Author Topic: Fast Racing NEO  (Read 31306 times)

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Offline ShyGuy

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Fast Racing NEO
« on: October 29, 2013, 05:16:02 PM »

From the studio that brought us Nano Assault...


Comes the sequel to Wii's critically acclaimed Wiiware racing game, Fast Racing League...


The next great eshop title for the Nintendo Wii U:


FAST RACING NEO




http://fast.shinen.com/neo/


Get Hype.

Offline azeke

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Re: Fast Racing NEO
« Reply #1 on: October 29, 2013, 11:14:54 PM »
AWWWW YEAH!!!!!

Love Shin'en! "FAST Racing League" was probably their best game -- of course all their other games look oh so good but this one also played great.

Though i really want to check out their Art of Balance game -- i really enjoyed 3DS demo of it and i heard really good things about WiiWare original.

Hoping for online, more tracks and probably a little bit less crushing difficulty (still can't beat second cup, despite trying many, many times)

I wonder if they will keep Ikaruga polarity gimmick for this one...
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Offline Enner

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Re: Fast Racing NEO
« Reply #2 on: October 30, 2013, 05:14:36 AM »
I really enjoyed FAST Racing League on the Nintendo Wii so the announcement of the sequel has me excited.
FAST has its issues with difficulty and personality, but it delivered on its promise of futuristic racing. I hope Neo will be a worthy sequel.



Offline shingi_70

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Re: Fast Racing NEO
« Reply #3 on: November 02, 2013, 12:56:01 AM »
I wish Shin'en at least gave us a trailer full of 90s style rock, trance, and techno.


Give me some of this


« Last Edit: November 02, 2013, 12:57:33 AM by shingi_70 »
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Offline ShyGuy

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Re: Fast Racing NEO
« Reply #4 on: November 02, 2013, 04:53:02 AM »
By the way, this game uses their 2nd gen Wii U engine which has full deferred shadows and high dynamic range lighting.

From what I understand this means all shadows are rendered after the geometry, allowing them to have shadows made from multiple light sources and none of them are fixed or pre-baked. So if a spotlight moves across the scene, all shadows are created at that point making them more fluid and dynamic.

Also the HDR lighting takes a high contrast and a low contrast version of an image and combines them to make a map and then pushes the light through the map to make a very detailed, colorful and realistic illumination of a scene.

Offline the asylum

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Re: Fast Racing NEO
« Reply #5 on: November 02, 2013, 02:11:39 PM »
I guess this is what we'll have to settle on instead of F-Zero, seeing Nintendo's refusal to come out of their party game comfort zone

Offline ShyGuy

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Re: Fast Racing NEO
« Reply #6 on: November 07, 2013, 01:48:57 AM »
So you see the picture of that car up there? According to the Shinen twitter, that is an in game model of one of the cars. They said "Well, we are simply to small to build HQ assets just for promos :)"

GET HYPE

Offline Jonnyboy117

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Re: Fast Racing NEO
« Reply #7 on: November 20, 2013, 01:02:28 AM »
I'm hopeful that they can rebound after the middling Jett Rocket II.
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Offline Nile Boogie Returns

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FAST Racing Neo: First WiiU Game to use 4/8k textures + NEW SCREENSHOTS
« Reply #8 on: September 17, 2014, 01:03:00 AM »
What does this mean?









The lighting is very good and the textures for what it's worth seem solid but not sure why/how this is a big deal?
« Last Edit: September 24, 2014, 06:17:34 PM by Nile Boogie Returns »

Offline ShyGuy

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Re: FAST Racing Neo: First WiiU Game to use 4/8k textures
« Reply #9 on: September 17, 2014, 09:43:22 AM »
Finally some info! 4k-8k textures means more detail. Here is a comparison of Rage at different size textures

http://www.anandtech.com/Gallery/Album/1461#3

See how muddy the background rocks look at 2k textures?

Offline Nile Boogie Returns

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Re: FAST Racing Neo: First WiiU Game to use 4/8k textures
« Reply #10 on: September 17, 2014, 11:53:51 AM »
Thanks brother, I've never seen such a practical explanation of it. I don't pc game that much where I would need to customize more than the controls. So that should mean outstanding IQ on a level not yet seen on the system. These dudes are from some alternate timeline to be able to get so much out of Nintendo hardware. I hope a trailer is soon as this game has been pushed damn near a year.

