[Wii] Speed Racer (F-Zero clone)

I_Eat_All

Plasma Beam!
Speed Racer é o titulo do novo filme dos irmãos Wachowski (conhecidos pelo Matrix) e baseado num anime (e manga) dos anos 60; mas tudo isto não seria noticia/thread nesta secção do forum, se não houvesse um jogo do filme em produção, que sendo um franchise de corridas futuristas... Que como tal cai dentro da categoria dos carros antigravidade com velocidades estonteantes a que F-Zero nos habituou; e do qual, imagino, esteja muita gente sedenta.

O jogo está a ser desenvolvido pela neozelandesa Sidhe Interactive, cujo currículo de jogos de carros com habilidades especiais inclui o recente GripShift. Consta também que os irmãos Wachowski estão envolvidos directamente, fornecendo assets e direccionamento aos developers, enquanto que um dos supervisores de efeitos especiais do filme está também a trabalhar com o estudio para assegurar uma adaptação fiel do filme. Supostamente também os actores do filme darão voz ao projecto.

O jogo sairá em conjunto com o filme, pelo menos na América do Norte, enquanto que para a Europa está listado para 31 de Junho. Existirá também uma versão DS, lançada em simultâneo.

Imagens:

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Videos:

-> http://www.gametrailers.com/player/30911.html (Teaser Trailer)
-> http://www.gametrailers.com/player/33093.html (Trailer 1)

-> http://www.youtube.com/watch?v=IYLJ_2_aifo (Trailer 2)

-> http://www.gametrailers.com/player/33222.html (Gameplay)
-> http://www.gametrailers.com/player/33226.html (Car-fu Gameplay)
-> http://www.gametrailers.com/player/33221.html (Stunts)
 
Sendo eu um fã de F-zero(até agora acho que nada chegou lá perto),vou esperar pelo jogo,e muito de certeza que o vou ter. No entanto pelas imagens faz lembrar mais o wipeout... A ver vamos,de certo que isto não é o aspecto final...
 
Novo Trailer:

-> http://www.gametrailers.com/player/33476.html

Tidbits:

"The Wachowski brothers have been involved right from the start," Satterthwaite said. "In early 2007, we had a meeting with them early to discuss the film, their vision for the game, and what we had to offer. They wanted 'Car-Fu' (the way the cars fight) to be really key to the game and they wanted it to be a really physical experience for the player (so lots of Wii remote movement.) We then met with them several more times to demo progress, get feedback and keep working the game towards their vision every time they've been nothing but constructive."

"We got access to lots of film assets; were able to get early readings of the script; look at very early film pre-vis scenes and really all help imaginable. From the beginning, they had a real understanding of what they wanted and what we needed, and were happy to help us wherever they could to meet their vision."

One of the ways the Wachowskis helped the game's developers was to facilitate the lending of John Gaeta's able hands to the production. A visual effects supervisor for "The Matrix" and "Speed Racer," Gaeta was key for establishing the look of the film and, said Satterthwaite, "he really wanted us to make sure we captured that look in the game. He spent lots of time meeting with us, discussing our demos, providing example imagery and really pushing us to get a vibrant-looking game which matched the feel of the film's visuals. He also provided us with extensive amounts of reference and explained how he and the Wachowski brothers felt the cars should move and how the Car-Fu should look. In our last meeting with the Wachowski brothers, they said that we'd nailed the look and feel of the film, so I feel we've done a pretty good job."

"Car-Fu" has been touted in press releases as integral to the film and video game's visual sensibilities. "Car-Fu is absolutely key to the game; it's how the cars fight," Satterthwaite explained. "It all stems from the abilities of the wheels of the T180 race cars. Firstly, they can turn 180 degrees, which allows the cars to do incredible slides and spins, strafe sideways whilst sliding and spinning, and shunt sideways at high speeds."

"Secondly, each of the wheels has independent 'Jump Jacks,' which can be used to propel the car up in the air with sufficient force to jump, barrel roll, back-flip and somersault (achieved on Wii by holding a +Control Pad direction whilst jumping).

"In the game, the cars can also build up boost, which can, of course, be used for going faster. But boost can also be used for triggering some Car-Fu special moves like 'boost bash,' 'torpedo' and 'hyper-spin.'"

The Nintendo Wii's unique "wiimote" controller incorporates a motion-sensing technology that allows the player to interact with and manipulate items onscreen. The game's developers took advantage of this controller's capabilities in "Speed Racer" to enhance the player experience. "It uses the Wii remote motion-sensing for all driving and 'Car-Fu,'" Satterthwaite confirmed. "Players tilt the remote to steer. A simple jolt action towards the body with the Wii remote makes the car jump. A quick shoving motion to the sides allows the player to do 'shunts.' All these moves are combined with button presses and combos to get a whole gamut of Car-Fu action, crazy slides, and ballistic driving. The game also has two-player split-screen multiplayer on Wii."

