Racing/Driving Games and Accessories - Happy Shopping! :)

Monday, June 15, 2020

Gran Turismo 7 Reveal Thoughts

John B. Marine | 6:12 PM | | Be the first to comment!
On June 11, 2020; Gran Turismo 7 was unveiled. I figured this is my opportunity to share my own breakdown and thoughts on this reveal. I want to make my own thoughts on the reveal and even offer thoughts on what I think it will take for GT7 to continue and extend the fabulous legacy of the Gran Turismo franchise. So welcome to "John's Race Space" and a new post of mine!


About the Label: GT7

Posts in this category regard Gran Turismo 7. This can involve almost anything regarding this game.






Gran Turismo 7 Reveal


So what is this Gran Turismo 7 I been hyping up? Here is the video touting Gran Turismo 7:


^ Gran Turismo 7 Announcement Trailer

As with any upcoming game, this leads to a lot of speculation. I certainly am the speculative type. I also am someone who tends to think too much on what something could become. I recommend you take a look at the video above before you read the rest of this blog post. Now, it is time I unpack this video and offer thoughts.

To get my full thoughts on this trailer, I'm going to do a lot of unpacking in the next section. This unpacking includes a look at the trailer along with what I am thinking about in regards to Gran Turismo 7 being released proper. So read on to get my thoughts.




Gran Turismo 7 Reveal Thoughts: Looking Back at Past Titles


Actually, before I unpack the trailer, I feel it is necessary to discuss what is ahead for Gran Turismo heading into Gran Turismo 7.

I still do not have a PlayStation 4, nor have I played "Gran Turismo SPORT." A lot of us imagined that Gran Turismo Sport would be a new direction for the Gran Turismo series. This basically seemed like Gran Turismo putting itself into the eSports realm and leaving behind the tried-and-true formula that has kept Gran Turismo relevant for over 20 years. Gran Turismo SPORT mostly was an online-only deal that had very little single player content. Over time, a lot of single-player content was made available so that the game would remain playable even if and when all the online support goes away. A real showing of accomplishment is if one could qualify for the Gran Turismo World Finals and win a Tag Heuer watch. I personally find Tag Heuer and Citizen as the best luxury watch makers, so this would be an exceptional accomplishment to win a fabulous watch by just playing Gran Turismo SPORT.

Another sign indicating a new series direction has been a lot of the cars and tracks. On the car front, GT SPORT seems to offer its own array of normal, tuned, competition cars, and the unique Vision Gran Turismo cars. The competition cars namely seems to suggest a world of race cars as if Gran Turismo had its own league of racing cars. Players could make their own liveries for cars for the first time in Gran Turismo history. Thousands of liveries have been submitted online for others to download. You can really produce amazing liveries once you really learn to take advantage of the livery editor.

To the disappointment of some Gran Turismo fans on the track front, some of the all-time classic Gran Turismo venues- like Grand Valley Speedway or Deep Forest Raceway- were nowhere to be found. Instead, a handful of other original race courses make up the GT SPORT roster of race tracks. A good number of race tracks involve actually licensed circuits and certain real-world locales. Others further exemplify Gran Turismo as being the best game of fictional race courses.

I have never played Gran Turismo SPORT as mentioned earlier. I do know the game seen a much more realistic and engaging model for driving. The model seems more advanced than any Gran Turismo prior.

Now, it's time to take a look at the Gran Turismo trailer.



Gran Turismo 7 Reveal Thoughts: Trailer Unpacked


These are all my honest opinions what you are about to read. I am going to break this up into three sections pertaining to three different elements of the video trailer. So take a look as I discuss all three segments.


Trailer Cinematics.

If you see some of the many cars that comprised the Gran Turismo 7 trailer, you would be very fascinated about how far we've come. Sure, there is a good amount of Japanese bias from the Japanese developer Polyphony Digital, but the series has always been an encyclopedia of cars. What is one indication of an enhanced roster of cars? Look at the Porsche 917 in the trailer. People have complained for years about Gran Turismo not having Ferrari, Porsche, or Lamborghini. Now look at the inclusion of Porsche ever since the exclusive contract deal between Electronic Arts and Porsche went away. We now have had Porsche in Gran Turismo SPORT and may likely get more Porsches to buy and tune and race. A lot of the racing machines from Gran Turismo SPORT seem likely to make a return.


Gran Turismo World.

Does the Gran Turismo Mode interface seem familiar to you? I think GT7 looks to feature a Gran Turismo mode that longtime players can immediately recognize and appreciate. It's back to a city-style GT Mode with different places to visit. You have Home, but you also have the places to go for car dealers, tuning shops, racing events, and more. It reminds me a lot of the city with Gran Turismo 1 but with the stylish and sleek look of Gran Turismo 4's GT Mode. Gone is the cramped and "modern" Gran Turismo 5 and Gran Turismo 6 style interfaces for your GT World. To me, GT7's GT Mode interface is a throwback to past GTs, and it couldn't look any better. Also, notice the new... characters? Seems like you will have some virtual people to help you navigate through the mad world of Gran Turismo. And finally... since when was Trial Mountain an AMERICAN course? I always thought it was a British course, since GT2 has the UK Nationals at Trial Mountain. It seems you can do a single race, a circuit experience, a time trial, or a drift trial based on what you want to take part in.


In-Game Racing Sample.

Now for the most important element- in-game play. For now, GT7's trailer basically seems a lot like Gran Turismo SPORT. I am fairly certain GT7 will pick up where GT SPORT left off in terms of offering a dynamic racing experience. So no disappointments in that department. Trial Mountain does look a lot different, though. It is still one of the toughest courses in all of Gran Turismo. It just has a new stretched and renovated style. Maybe it's possible this course can be raced on under time and weather variable conditions. So could that mean Trial Mountain could be raced deep into the night? Possibly. Could it even be a rainy mess of a track with rain ranging from drizzle rain to monsoon rain? Could happen. Could it possibly even snow at Trial Mountain? Nobody knows at this point. At least we know that one classic GT track will return for GT7.


That basically is my unpacking of the Gran Turismo 7 trailer. Now on to other thoughts.




Gran Turismo 7 Reveal: The Road Ahead


We all now know what Gran Turismo 7 has shown to the world in its reveal. Now what will it take for GT7 to be a success? I have my own thoughts to share in this section. So read on.


Something to Prove.

Gran Turismo 7 is going to be a success as long as it right the wrongs of Gran Turismo 5 and even Gran Turismo 6. To me, GT5 and [especially] GT6 seemed too lazy. I felt Gran Turismo 5 was a hot mess of ideas with not much execution. Like it tried to be EVERYTHING in its transition from GT4 to GT5. You know- NASCAR, karting, World Rally Championship, Top Gear, and more. Sadly... nothing really seemed overly fun. GT5 did offer an interesting B-Spec system to where it didn't seem like it was the AI racing for you in completing the game. Gran Turismo 6 mostly seemed more accessible and not as difficult compared to GT5. Yet still, it wasn't a blow-away deal that will keep you entirely intrigued. I personally think Polyphony Digital got too lazy with the single player elements, basically banking on people to engage in online play to provide better experience than the single player elements. That's a good strategy to mostly have online play be better than single player, but what happens when the official servers shut down? What are you going to have left, and is what you have left good enough to make a lasting game experience for a long time to come?


General Keys to Success.

It is therefore paramount that I think Gran Turismo 7 has to deliver a solid single player experience before making the online experience as engaging as possible. Offer a handful of racing experiences much like what Gran Turismo 4 (which originally was supposed to be the first GT with online multiplayer) offered on the single player front. It helps to make the difficulty accessible to rookie and veteran GT players alike. However, avoid laziness or feel like single player doesn't matter all that much. It DOES matter! As for online, just keep providing players the opportunity to engage in great racing action online ranging from serious races to "s***post" races. Maybe offer some more unique racing events and perhaps even more racing types.


