Super Retro GP - Golden Gate
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- Опубликовано: 7 фев 2025
- Gameplay from the Super Retro GP Demo, a beautiful homage to #sega's #virtuaracing. I recorded this demo footage quite some time ago, and have subsequently purchased the full game (just haven't found the time to really give it a good playthrough yet, between real life stuff and trying to get through a backlog of some other games).
Check out my thoughts on the demo here:
• Super Retro GP Demo - ...
The game's Steam page here:
store.steampow...
#SuperRetroGP
The way the car started up I thought I was listening to Charly by the Prodigy for a second 😂 Great stuff MT! Love the announcers voice. Crisp, clean and lovely to hear as well
This is awesome 😎 I like how these indie game developers made modern incarnations of classic Arcade racers from the past. I actually played Horizon chase Turbo on my PS4 and it shares the same gameplay asthetics from Lotus Turbo Challenge and Out Run. It's a very fun game
@@EnzoTestarossa740 Yes mate, I've got that one myself!
I do wanna give this game a shot one day. I don't really care if it doesn't capture the charm of VR as what some people are saying, I just like that it's a spiritual successor of it. It doesn't need to be exactly like the original. This one does the job well enough for me.
Bay Bridge? Is that you?
Super Retro GP is definitely aiming for the VR-style and format, but it's honestly not on the same level just yet. I don't think it'll ever see the polish it needs to get there, judging by DDI's previous Sega Rally-inspired game, but this is going for the VR feel, for sure. It just needs a lot of work. There's no sense of arcade atmosphere yet, and some races are oddly quiet and kind of creepy with some wind-howling and bad engine noises. The last update it received really upped the controls though, since there's now a bit of that signature VR drifting in there. It's a lot more fun to play now.
But I do agree that the tracks feel too wide. I think that may be less of the fact that the tracks legitimately are, it's just the camera needs a bit of warp on it, maybe? I'm not sure how to quantify it :P
I really want to see this one make it. Dev has proved himself, to me at least, with the last update for the controls. Now the rest just needs some polish, bolder colours, and a focus on the sound-scape, effects and mixing, which will give it that injection of that coin-op vibe this is clearly working towards.
Virtual Racing on 32X
What a bland, mosquito engine game. No, thanks.
Given you a friend request on steam so I can compare lap times. Enjoying it?
I enjoyed the demo a lot - like I say in the description though, I haven't really played the proper game at all yet (even though I bought it weeks back), bit of a backlog of other games I'm trying to get through.
For now it looks like wasted potential, terrible engine sound at max speed, engine sound on gear changes feels off (it sounds more like a short release of throttle), shadow distance is of course way too short, and this track is super boring, too wide and/or not twisty enough, too much time at full throttle in 7th gear. Having to release the throttle only 1 or 2 times in 1'20 mins (with no challenge at all to remain at full throttle the rest of the time) is terrible track design, even for a beginner course. I hope it's not representative of the other tracks, and that the other issues will be fixed in the final game.
Yeah, I don't think much of this criticism is that valid. I was coming off the throttle to go around pretty much every corner, not just 1 or 2 times. There was actually a fair bit of challenge in completing the course before the time ran out, it took me multiple goes before I did it successfully. And are we forgetting that Daytona USA, arguably the most successful arcade racer of all time only had one bend you needed to slow down for on it's Beginner stage? The engine sound is very reminiscent of Virtua Racing, the game this is homaging, it's not meant to sound like some realistic sim racer game. Similarly, that game also had wide sections of track in places, something else this game is reflecting.
@@MrThunderwing Not understanding my point doesn't make it invalid. I never said it has to be realistic, VR engine sound may be my favourite engine sound ever. The top speed "bumping on the limiter" is just annoying and should be fixed if it hasn't been already. And more I listen people, more I understand many of them just don't get a few things about engine sounds, including if a gear change sounds right or wrong (which is different from realistic/not realistic). For me it's so obvious that it seams impossible to not understand it in a split second when earing it, and saying "it sounds more like a short release of throttle than a proper gear change" should be enough to instantly get a "yes I noticed that too" from anyone, but many people just can't get it and won't no matter what. If someone doesn't get something so obvious, it means he just can't understand it no matter how we explain, our brains are simply wired differently.
