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ONRUSH
Jan 30, 2018 18:24:54 GMT
Post by Jägerbomber on Jan 30, 2018 18:24:54 GMT
(Also, amazing that they never mention that the, now revealed, launch date is June 5th on PS4. And yes, it is a full priced game.)
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ONRUSH
Jan 31, 2018 19:37:44 GMT
Post by Jägerbomber on Jan 31, 2018 19:37:44 GMT
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ONRUSH
Feb 10, 2018 23:55:07 GMT
Post by spaceboy on Feb 10, 2018 23:55:07 GMT
I assume this is more along the lines of motorstorm, and not FUEL, right? I do sometimes wish a FUEL spiritual successor would come, and The Crew never quite hit it with me, but I only tried a little. This or maybe that Gravel game could be good arcade motorstorm like racers.
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ONRUSH
Feb 11, 2018 2:01:09 GMT
Post by Jägerbomber on Feb 11, 2018 2:01:09 GMT
This seems to be Motorstorm (with more of an Apocalypse feel of crazy intensity) mixed with PURE. Like, I think vehicles will feel smaller, but insanely quick, while tracks are narrow, but insanely fast with very frequent chances for jumps (and wrecking).
Yeah, Gravel did have some visual similarities to Motorstorm. But for now it looks like they're going for a less crazy game and being more on the real side, even though it's still arcade.
I've been in the Crew 2 closed tests twice so far. It has major annoyances that are improving (some of which are even still remaining from the first), but it's still very much the same game. Hell, even in the same country with a refreshed map, but.... 90% the same game.
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ONRUSH
Feb 12, 2018 18:52:46 GMT
Post by Jägerbomber on Feb 12, 2018 18:52:46 GMT
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ONRUSH
Feb 14, 2018 19:05:05 GMT
Post by Jägerbomber on Feb 14, 2018 19:05:05 GMT
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ONRUSH
Feb 15, 2018 18:09:26 GMT
Post by Jägerbomber on Feb 15, 2018 18:09:26 GMT
It is looking a bit more like Motorstorm than I thought, but just with more ability to roll. But how often will you wreck it, rather than land it?...
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ONRUSH
Feb 20, 2018 20:08:42 GMT
Post by Jägerbomber on Feb 20, 2018 20:08:42 GMT
It is actually rather motorstormy, isn't it... though I'm still not sure how much I'll care for the increased maneuverability (lol I can say that for so many games.... in different genres). Because, similar to how constant "Burnout Takedowns" have warn out their welcome in later games, and my age... Fast-paced intentional wrecking, while satisfying in the action, can't hold my attention or excitement as long. At least if it's this fast, rather than feeling massive and lumbering.
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ONRUSH
Mar 7, 2018 19:53:37 GMT
Post by Jägerbomber on Mar 7, 2018 19:53:37 GMT
Yeah, just about pretty much what I was expecting.
Again, I say that intentional wrecking has outstayed its welcome with Burnout and NFS, and this attempts to cut down on the actual racing (though we don't know what mode options there will be).
I still want it, though I probably won't have the money.
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ONRUSH
Mar 20, 2018 17:00:41 GMT
Post by Jägerbomber on Mar 20, 2018 17:00:41 GMT
(Oi, Why the Ubisoft Crew commentary?... ) Engadget even mentioned seeing this getting old, since it's not actual "racing". I feel the same, and you can see that even more here. I really hope they get an actual race mode in here. That could at least save it a bit. And turn down or remove the player rubberbanding.
In similar news...
This game that I've seen before. I think it's by the student devs (from DigiPen? idk) who made that other Tron-looking racer with the audio beat as part of it originally. I can't remember the name anymore, and it also changed names and was re-released significantly different, visually. Whatever.
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ONRUSH
May 10, 2018 2:14:14 GMT
Post by Jägerbomber on May 10, 2018 2:14:14 GMT
Open beta May 17th.
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ONRUSH
May 15, 2018 18:02:38 GMT
Post by Jägerbomber on May 15, 2018 18:02:38 GMT
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ONRUSH
May 17, 2018 17:34:12 GMT
Post by Jägerbomber on May 17, 2018 17:34:12 GMT
Beta available here, since apparently it's not searchable in the store on the PS4....