Vehicles.

The vehicle aspects of Gran Turismo 7 will also be key. I have been fond of Gran Turismo for its cars even when people complained of not many of the world's top auto makers and not many of the world's best vehicles. Even when people thought GT4 had 50 Skylines and 25 Lancers when it could have more Ferraris and Porsches, I still enjoyed the overall car experience and in finding different vehicles to purchase and tune. I also felt those who loved supercars failed to acknowledge or take advantage of the supercars GT4 did have. A game series like Gran Turismo actually sort of challenges you to find more favorite cars outside of your usual favorites. Bummed your favorite sports car is not in a Gran Turismo game? Find a new one! Even from Gran Turismo SPORT, I would even trick out a Ford Raptor or a Toyota Tundra to be fairly decent racing machines. I kind of would want Polyphony Digital to even find a handful of oddball or unusual vehicles to feature. I am not saying Gran Turismo 7 should have an array of vehicles to put Forza Horizon 4 to shame, but offer a deeper variety to keep the vehicle aspect entertaining.

You may notice I have said "vehicles" a lot in this paragraph and not cars. That is because part of me wants to see motorcycles make a return to the variety of vehicles to own and tune. I am talking about a modern "Tourist Trophy." Though Gran Turismo has always been about cars and not motorcycles, at least having a mix of cars and motorcycles would help in the department of many different race types. Some courses could equally suit cars and motorcycles. I am not saying motorcycles would or should overshadow cars, but I feel for visibility and variety, it would be great to include motorcycles to boost the vehicle count. Cars and motorcycles in the same game would be nothing new. Look at the Test Drive Unlimited series. TDU2 initially didn't have motorcycles until they were later added in future updates. I would be happy to race a Ferrari 333SP (a car that I would LOVE to see and race in Gran Turismo) around Grand Valley Speedway as much as I would maybe a Ducati 1198 Panigale around Tokyo R246.

Motorcycles probably are not going to happen again for Polyphony Digital, but I would be more than welcome for the inclusion of them if it were to happen.


Locations.

All those vehicles in a racing game mean nothing if you don't have venues for which to have them compete in. So in this sense, Gran Turismo 7 needs a solid foundation of various locations. If it were possible, GT7 would include a handful of real-world locations and return a lot of the classic courses. Evolution is always important; but when you are a legendary franchise like Gran Turismo, you have to impress both longtime fans and newcomers alike. What if there were a number of players who passed on GT SPORT? Don't you want to offer those GT SPORT courses to be part of the world of Gran Turismo 7? I also have been saddened about how none of the past rally courses shown up in future GTs after GT4. I am NOT counting the newer Chamonix in GT5 as a "returning" track, and I am also not counting the newer Rome Circuit in GT5 apars from the classic Rome in GT2 and GT3 among non-rally tracks.

I feel Gran Turismo severely needs two kinds of locations to help in the diversity department. One of those is a touge style course or a proper hillclimb course. Gran Turismo players may remember GT2 having the Pikes Peak course, especially back when Pikes Peak was still a mix of paved roads and dirt roads. Pikes Peak today is all paved and all tarmac. Even still, it would be great to see Pikes Peak return even its all paved form. Enthusia Professional Racing had Mirage Crossing and Dragon Range. Dragon Range (not to be confused with GT SPORT's Dragon Trail) could be raced downhill or uphill. Even GT's rival Forza Motorsport has had open circuit courses like Fujimi Kaido and Pacific Shipyards. The GRID series has a few open circuits including the California coastline and Hong Kong. A game like Assetto Corsa has the Trento Bondone hillclimb course in Italy. I am not saying Gran Turismo needs to have its own Initial D experience, but something along the lines of the famed Haruna (Mt. Akagi in "Initial D") would suffice.

The other kind of proper course Gran Turismo needs is a drag strip. Now before anyone starts thinking, "drag racing is stupid. Why would you want drag racing?" Let me state that drag racing is as much a skill as any sort of circuit racing, rally racing, or even drifting. I know Gran Turismo 4 had the Las Vegas Drag Strip for drag racing, but there were no events for it; and also, I prefer a more proper style drag strip. Anyone who follows the sort of material Gran Turismo has provided in the past knows that Bandimere Speedway in Colorado has been used or mentioned in regards to drag racing. A true and proper drag racing locale would be great for those actually want legitimate drag racing. I don't think the series needs an actually-licensed locale for drag racing, but certain tracks have some drag racing areas used, such as at Sonoma Raceway and the Hockenheimring. That would be a start. Or Polyphony Digital could look into the four-wide drag strip at Charlotte Motor Speedway for some four-wide drag racing. In addition, the driving model for Gran Turismo will need to better account for low-speed driving dynamics to help make drag racing great.

The one thing I am concerned about location-wise is that of what Polyphony Digital has been experimenting with. They have looked into procedural environments. So it is possible some of the next best tracks could be made through a handful of scripts and such rather than hand-made courses. Of course, we can always envision the possibilities of using something like a Track Editor in GT5 and GT6. The prospect of unlimited tracks can surely be a thing for GT7 if the cards are played right.


Events.

There is a reason we use an umbrella term like "motorsports" rather than "racing." Consider that drifting is not "racing." Drifting is mostly a style kind of deal while many of us are more fixated on racing on closed-circuit courses and open-circuit courses (like rally stages, hillclimbs, and drag racing).


Other Considerations.

I think more courses should be able to take advantage of time variations and weather variations. Certain tracks were able to take advantage of time and weather variable conditions in Gran Turismo 5 and Gran Turismo 6. It would be somewhat a stretch to say GT7 has the horsepower and the ability to make all tracks time and weather variable. Games the likes of the rFactor series and the Project CARS series have implemented some sort of system of time and weather. iRacing does not have a weather simulation of including precipitation, but it does have a system of having either clear skies or cloudy skies. Gran Turismo 7 can be a game changer in its own right by having a consistent environment model that could be used across all or most of its tracks.


My Biggest Concern Regarding Gran Turismo 7.

To me, Gran Turismo 7 will be more about evolution and sustained relevance after the mixed success of Gran Turismo 5 and Gran Turismo 6. Has Polyphony Digital learned enough from their GT5 and GT6 experience to make GT7 better than the PS3 era of GT racing? Can they apply what Gran Turismo SPORT has provided and make it better for GT7? Gran Turismo is a top-tier franchise, and one quality of top-tier franchises is the ability to remain fresh even after standards of games have been set. Some franchises even set their own standards and try to better them. Some, to paraphrase a Ford commercial or a former WWE tag team, "...don't just raise the bar; they ARE the bar." How "back" is Gran Turismo? We are going to find out once more details become available and when we get a chance to gauge what GT7 has to offer.


You read a lot of thoughts of mine; but for those who are used to my content, this is nothing different or new. Thanks for visiting!






Introducing the JRS Resources Page!


Starting back around June 9, 2020; I decided to create a Resources page for fans of racing/driving games. Those who follow my life issues blog, "John's Life Space," may know of my "Helpful Resources" meant to offer online resources for certain life issues. I decided to do the same for my racing/driving blog. So I tried to find as many different resources for almost 100 different racing/driving games. To see what I have come up with and what I have been able to collect for resources, take a look at my Resources Page for "John's Race Space":



Please note this Page is a continuous Work-in-Progress (WIP). More material may be added based on my own findings or recommendations from others. Be sure to take a look and find whatever resources may interest you about various racing/driving games.





I'm glad you can join me here on "John's Race Space." Care to discuss?

Are you excited for Gran Turismo 7? What do you think GT7 has to be a classic or an all-time great of the series?

