Come on Devs just give us 1 Hundred Tracks... it can easily be done, with different combinations like racing alongside Lakes, through Cities, and country sides, forests, and long mountain canyons and give us day and night... real night time, with flood lights on the long motorways, and highways.
Excellent coverage Dan, the new tracks are looking great. Love the old skool VR ports knowledge on display here as you discussed what appears to be the inspiration for some of the track homages (that Birmingham track being based on a real life one is pretty cool too).
This is such a sight to behold. Incredible game, finally a VR2. After the Switch port we really thought this day would never come. And who cares if the Sega logo isn't on this one, I really don't think it needs it :)
Asking myself why DDI is doing so many projects at the same time? I would love if they would finish DDI Rally first and then go full commitment to the next project. They are dabbling in many projects prototypes like their own Version of Sega Rally, VR, Hard Drivin, Indy 500 and Ridge Racer. DDI Rallys early access adopters are eagerly waiting for meaty updates, instead DDI releases with Super Retro GP their next early access title.
@@SEGAGuys I see they still have a free demo on Steam, so I actually tried it. Like the looks and retroness, and it plays consistent but I do find it just dull! I'm not having a go at justthis game, but also my other recent arcade experiences with Circuit Superstars and Art of Rally. They nail the look but the gameplay is just about precisely timed inputs and an understeering feel. Time it just right, and you can go flat out. A bit too late? Understeer and hit the wall. There is no excitement in my opinion. If you turn too late, I want the car to continue rotating, start sliding and scrubbing off more speed, maybe requiring some semi skilled steering inputs. When I hit the wall, I don't just want to instantly slow down, I want this to be a challenging effect. Loosing some speed, but if I have skill, having the ability to save it and only loose a bit of time. If I'm not making the corner, and I brake harder while steering, I want the car to become challenging and slide more. Not in a sim way, just in a 'I have control other than timing my inputs like a robot' way. Now I find myself just trying to be precise with the steering, which I find a bit tricky on my analog controller, so I'm not as consistent as I could easily be with a more accurate analog input, or more skill on the little stick. I know what I have to do, and when my thumb cooperates, I do clean fast laps, without the heart rate going up. If i'm not robot like with my stick, and maybe that is just my old man lack of controller skills, I hit the wall at times and the car stops. At no point is there any more challenge than trying to be accurate with the small stick. Now I do sim physics as a semi job, and I really really don't want games like this to be sims. But they need to, imo, make the heart rate go up, giving you the impression you're at the limit of grip, sliding, controlling, in a simplified and fun way, without it being too easy. Like I said, this game, circuit superstars, art of rally, generally 2, they all feel utterly dull to me and just require precise robotic inputs. It is bloody hard I bet to program ''physics'' that have a challenging yet easy enough yet slidey type feel to them, not saying I can do it, but these games just aren't doing much for me, no matter how much I dig their vibe.
@@NielsHeusinkveld The game is now in early access and changes have been made since the demo, there’s two handling modes to choose from, not sure if the demo build you have has that option. DDI is a very humble guy and takes feedback seriously, and he reads the comments here so he’ll be aware of what’s said in that regard. It’s one bloke making this, in his spare time, with other commitments which given your own semi-job you mentioned I’m sure you can appreciate. With time and updates we’re confident this one will hit all the right spots with fans of the source inspiration.
@@SEGAGuys Sure! I'm not having a go at the person, it is insane that one person can pull something off like this. I can barely make a spreadsheet function. :)
This game is amazing, but some of those corners leave a lot to be desired. To me they feel like poor design choices. You're forced to almost stop completely to crawl around them and it really destroys the flow of the races. It's too much fast, stop, fast, stop. It would be better if they weren't quite as sharp/ steep.
I think it's the braking that is a bit weird, it's just too slow and the car has too little grip. Formula cars take turns at really high speeds due to downforce, this gameplay looks more like GT3 than Formula.
@@VitorMach it's like it's stuck between sim and arcade, and doesn't quite work. It's easy to get excited about the game, I definitely did, but it just isn't quite right.
Come on Devs just give us 1 Hundred Tracks... it can easily be done, with different combinations like racing alongside Lakes, through Cities, and country sides, forests, and long mountain canyons and give us day and night... real night time, with flood lights on the long motorways, and highways.
Excellent coverage Dan, the new tracks are looking great. Love the old skool VR ports knowledge on display here as you discussed what appears to be the inspiration for some of the track homages (that Birmingham track being based on a real life one is pretty cool too).
This is such a sight to behold. Incredible game, finally a VR2. After the Switch port we really thought this day would never come. And who cares if the Sega logo isn't on this one, I really don't think it needs it :)
I never knew how much I’d miss certain aesthetics until they were gone. Someone start making games that look like Saturn era stuff!
