kart-8-most-demanding-years/


Good drifting is tougher but more rewarding

This one took a little while to notice. From the off, there was something different about Mario Kart 8’s handling of the series’ cornerstone drift mechanic--a technique which, for the uninitiated, offers faster, tighter cornering and small speed boosts upon exiting--but exactly what wasn’t immediately apparent. After feeling it out for a few hours though, I reckon I’ve got to the bottom of the retuning. And I like it.

The first part of the drift, as you lurch into the corner to get a slide going, seems to require a harder pull than before, meaning that extra time and more careful prediction of angles is needed. The reward though, comes with a tighter, more controllable drift on the way out. If already you know the ‘ever-tightening spiral’ feel of an MK drift, imagine both extremes of its physics model amplified. It’s odd at first, but ultimately very good.


First place no longer equals least weapons, and vice versa

Are you the kind of Mario Kart player who’s there for the fun rather than the racing? The kind who happily ambles around the track, bouncing off walls and only doing drifts because you like the little jump animation that comes before it? Are you unable to see optimum angles, or feel the ideal timing for a drift-boost? You are? Well then you’re almost certainly also the sort of player who hangs around at the back of the pack waiting for the better weapons to drop. And you’re now in for a big surprise.

Mario Kart 8 has no truck with that kind of nonsense. It seems to be eroding the franchise’s usual system of saving the better weapons (red shells, triple-mushrooms, lightning, etc.) for crap drivers. there is still a degree of scaling going on, the full spectrum of tools and power-ups is now spread much more equally throughout the grid, making top-ranking play more tense and reducing the safety net for those trailing. It’s all much more democratic, and entirely changes the flow of the racing.
 
It is down right odd how little pre-order attention that this is getting, and how the only pre-order goody out there is a $10 gas/pre-paid mastercard
 
I know most people here disagree with me completely, but the 'tactical' kart customisation goes against what makes this game work so well as an accessible multiplayer experience for me. The people I play MK with tend not to be regular gamers and just want to choose a character they like and set off. Having this tactical customisation gives me a big advantage because I'll know in advance a set-up which suits me, but they won't have had the game time to experiment and work out what fits for them. Even MKWii tended to annoy them, as they didn't know the advantages and disadvantages between karts and bikes, auto or manual handling, or if it made any difference which character they selected. We tend to just go back to MK64, where you pick a character and set off, because it's simpler and therefore more egalitarian: you might make a poor choice, but ultimately there's only seven alternatives so it won't take long to settle on one which works. Customisation is fine for people who get to spend lots of time playing these things, but I get the feeling that there are plenty of MK fans who don't fit that criteria and can enjoy at least a somewhat reasonable chance of success against more experienced players in a pick-up-and-play session.
 
I know most people here disagree with me completely, but the 'tactical' kart customisation goes against what makes this game work so well as an accessible multiplayer experience for me. The people I play MK with tend not to be regular gamers and just want to choose a character they like and set off. Having this tactical customisation gives me a big advantage because I'll know in advance a set-up which suits me, but they won't have had the game time to experiment and work out what fits for them. Even MKWii tended to annoy them, as they didn't know the advantages and disadvantages between karts and bikes, auto or manual handling, or if it made any difference which character they selected. We tend to just go back to MK64, where you pick a character and set off, because it's simpler and therefore more egalitarian: you might make a poor choice, but ultimately there's only seven alternatives so it won't take long to settle on one which works. Customisation is fine for people who get to spend lots of time playing these things, but I get the feeling that there are plenty of MK fans who don't fit that criteria and can enjoy at least a somewhat reasonable chance of success against more experienced players in a pick-up-and-play session.

Hmm I don't think that'll be an issue honestly. Everyone always gotta go through a bit of trial and error to see what combinations work and don't work for them. As long as they're having a good time, it's all good.
 
Then I only just found out it was in MK7...although you had to use the gyro apparently.

Do we know if MK8 has a first person view? At least we could steer properly if it does.[/QUOTE]

Since nobody's mentioned it I doubt ts still in. I found it a nice alternative and you could choose to use gyro or circle pad in 7.
 
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