Thank you for reading! Take care and be well.

Visit my official website at johnbmarine.com, subscribe to My Blog(s), and/or Follow on Bloglovin!
Subscribe to John's Blog Space (JBS) Subscribe to John's Creative Space (JCS) Subscribe to John's Race Space (JRS) Subscribe to StyleSpace (SS) Subscribe to John's Life Space (JLS)
Support My Creative Works!
JMDesigns Patreon Soundcloud Bandcamp Twitch OpenGameArt TurboSquid
Get Social With Me!
Facebook (Friends) Facebook (Fans) Twitter YouTube Instagram Pinterest LinkedIn (professionals only)
Questions or Comments? Contact Me (serious inquiries only)...
Contact Me via E-Mail




read more...

Sunday, May 24, 2020

Auto Museum 64

John B. Marine | 8:09 AM | Be the first to comment!
Nintendo is not known for too many quality racing/driving games outside of Mario Kart and Excitebike. Earlier this year, someone designed a virtual museum of 3D racing vehicles in Nintendo 64 racing games called Auto Museum 64. I found this semi-randomly as I was searching online recently. I am posting this blog post to share with you this interesting deal. So allow me to share with you... Auto Museum 64!






Auto Museum 64


"Auto Museum 64" is a project developed by Leo Burke. It is a 3D program featuring various vehicles from 3D Nintendo 64 games. You get a chance to be around these vehicles as you would at any normal museum. As you walk around, you get to see vehicles from various games as well as find all the different people who helped create these cars. There is no stealing involved as the developer made sure to credit the original creators of each model. You even get a sense as to how the developer was able to find and feature all of the vehicles in the museum. It all comes in a program made in Unity3D. It is not a "game," just more of an interactive program with various vehicles.

When I tried out this program, I was fascinated at a lot of the various vehicles. The museum features cars, boats, and various futuristic ships. A lot of the different machines are part of collections with a specific game. I like how this museum makes you feel like you are at a real museum. You almost wish you could touch and interact with the various machines. But as with almost any museum, you aren't allowed to touch any of the exhibits.


Final Thoughts/Review.

Auto Museum 64 is not entirely a comprehensive museum of 3D racing games on the Nintendo 64, but it is a very noble attempt at capturing the history of various 3D racing games for the Nintendo 64. I enjoyed using this program and seeing the various vehicles from various N64 games. It will provide a blast from the past for experienced N64 racing game fans while educating those who never got to play certain N64 racing games. I wished a few more N64 3D racing games were featured, but what is in this virtual museum is still part of a solid lineup that can't be missed.

One would wonder if perhaps this same virtual museum developer would try various other virtual museums of past racing/driving games. Some people who also sampled this museum wanted to even see a virtual museum of racing/driving game vehicles from PlayStation 1 games.


Video Preview.

If you want a preview of Auto Museum 64, I have found this video for you. Take a look:


^ Auto Museum 64!

Thank the entity(-ies) who allowed this video to be embedded.


For More Information...

If you want to learn more about this program or to download it, please visit its IO site at: Auto Museum 64. This program is available for Windows, Mac, and Linux.





I hope you found this blog post and this virtual museum fascinating. Please be sure to Subscribe/Follow my blog(s) if you enjoy my work and want to see more of it. Thank you for reading! Take care and be well.

Visit my official website at johnbmarine.com, subscribe to My Blog(s), and/or Follow on Bloglovin!
Subscribe to John's Blog Space (JBS) Subscribe to John's Creative Space (JCS) Subscribe to John's Race Space (JRS) Subscribe to StyleSpace (SS) Subscribe to John's Life Space (JLS)
Support My Creative Works!
JMDesigns Patreon Soundcloud Bandcamp Twitch OpenGameArt TurboSquid
Get Social With Me!
Facebook (Friends) Facebook (Fans) Twitter YouTube Instagram Pinterest LinkedIn (professionals only)
Questions or Comments? Contact Me (serious inquiries only)...
Contact Me via E-Mail




read more...

Monday, April 20, 2020

WipEout XL/2097

John B. Marine | 9:38 AM | | Be the first to comment!
WipEout XL (also called WipEout 2097) takes you into the year 2097 and the F5000 Anti-Gravity Racing League. Intense competition ranging from races to combat await you here. This game's great music helps fuel the mood. This blog post takes a look at one of the best PlayStation 1 games ever produced- WipEout XL/2097.

I know it here in America as "WipEout XL." However, I will refer to it as "WipEout XL/2097" to relate to both names of the same game.






WipEout XL/2097


After the success of "WipEout" in 1995, "WipEout XL/2097" was created in 1996. The game was produced by Psygnosis and developed by The Designers Republic. It further built upon the futuristic racing scene with a truly enhanced experience. Many argued the first WipEout is brutally hard. So to make things easier, this WipEout provides faster and better experience all around compared what the first WipEout brought. It was a chance for the WipEout series to become a proven name in the futuristic racing realm. Its mix of high-speed racing along with combat elements made WipEout stand out among other racing titles.

If you are not familiar with the WipEout series, the WipEout games are a series of racing games featuring anti-gravity ships racing around futuristic tracks. The races feature items used to protect you and to attack other opponents. A lot of the action happens very fast. "WipEout XL/2097" puts you inside of anti-gravity racing ships in the F5000 Anti-Gravity Racing League.

This new experience sees six tracks around the world make up its track roster. The number of ships on track went from eight to 12. Now, you can eliminate opponents (or be eliminated yourself). You also have to clear Checkpoints in time compared to the no time limit of the first WipEout game. Do you have what it takes to be a champion of WipEout?

There was a unique quirk to WipEout XL, as it had sponsorship from Red Bull. In loading screens, the game even suggests you can improve your reaction time by drinking Red Bull. The only thing more impressive about WipEout than Red Bull sponsorship is the music. The music in "WipEout XL/2097" featured some of the best electronic dance music at its time. More than 20 years since "WipEout XL," many regard some of the songs in this game as some of the greatest songs all-time in the realm of electronic dance music. I personally think so about these songs, as I have even burned MP3s of many of the music tracks in this game. Many of the artists and groups in this game were my first exposure to them. Those include the likes of the Chemical Brothers, Fluke, Future Sound of London, the Prodigy, and more.

"WipEout XL/2097" was available on the PlayStation 1, but it was also available for SEGA Saturn and PC. PC players can enjoy this game with 3D accelerators such as (at the time) PowerVR.


Now that you know about "WipEout XL/2097," let me delve into the finer elements of the game.




WipEout XL/2097: Details


This is a brief look at some of the different elements that make up the game.


The Events.

Here are ways to enjoy racing in "WipEout XL/2097"...

• Arcade - a simple lapped race against a full field of opponents.

• Time Trial - practice any track in the game or try to land the best lap times. No other competitors share the track with you in this mode.

• Arcade Link - if you have two PlayStation 1 systems and two copies of "WipeOut XL/2097," you can play two-player multiplayer in this game against a full grid of competitors.

• One-on-One - if you have two PlayStation 1 systems and two copies of "WipEout XL/2097," you can play two-player multiplayer in one-on-one action.

There may be extra modes for you to unlock here. You'll have to play through the game to find out what else remains!


The Teams.

You start off with four teams, but a fifth team can be unlocked.

• FEISAR: This is the Beginner team. Their ship is meant for easy handling and with great shield energy. Its weakest element is poor top speed. Further success may mean you may have to go with a stronger team.

• AG Systems: AG Systems is the Amateur-level team. Their ship is configured for overall decent performance, but at the expense of having poor shields.

• Auricom: The Auricom ship is designed for all-around average performance. Its strongest element of this Intermediate team is its top speed.