Like this? 😁
Sonic UltraSaturn - The Sega Saturn Game That Never Was
ruclips.net/video/NLsF5Akt-Ps/видео.html
@@SEGAGuys Oh yeah I watched that the other day. Looks great. But I want something new that looks like a smoother Burning Rangers 🔥
Asking myself why DDI is doing so many projects at the same time? I would love if they would finish DDI Rally first and then go full commitment to the next project. They are dabbling in many projects prototypes like their own Version of Sega Rally, VR, Hard Drivin, Indy 500 and Ridge Racer.
DDI Rallys early access adopters are eagerly waiting for meaty updates, instead DDI releases with Super Retro GP their next early access title.
Man this is looking good! Very cool to see this one mate, seems like it’s really heading in a positive direction!
That looks awesome Dan. Can't wait for it to hopefully come to consoles at some point so I can get stuck in!
This is looking good. Thanks for the great coverage!
This looks like a very competent 'Virtua Racer' successor. I'll grab it at some point as VR is one of my favourite racing games!
This really looks great!!! Hopefully there will be a physical switch cart... 🙏
This game looks amazing, i havent seen anything on it so as a first impression i would love to get it.
A freakin Amazing!! 😲🤤🔥
Love the aesthetics, the track design from what I’ve seen doesn’t match Virtua Raching however.
Where's the in-cockpit viewpoint?
I’m buying this one for sure.
Does it support Steam VR? That is a must for me, it would be awesome with that!
Lan multiplayer and will be perfect !
It would be great if this came to consoles with wheel support 👊😎👍
its still early.
the AI is still tweaking the car AI, handling and more.
multiplayer is being added also.
still a ways to go.
What is it running on?
@@thomaselers7416 The game is only available on PC at present. - James.
I wonder if you can remove the water droplets that hit the screen. It’s unnecessarily distracting with the flat shaded graphics
most likely it will be in the settings. but since its environmental it might not be.
The birmingham one lacks visibility for turns 😂
Hmmm, New Star GP is still the clear winner here.
All it does is understeer though. Virtua Racing had a strange but present slow oversteer dynamic. The handling looks quite dull here.
You gave yourself away there, Niels. “The handling *looks* quite dull here”.
Maybe try it before criticising it?
@@SEGAGuys I see they still have a free demo on Steam, so I actually tried it. Like the looks and retroness, and it plays consistent but I do find it just dull! I'm not having a go at justthis game, but also my other recent arcade experiences with Circuit Superstars and Art of Rally. They nail the look but the gameplay is just about precisely timed inputs and an understeering feel. Time it just right, and you can go flat out. A bit too late? Understeer and hit the wall.
There is no excitement in my opinion. If you turn too late, I want the car to continue rotating, start sliding and scrubbing off more speed, maybe requiring some semi skilled steering inputs. When I hit the wall, I don't just want to instantly slow down, I want this to be a challenging effect. Loosing some speed, but if I have skill, having the ability to save it and only loose a bit of time. If I'm not making the corner, and I brake harder while steering, I want the car to become challenging and slide more. Not in a sim way, just in a 'I have control other than timing my inputs like a robot' way.
Now I find myself just trying to be precise with the steering, which I find a bit tricky on my analog controller, so I'm not as consistent as I could easily be with a more accurate analog input, or more skill on the little stick. I know what I have to do, and when my thumb cooperates, I do clean fast laps, without the heart rate going up. If i'm not robot like with my stick, and maybe that is just my old man lack of controller skills, I hit the wall at times and the car stops. At no point is there any more challenge than trying to be accurate with the small stick.
Now I do sim physics as a semi job, and I really really don't want games like this to be sims. But they need to, imo, make the heart rate go up, giving you the impression you're at the limit of grip, sliding, controlling, in a simplified and fun way, without it being too easy. Like I said, this game, circuit superstars, art of rally, generally 2, they all feel utterly dull to me and just require precise robotic inputs.
It is bloody hard I bet to program ''physics'' that have a challenging yet easy enough yet slidey type feel to them, not saying I can do it, but these games just aren't doing much for me, no matter how much I dig their vibe.
@@NielsHeusinkveld The game is now in early access and changes have been made since the demo, there’s two handling modes to choose from, not sure if the demo build you have has that option.
DDI is a very humble guy and takes feedback seriously, and he reads the comments here so he’ll be aware of what’s said in that regard.
It’s one bloke making this, in his spare time, with other commitments which given your own semi-job you mentioned I’m sure you can appreciate.
With time and updates we’re confident this one will hit all the right spots with fans of the source inspiration.
@@SEGAGuys Sure! I'm not having a go at the person, it is insane that one person can pull something off like this. I can barely make a spreadsheet function. :)
This game is amazing, but some of those corners leave a lot to be desired. To me they feel like poor design choices. You're forced to almost stop completely to crawl around them and it really destroys the flow of the races. It's too much fast, stop, fast, stop. It would be better if they weren't quite as sharp/ steep.
I think it's the braking that is a bit weird, it's just too slow and the car has too little grip.
Formula cars take turns at really high speeds due to downforce, this gameplay looks more like GT3 than Formula.
@@VitorMach it's like it's stuck between sim and arcade, and doesn't quite work. It's easy to get excited about the game, I definitely did, but it just isn't quite right.
First Comment!