Not getting something doesn't mean it doesn't exist. It's kind of a recurring problem in "small" racing games.
It was already like that with the PS2 version of VR, some people notice in a split second how terrible and different it sounds compared to the original game (not the engine "tone" itself, but how it revs, how the engine is handled in that version), how much we lose an important part of what makes the original so great, and others don't see anything wrong and seam to be unable to get it no matter how we try to explain to them.
It's a bit the same with track design, some people just don't get it. To be fair, half of it is not bad at all, from after the bridge to before the tunnel. But from before the tunnel to after the bridge, its just flat out, even the last turn, the only "real" turn of the section, can be taken flat out easily (I don't know why you slow down and take a wrong line there). That straight line going through the bridge is way too long, like 18 secs long, as long as a full lap on Daytona USA's beginner track. And the fact that you come there after another 20 secs of almost straigh line makes it worse, 40 secs were almost nothing happen. There is a clear rhythm issu there, on a type of games were rhythm plays a big part on the enjoyment.
Fortunately there seam to have some pretty decent tracks in the game.
Having some challenge has little to do with track design in such a game, it depends mostly on how much time you have and how fast the IA are, and that's something that can't be judged on an old demo.
Daytona USA beginner track takes less than 20 secs to complete, it's not the same thing as a 1'20 mins lap, it's 1/3 of the turns which require to slow down, and that turn is far more interesting than any turn of that track. And that Daytona USA beginner track is my biggest gripe about that game. It's still nice for a few plays and to learns the driving, and it's iconic and its rolling start with its music may be my most nostalgic arcade racer moment, so it's great as a showcase of the game and the genre, but it gets old pretty fast and I just ignore it and stick to the 2 other tracks most of the time. I would probably have appreciated it more if there had been 4 tracks in total. Scud Race manages to have an even more iconic beginner track which manages to be interesting to drive, and has those 4 tracks in total.
In the end, it's still one of the most promising neo-retro racing games, and I don't know how the last build is and if they'll fix most of the issues. But I hope they'll improve the engine management, because they got the engine tone mostly right (doesn't sound as great as VR, but still pretty good), which makes it even more frustrating, so close to be great. Fix the "bumping on the limiter" issue, increase the max rev (so we don't feel like short shifting constantly) and the rpm difference between gears (so it doesn't feel like a simple short release of throttle) and it may be enough to make it great.
I bought this on PS5 and bounced right off it. It felt like a soul-less Virtua Racing clone... Wide, flat tracks, weird handling and horrible engine sounds. Missed opportunity IMO.
Edit: Apologies, I'm confusing this with New Star GP which I bought on PS5. Didn't like that at all. I did play the demo of this on PC and promptly deleted it though.
There's also Formula Retro Racing which was decent, and FRR: World Tour which was a poor follow-up. None of them capture what made Virtua Racing so great :(
Curious to how you thought New Star GP was a soul-less VR clone? I thought it had personality, a lot of contend and the gameplay DEFINITELY wasn't Virtua Racing. It was more Bizarre Creations Formula One on the PSX, with the focus on actually using the pitlanes, re-fueling and tire changes - a lighter take on legitimate Formula One-style gameplay.
Virtua Racing was arcade racing wearing an F1 skin.
@ that's fair, I guess it's more a Geoff Crammond F1GP-lite than Virtua Racing.
I didn't like the handling though, it didn't feel like the cars had any weight to them or were connected to the ground.
Perhaps I should give it another chance, maybe it's been updated.
@@PikaStu666 It's definitely more grounded, and fueling up fully actually affects handling and makes the car less responsive. In that way, it's grounded more in reality, whilst still still retaining a sense of arcade fun, for me at least.
I'm sure it's not for everybody, so don't feel obligated to like it, haha, but I know that at least in my case, some games really grow on me after a while.