• Qirex: If you want a speed demon, look no further than Qirex. The Expert level ship is fairly heavy and is not a good handling ship.

You are only as good as the ship you race with. So choose wisely and enjoy racing to the max!


The Tracks.

"WipEout XL/2097 features six tracks, but there are some bonus tracks you can unlock. These six tracks are divided into three class levels, with each class level having two venues. Here are the six main courses:

• Talon's Reach - This is a very simple track in Canada in an industrial sector. Most of the track has wide roads and fairly easy corners to navigate. This is a two-lap race in the Vector class.

• Sagarmatha - Here is a track located in Nepal under snowy conditions. There are some bumps and jumps to negotiate here, but there are very few sharp corners. So you can take this course smoothly and lay down some decent lap times. This is a two-lap race under the Vector class.

• Valparaiso - This track is located in a South American jungle in Chile. It has some sharp corners as well as some twisty sections. Care is needed here to limit wrecking your ship. This is a Venom class race, meaning it is a three-lap race around this course.

• Phenitia Park - Located in an commercial park in Germany, this track is quite technical. Advanced flying technique is required to win here. Three laps around this course await you on this Venom level track.

• Gare D'Europa This is a difficult track based in France that takes place during a stormy night. The venue is a disused Metro system. It is too easy to make mistakes here, and you end up paying for those mistakes if you are not careful. This is a Rapier Class track, so you will be racing this one for about four laps.

• Odessa Keys - Located above the Black Sea, this is a tough track that will test all of your flying skills. If you want to show your adept status, complete four laps around this Rapier-level course.

There are apparently some more tracks you can unlock with progress in the game. For now, the main six courses have been featured. There is also a higher difficulty class to be unlocked.


Items and Weapons.

There are many more items than what I will make mention here, but I will show you some of the items you can pick up and use...

• Missile - fires a homing missile at any leading opponent.

• Rocket - a straight-firing rocket that deals great damage upon impact.

• Mines - five mines will drop from your ship, damaging all who come into contact with them.

• Electrobolt - this weapon will immediately slow down any opponent ahead of you through homing.

• Turbo - provides a temporary boost of speed.

• Shield - you will be temporarily immune to impact or weapon damage when a Shield is engaged.

• Autopilot - your ship will be automatically controlled for a temporary amount of time. Usually, it will disengage when coming up to a sharp corner. It is best to engage Autopilot when you are coming up on a corner or set of corners you are not good at.

• Quake - great damage is dealt to leading racers as the ground is ripped up.

• Plasma Bolt - this is an attack powerful enough to defeat any opponent in just one shot. If you successfully charge and hit an enemy with it, you can eliminate an opponent in just one shot.

There are a few more I didn't mention, but those are the different weapons in the game.


Techniques.

Here are a few things to keep in mind as you play...

• Unlike a lot of other racing/driving games, you have to master using two different brakes. The brakes used are air brakes to help stop you as you enter corners. Using the proper side brakes will help you corner better. If you are approaching a right turn, use your left air brakes. Conversely, if you are approaching a left turn, use your right brakes. If you need to slow down entirely, use both brakes at once. Try to figure out how to properly maneuver your ship around corners and tracks to become adept.

• If you get an Autopilot, it is best to use it when approaching a dangerous set of turns. Autopilot will really last beyond the three-second time limit, usually when approaching another set of decisive turns. Use Autopilot wisely.

• You can recover your energy with a certain item, but be sure to pit when you can. You do not have to come to a complete stop in the pits, but just fly through the pits efficiently to recover as much energy as you need to.

• Items like the Rocket and the Plasma Bolt require precise aim to be effective. It can be tough trying to line up a powerful shot with the Plasma Bolt after charging, so you will need to practice getting a proper aim with both the Rocket and the Plasma Bolt. A successful strike with the Plasma Bolt will result in eliminating an opponent.

• It is possible to complete laps and races with perfect flights. If you want to minimize damage, see if you can complete races without taking damage from either running into walls or getting hit by weapons.

These are only a few recommendations. The rest is up to you!




WipEout XL/2097: Final Thoughts


"WipEout XL/2097" improves upon the WipEout formula while offering a greater gaming experience and an excellent soundtrack to boot. While the first game wasn't as well-received or wasn't as simple, this game proven to become more than enjoyable than the first title. "WipEout XL/2097" did more than enough to set the tone for WipEout becoming the best futuristic racing game series on the market. The series didn't start with this game, but this game is part of what makes the "WipEout" series the best futuristic racing game series in history. One only needs play "WipEout XL/2097" to experience one of the finest PlayStation 1 gaming experiences.


Video Preview.

Here is a preview of what you can expect when you play "WipEout XL/2097":


^ Wipeout XL (PS1) Gameplay


WipEout XL/2097 Online.

Want WipEout XL/2097? Please use this item below:




Hopefully this will give you insight as to this game's amazing appeal.





I hope you enjoyed this blog post. I am glad you were able to find my blog on racing/driving games! Thank you for reading! Take care and be well.

Visit my official website at johnbmarine.com, subscribe to My Blog(s), and/or Follow on Bloglovin!
Subscribe to John's Blog Space (JBS) Subscribe to John's Creative Space (JCS) Subscribe to John's Race Space (JRS) Subscribe to StyleSpace (SS) Subscribe to John's Life Space (JLS)
Support My Creative Works!
JMDesigns Patreon Soundcloud Bandcamp Twitch OpenGameArt TurboSquid
Get Social With Me!
Facebook (Friends) Facebook (Fans) Twitter YouTube Instagram Pinterest LinkedIn (professionals only)
Questions or Comments? Contact Me (serious inquiries only)...
Contact Me via E-Mail




read more...

Thursday, April 16, 2020

GTR Evolution GT Classes

John B. Marine | 9:46 PM | | | Be the first to comment!
Amid "GTR Evolution"'s many different cars, it can be a bit confusing trying to remember what car belongs in which class. So I decided to post this blog entry to show what car belongs to the three classes of GT competition in GTR Evolution. This post also includes a little insight on my driving of these cars to help you determine what car might be best for you.

Before I Begin...

You will need to purchase RACE07 before getting GTR Evolution.






GTR Evolution: GT Classes Overview


GTR Evolution features three classes of competition among GT-type cars. The already diverse portfolio of vehicles and tracks in RACE07 is made even more so with the inclusion of the GT style cars. Having these GT style cars will remind longtime Simbin gamers of the GTR series. Unlike the cars from GTR and GTR2, most of the cars represented are not of the officially licensed FIA GT cars. A majority of the cars are real cars with fictional liveries. Some of these race cars don't even exist. Or at least, no known actual racing variants. Each car has a six-speed sequential transmission with rear-wheel drive. Whether real or fictional cars, you are still thrust into the world of GTR Evolution with a handful of racing venues and some more-than-capable racing cars- even including SimBin's own fantasy creations.

Here is a brief description of each of the three classes of GT competition in GTR Evolution:


GTR Evolution: GT Club.

GT Club features some of the lowest-powered and least capable GT racing machines. Consider this your entry into the realm of GT racing. Cars in the GT Club ranks are color-coded for having Royal Blue driver plates with white lettering. Cars in this class are more powerful than 350 brake horsepower but no more powerful than 550 brake horsepower. Don't expect serious top speed with any of these cars.


GTR Evolution: GT Sport.

DO NOT confuse this class with the PlayStation 4 title of the same name! GT Sport cars in "GTR Evolution" features cars north of 400 horsepower but south 600 horsepower. The cars deliver great performance and can go faster than the GT Club cars. Join this class when you're ready to step up to faster and more capable GT cars. Cars in this category are color-coded by having yellow driver plates with black lettering.


GTR Evolution: GT Pro.