Offline MegaByte

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Re: FAST Racing Neo: First WiiU Game to use 4/8k textures
« Reply #11 on: September 17, 2014, 05:25:10 PM »
Great, but how about anti-aliasing?
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Offline BranDonk Kong

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Re: FAST Racing Neo: First WiiU Game to use 4/8k textures
« Reply #12 on: September 17, 2014, 06:05:48 PM »
It basically means things will look better up close.
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Offline NWR_insanolord

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Re: FAST Racing Neo: First WiiU Game to use 4/8k textures
« Reply #13 on: September 17, 2014, 06:40:21 PM »
Which is important in a game where everything flies by at a thousand miles per hour.
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Offline ShyGuy

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Re: FAST Racing Neo: First WiiU Game to use 4/8k textures
« Reply #14 on: September 17, 2014, 08:46:36 PM »
Yeah, details are often lost in fast paced games, but then why are racing games always the prettiest? Life's mysteries.

Offline Enner

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Re: FAST Racing Neo: First WiiU Game to use 4/8k textures
« Reply #15 on: September 18, 2014, 05:43:50 PM »
Yeah, details are often lost in fast paced games, but then why are racing games always the prettiest? Life's mysteries.

The vehicles and tracks don't need much attention to animation, I'm guessing. That leaves some amount of effort dedicated to the environment and special effects.

Offline Spak-Spang

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Re: FAST Racing Neo: First WiiU Game to use 4/8k textures
« Reply #16 on: September 19, 2014, 03:03:01 AM »
Looking at the texture example links provided.  I think there is little to no reason to go over 4K.  I mean the added benefits are barely recognizable.  8K and 12K are pretty needless boosts.

Offline BranDonk Kong

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Re: FAST Racing Neo: First WiiU Game to use 4/8k textures
« Reply #17 on: September 19, 2014, 05:05:40 PM »
In an FPS and you're staring directly at a wall or something then it looks nice (assuming they're pretty textures).
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Offline Mop it up

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Re: FAST Racing Neo: First WiiU Game to use 4/8k textures
« Reply #18 on: September 19, 2014, 05:11:50 PM »
If you find yourself often staring at walls in FPS games then you probably suck at them. ;)

Offline Spak-Spang

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Re: FAST Racing Neo: First WiiU Game to use 4/8k textures
« Reply #19 on: September 19, 2014, 08:02:56 PM »
I understand what they are for...but eventually, the memory and processing power to have textures and models that nice eventually the return on investment is not that great. 8K to me is where the return deminishes.

Offline BranDonk Kong

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Re: FAST Racing Neo: First WiiU Game to use 4/8k textures
« Reply #20 on: September 19, 2014, 10:16:30 PM »
If you do it right though, you can substitute textures for polygons (not literally, just as far as perception goes). Pikmin is a very low-poly series, bu the games all look great and (somewhat) realistic because of the great texture work. Pikmin 3 would have looked simply amazing if they used 4K even, since you're often zoomed very close to the surface.
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Offline Soren

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Re: FAST Racing Neo: First WiiU Game to use 4/8k textures
« Reply #21 on: September 23, 2014, 11:15:18 AM »
Soooo this means the download might be 100mb this time?
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Offline Nile Boogie Returns

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Re: FAST Racing Neo: First WiiU Game to use 4/8k textures
« Reply #22 on: September 23, 2014, 05:48:46 PM »
How big was Nano Assault Neo?

Offline Soren

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Re: FAST Racing Neo: First WiiU Game to use 4/8k textures
« Reply #23 on: September 24, 2014, 05:15:38 PM »
About 80mb.
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Offline Evan_B

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Re: FAST Racing Neo: First WiiU Game to use 4/8k textures + NEW SCREENSHOTS
« Reply #24 on: September 25, 2014, 12:20:20 PM »
I'm pretty excited about this game. The phase shifting from the first title was such a neat mechanic, but it's up to them to figure out if the gameplay can be solid enough to warrant a purchase. Nano Assault NEO is pretty as hell but the game is sometimes too frustrating.
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