As to the nature of the game, the game's premise is "race and fight your way to victory." "We've focused on the championship side of racing for this game," Satterthwaite said. "All the action is car-based and there are no direct missions as such. That said, it's a very different sort of racing game. Car-Fu is a key component, sometimes more vital than winning the race itself (and winning without Car-Fu is much harder too)."

"Also, each driver has rivalries with some drivers and can form alliances with others. These alliances and rivalries change the way the other drivers' race with you. Do they attack you? Do they let you slipstream them? Do they take out your opponents for you?!

"All of this makes it much more than 'just another' fast racing game."

Part of what sets this game apart from others of its ilk is the tie-in to the film. As for its similarities and differences from the movie, the game's developer said, "Story-wise, the game is set a year after the events of the film. This gave us the chance to introduce a few other characters, and set up some new racing scenarios without contradicting the film story."

"The game itself is very similar to the movie in its look and feel. Unlike so many other films, the 'Speed Racer' film really lends itself to a videogame. It's bright, it's fast, it's kinetic and it's just supposed to be fun.

"We've got the cars from the movie (and some new ones). We've got the racetracks from the movie (and some new ones). And we've got the super-fast racing action and Car-Fu fighting from the movie (with some new moves thrown in on top of that too).

"If you get destroyed in the game, you get reset on the track and lose some time; while in the film, when a driver is taken out it's 'race over' (but we thought that might be a bit harsh on the player)."

"It's been a real honor to work on this title; to have the trust and support of the Wachowski brothers and the challenge to deliver on their vision. Everyone on the team at Sidhe is really proud of this game and what we've achieved."

"For me the biggest accomplishment was taking a crazy idea like fighting cars traveling at 500mph, and turning it in to something that is really physical and really fun."
Fonte: http://www.comicbookresources.com/?page=article&id=12996
 
A longa distância nota-se bastante a pista em low-polygon... faz-me lembrar os jogos da N64 especialmente o F-Zero X em que também era assim.
 
Desde que o jogo seja porreiro, tá-se bem. Lembra-me, POB, wipeout e sobretudo o Ballistic - alguém ainda se lembra deste ???.
Por acaso já estava à espera de um jogos destes de super high speed.... A ver vamos...
 
Não tenham muitas esperanças, também vai sair na PS2.
Mas o processo de fazer o jogo está a ser ao contrário... Versões Wii e DS (completamente separadas, obviamente) vão sair em simultâneo com o filme nos cinemas... Versão PS2? vai coincidir com o lançamento do DVD do filme... meeeeses depois.

Nem working build dessa "versão PS2" existe ainda, ou vai existir enquanto a versão Wii não estiver cá fora.
 
I Eat All, és muito positivo. Fazes reiki?
Não, mas estou a par da situação do desenvolvimento deste jogo; se a versão PS2 tivesse pronta, não que não a lançavam, simplesmente não é uma prioridade e será um trabalho de retalho posterior.

Positivista em termos gerais? nem por isso.

EDIT: Entrevista, acerca do Wii Wheel:

After the Wii Wheel was announced, how did you decide to pursue making it work for “Speed Racer”? Did you approach Nintendo or did they approach you?

Jeff Nachbaur:
We approached Nintendo. We asked them for a prototype of the wheel and they supplied us with one. We then began to rework our controls to adapt them so that the Wii Wheel worked well.

How did Nintendo help with adapting the Wii Wheel for the game?

Nachbaur:
They provided us with sample Wii Wheels.

Was there any difficulty in adapting the controls for the Wii Wheel? Did it dramatically alter what you had been doing prior to the Wii Wheel integration?

Nachbaur:
It was tricky to balance [the Wii Wheel] so that the player didn’t oversteer… making it feel like a real steering wheel that works the way a real steering wheel works. [Adapting the controls to the Wii Wheel] wasn’t really hard so much as it took a lot of iteration to get it working right. We had testers coming in regularly who had never played the game before to give us feedback until we finally got to a point where the people we brought in just got it.

Does the Wii Wheel dramatically change the feel of the game, or is it a cosmetic difference?

Nachbaur:
It adds a bit of heft and you hold it differently. It’s more of a preference than a dramatic difference. In play testing the “Speed Racer” video game, we found half of the people preferred it, because it makes the Wii remote easier to hold on to and it uses a control mechanism that most of them use in their daily lives (the steering wheel). It isn’t dramatic, but there definitely is a change in the way it feels… at least it is for myself.

Do you prefer to use the Wii Wheel yourself?

Nachbaur:
At first I did, because I was playing the game for shorter sessions and I wasn’t as good at the game. But once the game was nearing completion and the gameplay was longer, I found myself leaning toward the Wii remote [only], primarily because holding the wheel up for hours was a bit more tiring as opposed to holding the Wii remote propped on my lap. I think it will really come down to your own personal preference. Both feel good… it’s just a matter of what you prefer.
Fonte: http://multiplayerblog.mtv.com/2008/03/12/producer-what-the-wii-wheel-means-for-speed-racer/

Preview da Multiplayer:

What happens when the speed of F-Zero meets the crashes of Burnout and is wrapped in the eye-popping colors of WipEout? You get the latest movie based spin-off game Speed Racer.