GT Pro is the premier class of competition among the GT ranks in "GTR Evolution." It features the most capable and most powerful cars to race. Each car has horsepower figures north of 550 brake horsepower. The cars also have great top speeds. Cars noted in this category are color-coded with red driver plates and white lettering. Care is needed racing these cars, as poor driving technique could end up leaving you in trouble in races. You may need to practice racing these cars to find a favorite and even to have a better chance of winning races. Consider yourself a champion if you can win in this class.


Want to Use Custom Skins?

If you develop your own liveries and skins for GT cars in this game, the game by default does not allow for custom skins to be used. To change this, go to the main RACE07 folder. Go to the Gamedata folder followed by the Championships folder and the Official folder. Open any of the GT championship files (GT_Club.bch, GT_Sport.bch, or GT_Pro.bch) in Notepad or any other text editor. The "AllowCustomSkins" parameter is a boolean. So therefore, it has a "0" value or a "1" value. Switch that parameter from "0" to "1" to allow for custom skins in these championships. Save your work and then reload RACE07 or GTR Evolution to use custom skins in this mode.


Now for a closer look at the cars that comprise each class of competition.




GTR Evolution: GT Club


The GT Club class consists of the weakest GT-spec cars in the game. These are low-powered machines that are fairly easy to drive and are usually forgiving. All cars in this category (except one) have engines under 500 horsepower. These cars are not speed demons. Use these cars to enjoy an approachable and competitive GT racing experience.

Each make in the GT Club class features one vehicle.


GT Club: Aston Martin.

The Aston Martin in the GT Club class is the Aston Martin DBRS9. Its V12 engine produces 550 horsepower and 475 lb. ft. of torque. It gets up to speed quickly and has great power. However, it tends to understeer severely. So you may want to slow down in corners earlier than you have to if you want to try to minimize in-corner understeer with this 2799 lb. car.


GT Club: Dodge.

Packing 520 horsepower and 563 lb. ft. of torque from its throaty V10 engine, the Dodge Viper CC (or Dodge Viper Competition Coupe) is ready for you to wring out on a number of racing courses. At 2954 lbs., it is also fairly heavy as a GT car. In fact, it is the heaviest of all of the GT-spec cars in GTR Evolution! The Viper Competition Coupe is more of an old style racing machine more than any kind of sophisticated race car. So if this is your kind of GT race car, then feel free to enjoy putting heavyweight punishment with this heavyweight GT racer!


GT Club: BMW.

The BMW Z4 GTR is a very nimble and compact GT racing machine. Though its 455 horsepower and 302 lb. ft. of torque won't dominate high-speed circuits, it is more than capable to properly tackle some of the most twisty and technical courses with ease. It weighs in at a very light 2524 lbs. It is a very peppy GT racing machine and really fun to drive. Take this car for a hot lap session or a regular race, and you will find out just how much a joy it is to race with this car.


GT Club: Gillet.

Belgian manufacturer Gillet makes the Gillet Vertigo Streiff. Gillet has appeared in GTR and GTR2 before its GTR Evolution appearance. It is the weakest of all GT cars in GTR Evolution, let alone the weakest car in the GT Club class. This car is powered by a V6 engine that produces 375 horsepower and 355 lb. ft. of torque. So do not expect to blast down straights with immense speed with the Vertigo. This car does, however, has an amazing profile. Its aerodynamics and long bodywork suggests this car is much more powerful than what this 2524 lb. car really is. I even remember this car being pretty powerful in Gran Turismo 3. Regardless, this is still a unique GT racing car for you to enjoy.


GT Club: SEAT Cupra GT.

The SEAT Cupra GT is a most unusual race car. SEAT is a Spanish manufacturer that is the Spanish arm of the Volkswagen Audi Group. This car is the only car in the GT Club class that is not front-engined, as this car's V6 engine 484 horsepower and 449 lb. ft. of torque sits midship. This car is fairly agile and has decent power delivery despite its 2513 lb. weight. Even if just to race an exotic and unusual car, the Cupra GT has plenty of appeal.


This covers the GT Club class featuring my own thoughts from my own experience racing these machines. In review:

Car Engine Power (bhp) Torque (lb. ft) Weight (pounds)
Aston Martin DBRS9 V12 550 bhp 475 lb. ft. 2799 lbs.
Dodge Viper CC V10 520 bhp 563 lb. ft. 2954 lbs.
BMW Z4 GTR Inline-6 455 bhp 302 lb. ft. 2524 lbs.
Gillet Vertigo Streiff V6 375 bhp 355 lb. ft. 2524 lbs.
SEAT Cupra GT V6 484 bhp 449 lb. ft 2513 lbs.

GT Sport is next. Read the next section.




GTR Evolution: GT Sport


PLEASE do not confuse GTR Evolution's GT Sport class with Polyphony Digital's Gran Turismo Sport! GT Sport is the middle class of GTR Evolution. It features seven different makes. One of the makes have more than one car to choose from.


GT Sport: Spyker.

The Spyker C8 is a Dutch exotic sports car from a company whose roots were in airplane manufacturing. It has done a handful of GT races. This GT car is a mid-engined car with a V8 engine producing 471 horsepower and 345 lb. ft. of torque. Of all the GT cars, this 2425 lb. car is the only open-top car of all of the GT-spec cars in GTR Evolution. This car will snap on you if you are not careful under handling. Drive this car carefully.


GT Sport: BMW.

BMW features two models for you to race.

The BMW M3 GTR is more like the GT-spec BMW that has been raced in both GTR and GTR2. It returns again so you can rock your BMW around any number of racing tracks. You can do so with its 500 horsepower, 368 lb. ft. of torque V8 engine. BMW makes fairly balanced racing machines, so you will be able to race this 2601 lb. machine with its very nimble performance.

You may also elect to race BMW's newer (at the time of this game) GT2 racing machine- the BMW M3 GT2. The M3 GT2 has a V8 engine producing 485 horsepower and 368 lb. ft. of torque. It is also heavier than the M3 GTR at 2722 lbs. It is the heaviest GT Sport class car. Despite this discrepancy, the M3 GT2 and its M3 GTR counterpart have similar levels of performance.


GT Sport: SEAT.

One of the most oddball race cars in GTR games has been the SEAT Toledo GT. This car does not look the part of a serious GT racing car, but it is very much a capable racing machine. It looks like an average economy sedan with a wide body kit and a huge rear wing and a rear diffuser. It weighs 2535 lbs. Rest assured, this is very much a pure racing machine with a mid-engine layout. The SEAT Toledo GT has an Audi engine that packs a 500 horsepower, 368 lb. ft. of torque V6 engine. The car performs quite well without being beastly. So go surprise the opposition with this fine car!


GT Sport: Marcos.

To many people, the Marcos MarcoRelly will not win many beauty contests. It will, however, be able to win GT races (and maybe even your heart). This British GT racing machine has a very long and aggressive front to it. Under its hood/bonnet is a Chevrolet V8 engine producing 495 horsepower and 503 lb. ft. of torque. It weighs in at 2469 lbs. Power delivery is great, and it is rather nimble despite being a fastback-style GT race car.


GT Sport: Mosler.

Mosler is an American manufacturer of exotic sports cars. The company has appeared in both GTR and GTR2. The featured car of theirs is the beautiful Mosler MT900R. It appears as a high-end Corvette with a mid-engine layout. Despite its exotic appearance, it doesn't have as much engine-wise. It has a V8 producing only 440 brake horsepower and 398 lb. ft. of torque. It has the least horsepower of any car in the GT Sport class. This 2425 lb. car is surprisingly simple to drive and gets on the power quite well. It is a fairly lovely car for road racing. If you want to succeed on higher speed tracks, you may want to look elsewhere.


GT Sport: Sunred.