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ONRUSH
May 18, 2018 6:05:38 GMT
Post by Jägerbomber on May 18, 2018 6:05:38 GMT
Played a bunch of Onrush today. I think I'm already done with it.... It's pretty much what I expected. But it's even shallower than I thought it might be. Most, or almost every vehicle ability is passive, or ends up being best played passively rather than trying to attempt them. And then there's a few that are clearly not at all worth the risk of going for because you're very very likely to wreck when attempting to pull them off with a quick turn. And again, most of the other abilities that gain specific vehicles boost are best to just ignore and let happen as you go, because they'll happen often enough without risking attempting to actively do them much. There is no button to press for abilities (other than stunts with a bike, or... giving the finger). They just charge up and happen, just like your Rush meter, though your Rush can be triggered with Triangle when full. Other powers just happen. Oh and, they don't tell you this, but all vehicles can an extra boost by letting go and hitting boost when landing a jump, not just the vehicle that gets a stronger boost from it. With all this passiveness, (and talk about "not needing to be in first"), you'd think they'd balance it more towards holding back to help your teammates, but nope... Being in front is where you want to be. It might be a little more difficult with better opponents who have realized the ways to get a little more boost. But keeping your boost going and not slowing to group up with your teammates behind you is still the way to go, even though being next to your teammates gives you boost. In both modes, regular, and driving through gates, you want to be first. Heck if you are pulling ahead, fodder vehicles doesn't even spawn ahead of you, yet you still want to be first. All of this takes the depth out of it, really. If you're behind, you want to drive up next to your teammates, and try to avoid approaching the enemy team especially when they're in a pack. Then there's the jump landing boost, and do stunts in the air on the bike. Just about everything else is not worth a sharp turn to attempt doing them. This actually even includes taking out fodder and even the enemy team players. If you can follow a fodder vehicle in a clean area, then fine, go for it. But it's almost never a good idea to actively attempt to wreck an enemy player, because you'll most likely fuck yourself over. The best thing to do in this game at pretty much all times is to hold a strong sturdy line and don't attempt any sudden zags. You'll actually see players attempt to wreck you but then get fucked themselves while you are more likely to keep going. Holding stable is the best thing to do. Ok, then there is the Rush abilities. But I guess.... not really surprisingly... all of them are almost identical in what they do/attempt to do. And actually, the bike seems to have strongest one by a significant margin (as you'd expect, the bike is the least durable vehicle). The bike's Rush trail destroys opponents pretty much immediately, while the others.... all pretty much just end up doing the same thing as each other, but I'm guessing different strengths. One of the medium ones sends out a wide trail that acts like a boat wake, pushing opponents to the side also slows them down like you'd expect. (I'm forgetting what the other medium does at the moment). While the heavy vehicle gets what looks like colored glass rectangles placed behind it. Guess what that does? Slows opponents down kind of and that's about it. Exciting..... The Rush powers go from instakill for the bike, to a somewhat weak opponent slowdown from the heavy vehicle. Now, even though it's currently the case that you always want to be in first in both modes so far... it's the least chaotic place to be, but the lack of chaos in first isn't the problem. The handling is designed to be stable at high speeds. It's intentionally very stiff for this purpose, though... you are still able to do surprisingly quick zigzags even with that being the case, but again, it's very rarely worth the risk. All the vehicles have the same speed, if you don't include one of the vehicle's ability to have stronger landing boosts, and... maybe some other little differences in boost. But in the end, no one is very far apart for that long. If you fall behind, it actually spawns you (automatically) in the front of the pack, or towards the front at least. But my main point is that the handing is not a fun satisfying, refined "motorstorm" or arcade racing handing. It has just about 2 aspects - Stiff for driving at high speeds, which is pretty much all the time, but also an ability to zigzag, which very often doesn't go gracefully. It's designed to play this way, but it's not a satisfying racing handling because that's not this game was trying to work towards or be... even though being in front is still the best place to be.
I almost feel like a said a lot, but it sums up as... Just about everything, except for bike stunts, landing boost, and hitting triangle for Rush, is passive, or should be played pretty passively. Your other potential abilities don't even need another button press. They just automatically happen. And the other vehicle capabilities that you think you might want to attempt... are not worth going for or actively attempting. Actively doing things other than the easy ones I just mentioned, are not worth a wreck. And for more boring simplicity, when this is not meant to be a straight racing game - being in front is still the best place to be, rather than wanting to fall back and help out teammates that are behind you as leader.
Oh also,... Even though this is Codemasters we're talking about here, and not Ubisoft, It has at least 2, maybe even 3 songs or remixes from The Crew. INCLUDING the one that was also in LBP3..... Come on....
I do hope we get something more like a racing focused motorstorm next time, if they're even able to get close enough without getting in trouble (idk).
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