The Wachowski Brothers-produced movie hits theaters this May. Speed Racer the game will hit Wiis and DSs right around the same time, courtesy of WB Games. (The PS2 version will coincide with the DVD release later this year). The game is also the first third-party title to be compatible with the Wii Wheel.

After spending a little time with the game, it’s hard not to compare it to some of the more classic racing franchises.

With the Wii controller turned sideways you steer your way around the track just as if you are driving a car. The controls felt comfortable and intuitive, but they may take a little time to get used to for anyone that has played a driving game before, and is used to steering with an analog stick.

While WipEout comparisons are immediate based on the screenshots that have been released, Speed Racer borrows more heavily from the F-Zero franchise in both look and feel. Speed Racer is a direct descendant of the GameCube’s F-Zero GX. You have a boost meter that builds as you perform "car fu" on other cars as you pass them, but the boost meter acts exactly the same way as it does in F-Zero. You have the option to use your boost to heal damage to your car or boost your way through the track (sound familiar?).

One of the biggest things that separates Speed Racer from F-Zero though is the intense feeling of speed that the Nintendo series is known for. While Speed Racers sense of speed holds up against most racing games, you are supposed to be reaching speeds of 500 MPH. In the preview build I played it sometimes didn’t feel like it. You don’t need to time your turns to the millisecond, or anticipate the entire next lap in order not to crash. Then again, slowing down the pace of the race might actually make the game more playable for most gamers.

Speed Racers gameplay isn’t 100% inspired by F-Zero. It also pays homage to the Burnout series. With a quick shift of the controller to the left or the right you can slam, shunt, and crash into your opponents as they try and pass you. Honestly, I’ve been making the same motions to no avail for years while playing the Burnout games, and finally someone has made them mean something. It’s extremely intuitive and adds another, more aggressive level to the game.

After playing the game for a few minutes, and seeing where the game gets most of its inspiration from, I wonder if it was right for a licensed game to borrow so heavily from already established franchises. The answer is simple: absolutely, especially when this one brings a new motion-controlled feeling to the table.

When it comes out, Speed Racer will offer 20 different characters, each with their own unique cars, and a wide variety of tracks. Sadly, it looks like only the DS version will have unlockable skins that enable the characters to be seen in their full 1960s glory. And, no, Chim Chim doesn’t have his own car (it was the first thing I asked).

When most licensed games — particularly ones based on movies — tend to be wholly unplayable, Speed Racer offers a glimmer of hope, particularly if you’re waiting for the next F-Zero game.
Fonte: http://multiplayerblog.mtv.com/2008...-racers-speed-channel-f-zeros-captain-falcon/
 
Última edição:
primeiras reviews...

Review NWR:

Speed Racer at its core is an amazing game, with great depth, control, and nice difficulty progression. Perhaps Sidhe Interactive will use this great engine (and maybe even the Speed Racer license) for another title with more inspired track design, better graphics, and a more fully-featured package overall.
Fonte: http://www.nintendoworldreport.com/reviewArt.cfm?artid=15907


Review Gamepro:

For what it is, with voiceovers from the actors, what I imagine is probably movie soundtrack, and some excellent-looking, swift racing with seriously fun combat stunts, Speed Racer: The Videogame is awesome. Popcorn game for a popcorn movie? Nothing wrong with that.
Fonte: http://www.gamepro.com/nintendo/wii/games/reviews/182629.shtml
 
Hmmm... isto estám a ter boas reviews? Sinceramente... nunca pensei.

Pessoalmente não sou adepto de jogos de veículos anti-gravidade. Só joguei Wipeout, nunca F-Zero... mas acho que mesmo este último não irei adquirir...
 
Pelas screens este novo F-Zero parece ser muito bom em termos gráficos , quanto à jogabilidade não sei , não sou lá muito fã do F-Zero xD.

CumpS
 
Hmmm... isto estám a ter boas reviews? Sinceramente... nunca pensei.

Pessoalmente não sou adepto de jogos de veículos anti-gravidade. Só joguei Wipeout, nunca F-Zero... mas acho que mesmo este último não irei adquirir...
Eles também criticam, eu só passei as conclusões finais, num misto de opiniões (pelo que a pessoa que disse uma pode não concordar ou não ter referido a outra) o jogo não tem online, AI é de elastico, consideram ter pouca longevidade face ao que podia ter (poucas pistas)... splitscreen para dois, queriam para 4.

Mas ambas as reviews falaram muito bem do gameplay, isso sim; o que sem duvida que também me surpreendeu. Parece ser um jogo simpático.
 
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