The Sunred SR21 may sound like a bingo number, but it is a performance race car that does not play games. This Spanish GT racing car has a V10 engine that produces 495 brake horsepower and 503 lb. ft. of torque. This package weighs in at 2436 lbs. While this car is no speed demon, it is rather light-footed. So be sure to take full advantage of this race car's nimble nature.


GT Sport: Corvette.

This make features the Chevrolet Corvette C6 GT2. This is like the baby Corvette racing car, if you will. Even this "baby" Corvette is all grown up with its 482 brake horsepower, 496 lb. ft. of torque V8 engine. Being short in length along with decent power delivery will make this Corvette C6 GT2 shine in courses ranging from slow and technical to speedy and fast. It is also at 2496 lbs. in weight.


That concludes a look at the GT Sport class. This table reviews what you just read:

Car Engine Power (bhp) Torque (lb. ft) Weight (pounds)
Spyker C8 V8 471 bhp 345 lb. ft. 2425 lbs.
BMW M3 GTR V8 500 bhp 368 lb. ft. 2601 lbs.
BMW M3 GT2 V8 485 bhp 368 lb. ft. 2722 lbs.
SEAT Toledo GT V6 500 bhp 368 lb. ft. 2535 lbs.
Marcos MarcoRelly V8 495 bhp 503 lb. ft. 2469 lbs.
Mosler MT900R V8 440 bhp 398 ft. lb. 2425 lbs.
Sunred SR21 V10 495 bhp 503 lb. ft. 2436 lbs.
Chevrolet Corvette C6 GT2 V8 482 bhp 496 lb. ft. 2496 lbs.

Only remaining class to discuss is the GT Pro class.




GTR Evolution: GT Pro


The GT Pro class features the most powerful and most capable GT cars in the GTR Evolution range. Ten makes are represented and are ready for you to push to their limits.
Only one of the GT Pro makes has more than one model for you to tace.


GT Pro: Pagani.

Since its introduction to the world in the mid-late 1990s, Pagani has made jaw-dropping exotic sports cars. Many of the Paganis feature Mercedes-Benz sourced engines. The Pagani Zonda R GT is a lustful and powerful racing machine. This Italian beast features a 600 horsepower V12 engine that produces 457 lb. ft. of torque. This car weighs 2496 lbs. By no means is this any weak sauce car. It means business, so you better mean business racing it as well. This is a sublime racing machine which only the adept can race and master using it.


GT Pro: Corvette.

Two Corvettes are ready for you to race with this make.

The Chevrolet Corvette C6R is the (at the time of this game) latest GT racing weapon from Corvette. With its 610 brake horsepower and 566 lb. ft. of torque V8 engine, its roar will reverberate around the world's toughest race tracks in RACE07 and GTR Evolution. It makes great power and is very capable to race in almost any environment. This car weighs 2496 lbs.

GTR Evolution also features Chevrolet's previous GT racing car- the Chevrolet Corvette C5R. This car has the same 610 horsepower V8 engine as the C6R, but it has more torque than the C6R as it has 571 lb. ft. of torque. The Corvette C5R is still capable of winning races in this category even if it has been outdated. Do not let the fact this is an older car limit you from wanting to win races. It can still get the job done even as an outdated race car. The Corvette C5R has appeared in both GTR and GTR2. This car also weighs 2496 lbs. like its C6R brother.


GT Pro: Dodge.

Dodge has been fearful in the GT ranks with its Viper. The Dodge Viper GTS-R is a proven champion of GT racing in the mid-late 1990s as well as in the early-mid 2000s. A powerful V10 engine powers this snake. That V10 produces 655 brake horsepower and 592 lb. ft. of torque. This 2491 lb. car has the most horsepower of all the GT Pro cars. If you thought the C5R was outdated technology, this Viper is even more outdated. Just like the C5R mentioned earlier, the Viper GTS-R can still win plenty of races even if outdated.


GT Pro: Saleen.

Steve Saleen and his company have long produced a handful of exceptional aftermarket sports cars and other sporty machines. There has never been a true American supercar until the Saleen S7 came to life. Many people first thought the 2513 lb. Saleen S7 was an exotic, mid-engine Ford Mustang. What this car is REALLY is a V8-powered racing machine with 608 horsepower and 501 lb. ft. of torque. Saleen has appeared in GTR and GTR2, and this latest example in GTR Evolution is just as capable as any other Saleen that has appeared in either game. This car will surely blow your mind with its performance.


GT Pro: Aston Martin.

A V12 engine with 598 brake horsepower and 508 lb. ft. of torque powers this Aston Martin DBR9. This was the car back then that consistently would compete against the almighty Corvettes in the GT ranks. If you want to experience Aston Martin awesomeness, come get your loving with this high-powered 2425 lb. GT car. However, just like the GT Club Aston Martin, this car tends to understeer hard under braking. You may need to slow down sooner than normal to properly be able to take the next turn.


GT Pro: Koenigsegg.

Sweden's Koenigsegg produces jaw-dropping exotic supercars and hypercars. What Koenigsegg has for you in the GT Pro class is their Koenigsegg CCGT. Its V8 engine produces 601 brake horsepower and 501 lb. ft. of torque. The car weighs in at 2425 lbs. Despite its weight and performance, the CCGT is surprisingly very nimble. It has that balance of amazing speed while also being fairly decent in the corners. Decent driving technique is more than adequate to succeed using this car.


GT Pro: Audi.

When Audi unveiled the R8 around 2000, it was one of the most fearful Le Mans prototypes in top-level sportscar racing. When Audi unveiled the R8 road car, it has proven to be a supercar bargain, as it was a $150K USD exotic sports car delivering incredible performance. The racing variant of the Audi R8 GT road car is the Audi R8 GT. This car is not the Audi R8 LMS, but it is a racing variant of the Audi R8 road car. It has a V10 engine producing 601 brake horsepower and 457 lb. ft. of torque. This 2496 lbs. car is all around average to race. It can handle high-speed courses and technical courses quite well and with little compromise. So this is a good car to use if all-around average is your calling card.


GT Pro: Lister.

Maybe the most outdated car in this class and even this game is the Lister Storm GT. The Lister Storm GT is a British GT racing car powered by a Jaguar V12 engine. That V12 produces 595 horsepower and 571 lb. ft. of torque- the lowest horsepower of all the GT Pro level cars. This car has appeared in GTR and GTR2. So this car is about as well-traveled as any other among Simbin's cars. It weighs 2425 lbs. The forecast calls for a storm of awesomeness with the Lister Storm GT. Rain on the parades of your GT Pro opposition with this car!


GT Pro: Gumpert.

The Gumpert Apollo is perhaps the most "video game" looking car ever produced. The car appears as a fantasy machine only certain game developers would create. Fact is... the Gumpert Apollo is 100% real. While a real racing version of the Gumpert Apollo may not exist, you can still race this Audi-powered car in the GT Pro class of GTR Evolution. The Audi engine used in this race car is a V8 with 601 horsepower and 592 lb. ft. of torque. The car has a weight of 2447 lbs. This is a serious racing car with its aggressive aerodynamics all around.


GT Pro: Matech.

Based on the 2000s Ford GT, Matech Concepts' Matech GT1 is an excellent racing machine. It has shown its worth in the (then) FIA GT1 World Championships quite well. This car has a V8 engine producing 600 brake horsepower and 472 lb. ft. of torque. However, this car is also rather heavy among its GT Pro peers, with it weighing 2645 lbs. It is actually the heaviest GT Pro car.


