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Where have all the arcade racers gone?

Too bad Kalisto (Midway) is no longer around... I really loved some 4 Wheel Thunder on Dreamcast.

Maybe Ubisoft should revive Speed Devils Online - loved that game too.
 
....until you got out in front and just spammed the shield power up or lightening mines from the middle.

Blur's races were as repetitive as those in SS, both games only really showed their potential in multiplayer.

Sorry, I only meant multiplayer. Blur SP was boring and difficult. MP was where it shone and the best local multi racing game since Mashed. It did have balancing issues some balancing issues due to variety, but races were a lot more unpredictable compared to Split/Second's.
 
I find the article a little bizarre, there's been plenty of arcade racers released over the last few years. Aside from GT and Forza, how many other sim/realistic racers have there been for comparison [on consoles]?

I think it's more that the idea of what an arcade racer is has been diluted somewhat. When people say there have been a lot of arcade racers recently, they're often referring to things like NFS, Forza Horizon, Driveclub etc. Whilst these aren't realistic, the ideas and settings behind them are far more ground in reality than classic arcade racers used to be. This limits the ideas that can be applied to them for various reasons.

The handling model generally needs to make sense to people that aren't familiar with classic games. The handling is more of a Hollywood representation of reality than the truly bespoke solutions we used to receive in games like Ridge Racer, Daytona or Outrun etc.

The tracks generally are designed to be such that they could feasibly be found in real life. Either set in cities inspired from real location, or mountain passes etc. There will generally be nothing like the water tunnel from Scud Race, or tracks with gaps that can be jumped to produce shortcuts. You won't go from racing through a canyon with stone arches lining the road to a highway where the sky shows what must be a view of the entire galaxy. Nope. You get cities, and you get mountains.

You also don't usually get music that is designed specifically to complement the game experience. Music that when heard separately from the game itself still paints an image of the place you originally heard it. Instead you generally get a set of generic licensed tracks, that you've probably already heard enough of before ever playing the game, set to shuffle.

There have definitely been plenty of non-Sim racers on consoles these past few years. However, the number of 'arcade racers' released is debateable.
 
I bought a PS3 just the same day GTI Club was delisted. I loved the original coin-op so much...that multiplayer mode with the bomb was so fun.

Arcade racers are by fat my favourite genre. Nowadays I play almost every one released because, well, they aren't many. I enjoyed Rivals but indeed it's not Sega Rally or a good Ridge Racer.

Also thanks for those Grid 2 comments, I was going to play it thanks to PS Plus but now I'll do it asap.
 
I agree it was great - do you have sales numbers?

It probably didnt set the world alight but anecdotally when I do get to see the occasional still running arcade I see Outrun 2 frequently still getting lots of play, and wasn't it ported to Xbox OG, PS2, PS3 and 360 networks.

I'm guessing it didn't do gang busters but reckon it still made Sega plenty based on its original budget

It was on PSP and PC IIRC.

I also lament there being no console or PC port of Wangan Midnight Maximum Tune.

wangan-midnight-maximum-tune-4player.jpg


Game was so damn fun and it had a Yuzo Koshiro OST. Still have the cards too.
 
Yes and I hate the fact that arcade racers seem to becoming more niche as the days go by. I mean there is a place for real tracks, physics and cars, but to me most racers all feel and look the same to me now. I miss the imaginative and unique tracks of the old Ridge Racers, Scud Race, MotorStorm, SF Rush and Daytona with their arcadey, "fun" physics. Also, I wish open world didn't have to be shoehorned in literally everything.
 
The 90s Arcade Racer, whenever that releases, looks extremely promising.

Until otherwise my copy of SF: Rush just came in from eBay, so I'm laying back and enjoying the extreme cheese factor.

Rush is amazing. I managed to get every single token/coin in that game after months of dedication. 4 player stunt arena in a amazing as well. Are you getting the Dreamcast version? 60fps and VGA compatible!
 
Rush is amazing. I managed to get every single token/coin in that game after months of dedication. 4 player stunt arena in a amazing as well. Are you getting the Dreamcast version? 60fps and VGA compatible!
If he's talking about San Francisco Rush, I imagine he's playing the N64 version.
 
Gran Turismo and other accessible sims killed them. Who wants to play with tacky looking fake cars that all handle the same when you can have real cars on real tracks with real (ish) physics?

Arcade racers are dated.
 
Gran Turismo and other accessible sims killed them. Who wants to play with tacky looking fake cars that all handle the same when you can have real cars on real tracks with real (ish) physics?

Arcade racers are dated.

Why play Quake III Arena with goofy sci-fi weapons and physically impossible maps when I could play Arma with real guns, real ballistics, and real(ish) maps?

Arena shooters are dated.

The answer is that realism is not inherently better.
 