In review of the GT Pro class:

Car Engine Power (bhp) Torque (lb. ft) Weight (pounds)
Pagani Zonda R GT V12 600 bhp 457 lb. ft. 2469 lbs.
Chevrolet Corvette C6R V8 610 bhp 566 lb. ft. 2469 lbs.
Chevrolet Corvette C5R V8 610 bhp 571 lb. ft. 2469 lbs.
Dodge Viper GTS-R V10 655 bhp 592 lb. ft. 2491 lbs.
Saleen S7R V8 608 bhp 501 lb. ft. 2513 lbs.
Aston Martin DBR9 V12 598 bhp 508 lb. ft. 2425 lbs.
Koenigsegg CCGT V8 600 bhp 501 lb. ft. 2425 lbs.
Audi R8 GT V10 600 bhp 457 lb. ft. 2469 lbs.
Lister Storm GT V12 595 bhp 571 lb. ft. 2425 lbs.
Gumper Apollo GT V8 601 bhp 592 lb. ft. 2447 lbs.
Matech GT1 V8 600 bhp 472 lb. ft. 2645 lbs.


This concludes my look at the GT Pro class.





I hope you found this blog post useful. Make the most of your racing with each of the cars in these categories of "GTR Evolution." Happy racing! :) Thank you for reading! Take care and be well.

Visit my official website at johnbmarine.com, subscribe to My Blog(s), and/or Follow on Bloglovin!
Subscribe to John's Blog Space (JBS) Subscribe to John's Creative Space (JCS) Subscribe to John's Race Space (JRS) Subscribe to StyleSpace (SS) Subscribe to John's Life Space (JLS)
Support My Creative Works!
JMDesigns Patreon Soundcloud Bandcamp Twitch OpenGameArt TurboSquid
Get Social With Me!
Facebook (Friends) Facebook (Fans) Twitter YouTube Instagram Pinterest LinkedIn (professionals only)
Questions or Comments? Contact Me (serious inquiries only)...
Contact Me via E-Mail




read more...

Saturday, February 29, 2020

iRacing: Game or Simulation?

John B. Marine | 8:39 PM | | | Be the first to comment!
iRacing is the premier racing simulation on the market. Granted you've paid for subscription and other services, you can't go wrong. Some think it is a game. But is iRacing a "game?" This is a debate I still showcase here on "John's Race Space." Feel free to agree or disagree with the content to be offered in this blog post.


My Credentials.

I have never played or paid for iRacing. So I am only going on impressions.






Is iRacing a "Game?"


iRacing is the original eSport racing game. Even the iRacing team themselves call it a game. It has been a fine evolution from NASCAR Racing 2003 Season- which is hailed as one of the premier models of simulation-type racing in gaming history. People usually stream iRacing on YouTube Live and Twitch. Because iRacing is a simulation, people think iRacing is more of a game than a simulation. It is constantly being developed and perfected with new features and content to enhance the experience all the further. Just about everything in iRacing is real- from the laser-scanned locations to the very accurate vehicles you can race. Nothing is fake... well, maybe that circle track, but that's about it. Since iRacing is digital and is used with a number of gaming devices (usually with steering wheels), some think iRacing is more of a game than a simulation. iRacing is also heavily governed through most leagues by various spotters and judges. Poor driving or any kind of unusual moments usually are reported to individuals judging the racing action. Some disgruntled racers may issue protests if they feel they have been shafted by another racer or other racers. ...but what IS iRacing- a game or a simulation?

If money were no object, iRacing checks the boxes as far as being a true out-and-out simulator. It is pound-for-pound one of the most realistic experiences one can have as far as any kind of virtual driving is concerned. iRacing is a paid service. You must buy a subscription to use the service while also having some extra money in case you want to purchase any vehicles or other content not freely available to all iRacing customers. Having an iRacing subscription even affects your ability to use certain services such as Trading Paints, which is used to share custom-made skins for iRacing vehicles.

Let's take the game vs. simulation argument further now.




iRacing: The Arguments


How would you describe iRacing? Here are two arguments and what make them true:


"iRacing is a Game!"

Usually, a game entails that there is a certain set goal you are supposed to clear. A game also suggests you can possibly use some underhanded tactics or cheats to win. Games may even have certain challenges and certain entities unique to trying to complete certain games. A game may also have certain difficulty levels to make play as easy or as hard as one would like. iRacing, to my knowledge, has very little in the way of any cheating through hacks or codes to win. So by this logic, iRacing is not any kind of "game." In addition, you are not able to develop custom content for iRacing besides your own livery for vehicles. You can't create custom content unless it is skins for your iRacing vehicles or even graphics for your iRacing driver and/or pit team. In recent builds of iRacing, there was the announcement and implementation of AI racing for iRacing. Since you can buy extra content as part of your iRacing subscription, some can see the extra content seem more like in-app purchases or downloadable content that you will commonly see in some of today's games.


"iRacing is a Simulation!"

iRacing is more meant to be a simulation despite the fact it seems like a game. In a sense, think of iRacing like Second Life or OpenSimulator- what seems like a game is really a sim. iRacing is more along those lines. iRacing is fairly deep as a simulation. This service is even used in training as well as grooming racing drivers. There are leagues and major races that nearl rival some of the greatest real-life races. Some of those leagues and championships are even virtual events by actual motorsports entities like NASCAR. Almost anyone who takes part in iRacing has at least a steering wheel. I hear you can use a keyboard or even a game pad, but it is recommended you have a steering wheel for accuracy and realism. iRacing also supports the use of virtual reality headsets for even more realism. Some people even think iRacing is the best simulation racer you can buy or take part in.

On the broadcasting end of the spectrum, iRacing streams are of great quality. The usual top-level broadcasting is done through RaceSpotTV usually on YouTube Live. Various other iRacing leagues are called by various different broadcasters such as OSRNetwork, MaxSpeed TV, LSRTV, and other outlets. iRacing provides opportunities even most games or game genres can't equal or better.


Even personalities such as play-by-play announcer Joe White of OSRNetwork mentions how iRacing is more like the best opportunity one has to do actual racing if one lacks the funding, talent, and physical strength to real racing. Some actual racers in real life even take on the challenge of iRacing. Some actual racers have even been involved in certain infamous situations on iRacing, such as ex-Formula 1 racer Scott Speed.

Allow me to answer the main question at hand. Next section, please...




iRacing: Game or Simulation? My Thoughts


iRacing is a simulation to me. It is only a game to those who basically think it is a game or like a game. It is, for the most part, a true simulation of driving and racing. iRacing is just built in a way that it is borderline disrespect to call iRacing a "game." Some people may even say iRacing is both a game AND a simulation. Put me on the "simulation" side of this debate.

I don't have the money, talent, or even a decent-enough PC to play iRacing. So I'll leave the iRacing fun to everybody else who can take advantage of all of this. I will just be here to lurk in online streams of iRacing or maybe chat a bit.





Those are my thoughts. What say you?

Is iRacing a "game" or a "simulation" to you?

Please have yourself a great day/night, and thank you for visiting my blog(s). I hope to provide much more content in the future for all of my different blogs and such. I just hope you'll be there to check it all out once I drop the content to those sites and services. Thank you for reading! Take care and be well.

Visit my official website at johnbmarine.com, subscribe to My Blog(s), and/or Follow on Bloglovin!
Subscribe to John's Blog Space (JBS) Subscribe to John's Creative Space (JCS) Subscribe to John's Race Space (JRS) Subscribe to StyleSpace (SS) Subscribe to John's Life Space (JLS)
Support My Creative Works!
JMDesigns Patreon Soundcloud Bandcamp Twitch OpenGameArt TurboSquid
Get Social With Me!
Facebook (Friends) Facebook (Fans) Twitter YouTube Instagram Pinterest LinkedIn (professionals only)
Questions or Comments? Contact Me (serious inquiries only)...
Contact Me via E-Mail




read more...

Sunday, February 23, 2020

Simcade

John B. Marine | 9:16 AM | | Be the first to comment!
"Simcade" is a term racing game fans love or loathe. It is a portmanteau of "simulation" and "arcade," and it relates to racing games that have an equal balance of arcade and simulation without being too lenient either way. A lot of people hate this term. However, it is an accurate term to describe such racing games that are not as hardcore arcade or as hardcore simulation. So would you like a discussion of simcade racing games? Well, you've come to the right place- "John's Race Space!"






Simcade


Let's discuss "simcades!"

simcade racing game
^ from: IGN.com - A "simcade" is a racing/driving game with elements of arcade and simulation but without exclusivity to either style. This blog post discusses "simcade" racing/driving games and my thoughts on the concept and word.

In the realm of racing games, you have a variety of different titles focused on one or more types of racing. A lot of racing games provide the quick thrills of racing and even the simple love of speed and competition. Some other racing games provide the closest-possible replication of being in a real vehicle with realistic physics, some even to unforgiving levels. Arcade-type racing games provide such quick thrills like the Need for Speed series, the Burnout series, the Ridge Racer series, the Asphalt series, the Mario Kart series, and more. Simulation-type racing games provide immense realism such as the Gran Turismo series, the Forza Motorsport series, the rFactor series, the GTR series, the Automobilista series, Assetto Corsa, and more. What about the racing games that are not really either arcade or sim? The ones that tend to combine elements of both without being exclusively arcade or simulation are your "simcade" games. Simcade games are games more like the GRID series, the Project CARS series, and more. Some gamers will argue about what games are more arcade-oriented or sim-oriented. Some others will base games on being great arcade or sim racers on how unforgiving they are. Regardless, there is a lot of ground to cover in discussing arcade racing, simulation racing, and simcade racing.

Simcade is meant to be more of a middle ground for arcade and sim types. Even yours truly identifies as a simulation racer, but I have never been exclusively on the sim racing side. I don't brag about having a proper simulation racing rig playing some of the greatest simulation racing games. And really, I don't really use my ancient Logitech Driving Force Pro steering wheel much. Despite this, I still mostly enjoy simulation racing games. I do love racing games in general. So that is why I diversify my willingness to play different racing games. It comes with the territory for a simulation racing game to have such unforgiving elements to it. After all, casually striking a wall or another vehicle in a simulation racer does not magically result in you being able to drive away cleanly.


Why "Simcades?"

I mentioned earlier about the positives and negatives of most racing/driving games. This section explains what makes arcade and simulation racers different from another.

Arcade racing games mostly entail quick thrills. You don't necessarily have to care about proper driving technique, and most arcade racing games do not place heavy emphasis on precision performance driving. These games exist simply to provide the thrill of racing without fully committing to anything serious. You can whack a wall or another vehicle without much penalty at all in an arcade racer. Some arcade racers even encourage you to perform some dangerous or dirty driving. Some arcade racing titles even take place in settings and environments that are anything but your average romp around a proper race track. In other words- intense racing action on city streets, open roads, dangerous environments (such as ruined lands or around active volcanoes), and the like. These games are for the not-so-serious types.

Simulation racing, on the other hand, features a lot of elements of precision. These are games that encourage you to control vehicles as you would in real life. What you do has a consequence depending on how realistic a sim is. So if you were to hit a wall or another vehicle in a simulation, it will seriously alter your performance and may even lead to not complete an event properly. Simulations are key in the sense that they replicate realistic conditions in realistic environments. The better simulation racing games will be the closest you ever get to operating real vehicles, especially simulation racing games that feature licensed vehicles.

Now that you know about arcade racers and simulation racers, put elements of both together to form "simcade" style games.


Are "Simcades" Good or Bad for Racing/Driving Games?

The point of a racing or driving game is to commandeer vehicles and use them in ways to complete tasks. The character of the racing action determines whether or not the level of realism is a key factor in making them great games. The most discriminating racing game fans will look at certain games as being proper sims or proper arcade racing games. You can look at the PC gaming types for instance. They may argue a game like any Gran Turismo is an accessible sim, but it pales in comparison to the most hardcore sim racers mostly on PC.

A "simcade" can be a more inviting game than some titles purely designed for either arcade racing or simulation racing. You can give arcade and simulation types something to enjoy without feeling too pressured about the positives and negatives of either style of racing/driving games. These "simcade" titles can draw in more gamers and please as many racing gamers as possible. That is why such titles become better regarded among gaming types than those exclusively arcade or exclusively simulation.

On top of that, consider the casual gamer, or at least the ones who claim not to be good at any racing/driving games. A "simcade" is a great option for those not reluctant to properly drive a race course with precision driving, or even for drifting into corners at a high rate of speed or performing death-defying driving stunts. Casual gamers are gamers too regardless of their commitment level to gaming. If certain gamers want to try their hand at racing/driving games and not stink at them, a "simcade" can be a great gaming option.


"Simcade," as a Term.

In gaming culture, "simcade" is no more different a gaming term as "Roguelike" or "Metroidvania." The word "simcade" suggests a simulation racing game that has arcade racing elements to it. Think Gran Turismo but with the anything-goes style of Burnout or Wreckfest. There are some people who hate the word "simcade" in general. Well, what else can you call a simulation racing game with arcade racing style? At least "simcade" is not an annoying term or phrase like "bae," "preggo," "preggers," "on fleek," or anything like that. I neither love or loathe the term "simcade." At the same time, I can understand the term and what it entails. You just won't see me cringe or cover my ears whenever "simcade" is mentioned in any light.


Now that I've discussed "simcade" racing games to a great extent, it is time I go ahead and offer my final thoughts on "simcades."




Simcades: Final Thoughts


It is understandable why most gamers dislike the term "simcade" to describe a racing game. At the same time, this is an appropriate term to describe and label a racing game that has both arcade and simulation elements without too much leaning of one style. It is a middle ground style of racing game to please as many people as possible. Hardcore arcade types won't really enjoy a "simcade" if they prefer unrealistic and exciting racing/driving. Hardcore simulation types will dislike "simcades" for not being as unforgiving consequences for foolish driving or punishment for improper driving technique. I think more people will dislike the word "simcade" rather than hate them for the concept. If you are fond of "simcade" racing titles but dislike the word "simcade," what would a better term for this, then? Or should we just do away with "simcade" and simply call such racing games as pure arcade or pure simulation? I don't love or hate the word "simcade," but I know what these racing games are about.


In Case You Are Wondering...

When talking about "simcades" and pure arcade or pure simulation games, I did not mention iRacing. That is because I actually plan on making an individual blog post regarding iRacing that is part of its own special discussion. So stay tuned to "John's Race Space" for more information on that.





Well, I've said enough. Now it's your turn to respond if this topic interests you.

What do you think about "simcade," as a word and as a concept?

I hope you get to enjoy this blog and its posts. It means a lot to me for you to show up and view my content. I do what I can to give you something impressive each time with each post. Thank you for reading! Take care and be well.

Visit my official website at johnbmarine.com, subscribe to My Blog(s), and/or Follow on Bloglovin!
Subscribe to John's Blog Space (JBS) Subscribe to John's Creative Space (JCS) Subscribe to John's Race Space (JRS) Subscribe to StyleSpace (SS) Subscribe to John's Life Space (JLS)
Support My Creative Works!
JMDesigns Patreon Soundcloud Bandcamp Twitch OpenGameArt TurboSquid
Get Social With Me!
Facebook (Friends) Facebook (Fans) Twitter YouTube Instagram Pinterest LinkedIn (professionals only)
Questions or Comments? Contact Me (serious inquiries only)...
Contact Me via E-Mail




read more...


 
Copyright © 2015 John's Race Space • All Rights Reserved.
Template Design by BTDesigner • Powered by Blogger