Why play Quake III Arena with goofy sci-fi weapons and physically impossible maps when I could play Arma with real guns, real ballistics, and real(ish) maps?

Arena shooters are dated.

The answer is that realism is not inherently better.

GT and Forza = CoD
iRacing etc = Arma
arcade racers = arena shooters WHICH ARE DEAD

in this analogy
 
I thought Driveclub was arcadey? Looks aside, it's definitely not a sim racer.

Hybrid physics like NFS, PGR, and Midnight Club. Although at last check they said that they were still tweaking the physics. Hopefully to push them more toward the arcade side of things.
 
Two things in tandem killed arcade racers. The most important part is the market has moved away (But that's probably due to the wrong people making them) and a very important part is most developers are not feeling that old design. It's probably a result of the contraction of the market not enough MBA/Gamer designer synergy.

Perhaps they can come back when the time and the people are right. But for now, no it's not a good time.
 
GT and Forza = CoD
iRacing etc = Arma
arcade racers = arena shooters WHICH ARE DEAD

in this analogy

Eh, those shooters don't follow realism gradient. CoD has some superficially "real" trappings that are actually just obnoxious takes on arcadey stuff, whereas Forza and GT actually have somewhat realistic driving models.
 
I was thinking this the other day. Where did all those colorful arcade racers went?


"I'm one of those idiots who likes Initial D's story mode, unfortunately."

Story Synopsis: Takumi uses the gutter. I just translated it for you, for free.

You forgot the part in which his gf cheats him with a guy who could be her father, which she was dating for money. I wouldn't want to miss all that drama.
 
We better get another burnout soon with amazing next gen physics. It also needs to have both a fun open world playground and dedicated linear tracks all with sweet split screen.
 
Eh, those shooters don't follow realism gradient. CoD has some superficially "real" trappings that are actually just obnoxious takes on arcadey stuff, whereas Forza and GT actually have somewhat realistic driving models.

IDK, I've only played Blops2 but the weapon simulation seemed pretty spot on.
 
What I want to know is why there is no port of Scud Race. Why that was never on the Dreamcast I'll never know.

I doubt the DC could handle a 1:1 port of Scud Race to be honest with you. I can guarantee things would be missing and corners would be cut. Hell, they couldn't even do the Amusement City Raceway track from Daytona 2 properly without cutting out animations and that was on XBOX!

I found this post so confusing. I thought GRID 2 was a semi realistic racing sim? It's more or less the reason I haven't bothered with it. If it's straight up arcade shenanigans then I'm definitely more interested. .

Very very arcade. Get it bro...seriously. I don't want anyone in this thread to think I am somehow connected to Codemasters because I'm not. I just feel I need to convey just how underrated and misunderstood GRID 2 is. I really really cannot stress enough how important is to play it with a wheel, NOT a gamepad.

It WILL most certainly give you that fast paced arcade racing cabinet feeling that you got with Scud Race when you play it with a wheel, pedals, and preferably an H-gated shifter. If any of you have played the Tier 4 cars like McLaren, you'll know what I'm talking about.

Trust me, with a force feedback wheel, GRID 2 is a powersliding orgasm once you get to know the handling of the cars.
 
This thread, along with playing NFS on the PS4, made me remember how much I missed playing these car racing games. Last one I played was RR7 on the ps3, and I really loved that game.

So, which are the best arcade like racers out there? Seems like I will be getting Grid 2. Also, did Grid 2 do well?
 
I also lament there being no console or PC port of Wangan Midnight Maximum Tune.

wangan-midnight-maximum-tune-4player.jpg


Game was so damn fun and it had a Yuzo Koshiro OST. Still have the cards too.

THIS SOOOO MUCH!!! Man, you'd think they would be about making that money... but nope! If they made this happen I'd buy 3 copies... Just cause!

I guess the monthly revenue stream from charging arcades for online gameplay is more then enough....
 
I've never heard about the costs of the WRC license, although i've heard that the F1 license has an insane cost.

As far as the Ferrari's go, I was just talking about the possibility of them only considering development if they could get away without pay for the license. It seems like the best route for them to be honest. That would allow them to make the game and not have to worry about pulling it whenever the license eventually expires. They obviously don't develop racing games in the numbers that they once did, so expensive car licenses will eventually go to waste for them.

There are still a number of arcade racers being released in Japan. NAMCO is going to released the next Wangan Midnight in March

http://www.youtube.com/watch?v=3JUetX95b2A

And Sega continually releases new Initial D games

http://www.youtube.com/watch?v=AavS8g6FnuU

That, and Raw Thrills and Specular Interactive are keeping the arcade racer flame alive with Super Bikes 2, Fast and the Furious Super Cars, Winter X-Games SnoCross, H2Overdrive, Dirty Drivin', and the recently-released Batman arcade driver.

Raw Thrills is also doing a new Alpine Racer for Namco, if that helps.
 
I doubt the DC could handle a 1:1 port of Scud Race to be honest with you. I can guarantee things would be missing and corners would be cut. Hell, they couldn't even do the Amusement City Raceway track from Daytona 2 properly without cutting out animations and that was on XBOX!



Very very arcade. Get it bro...seriously. I don't want anyone in this thread to think I am somehow connected to Codemasters because I'm not. I just feel I need to convey just how underrated and misunderstood GRID 2 is. I really really cannot stress enough how important is to play it with a wheel, NOT a gamepad.

It WILL most certainly give you that fast paced arcade racing cabinet feeling that you got with Scud Race when you play it with a wheel, pedals, and preferably an H-gated shifter. If any of you have played the Tier 4 cars like McLaren, you'll know what I'm talking about.

Trust me, with a force feedback wheel, GRID 2 is a powersliding orgasm once you get to know the handling of the cars.

I have this on PC and its fun with an Xbox pad, but I could try with my lowly driving force GT. Do you have a link to good FFB settings? (I hate setting FFB wheels up on PC and how the game and logitech settings often conflict)
 
"You forgot the part in which his gf cheats him with a guy who could be her father, which she was dating for money. I wouldn't want to miss all that drama."


I actually like Initial D, so I'm only half-joking when I summarize the story that way.
 
If he's talking about San Francisco Rush, I imagine he's playing the N64 version.

Oh shit, I didn't notice the SF before Rush. That and I was under the impression all other console versions before Rush 2049 were very poor. (Only played the PSX version before Rush 2049 so don't shoot me).
 
Oh shit, I didn't notice the SF before Rush. That and I was under the impression all other console versions before Rush 2049 were very poor. (Only played the PSX version before Rush 2049 so don't shoot me).
Well, the old N64 version of SF: Rush had kind of blurry visuals and the soundtrack was laughably bad, but the gameplay was really solid. I can't tell you how many hours I spent just looking for the short cuts, but moreover the most effective shortcuts to take.

But you're right - as far as Rush 2049 goes, the Dreamcast version was definitely the way to go. Such an amazing game.
 
Gran Turismo and other accessible sims killed them. Who wants to play with tacky looking fake cars that all handle the same when you can have real cars on real tracks with real (ish) physics?

Arcade racers are dated.



accessible sims ? do you mean games that play its self for you with auto handling and auto break and maybe we see auto steering in the future and all you have to do is push the gas button .. i prefer arcade racing games more than "accessible sims" ones
 
Oh shit, I didn't notice the SF before Rush. That and I was under the impression all other console versions before Rush 2049 were very poor. (Only played the PSX version before Rush 2049 so don't shoot me).

Man, that PSX port of SF Rush was sooooo bad. i remember being really hyped for it, but it came out; and not only was it not a very good port, it had probably the absolute worst loading times of any game I ever played on PSX.
 
I doubt the DC could handle a 1:1 port of Scud Race to be honest with you. I can guarantee things would be missing and corners would be cut. Hell, they couldn't even do the Amusement City Raceway track from Daytona 2 properly without cutting out animations and that was on XBOX!

There was a tech demo of Scud Race released for Dreamcast running on prototype hardware. The view at the time was very much that a good conversion could be achieved on final hardware. I've been looking for info to back this up and found an interview with Toshiro Nagoshi who was heavily involved with Sega racers at the time:

http://www.dcemu.co.uk/vbulletin/threads/2117-Scud-Race-tech-demo-for-Dreamcast-surfaced

Unfortunately none of this explains why any plans were ultimately shelved.
 
If you have Windows 8 give Asphalt 8 a try. It's a good arcade racer, but a word of warning, getting the best cars will either require shelling out a ridiculous amount of cash or grinding.

Asphalt_8_image.png
 
I have no love for checkpoint racers, like Outrun. But Need for Speed: Most Wanted was still a solid arcade racer, if you take away all the open city and dlc bullshit.

Most Wanted had "Tollbooth" Which was checkpoint racing with a different name, that game had something for everyone.

I find the article a little bizarre, there's been plenty of arcade racers released over the last few years. Aside from GT and Forza, how many other sim/realistic racers have there been for comparison [on consoles]?

Can you name some of them? If we go by what the article says, open world racers and games with hybrid handling driving models don't count. The last I remember playing that matches the article's criteria was Ridge Racer 7 on PS3.
 
For me, Burnout 3 was the pinnacle of arcade racing. Too bad they don't make games like those anymore. Fuck open world and fuck the embarrassing ghetto/badass attitude that modern NFS games come with (also one of the reasons why SSX2012 sucked).
 
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