God the burnout paradise gameplay makes me feel so nostalgic. I remember playing the game whenever we'd go over to my uncles house and how often the AI driving screwed me lmao.
@@not_kjb I never found the online to be chaos, it was pretty laid back and chill back on the PS3 when I played it. Cruising around hanging with voice chat, coop challenges, and the occasional friendly race. The coop challengers were sometimes chaos just because you'd sometimes get idiots who either didn't know what to do, didn't care, or would troll and actively try to sabotage it for others. The system being host based actually helped a lot though, cause a good host could kick problematic players.
I think another Point you could´ve included is Cars being destroyable. For me this was always one of the coolest features in Racing Games (for example in Grid 1 and 2 or World Racing 2, man that was a fun game). especially if it impacts the driving (if your front wheel is bent your car steers to the left for example)
In V8 supercars 3, i would drive the wrong way around a nascar track and cause the biggest pileups. All the npcs would crawl to the pit because their steering was messed up.
An underrated game with truly S-tier nitrous is Ridge Racer. In RR6 and RR7, you would need to drift to earn nitrous. The game had a mechanic called ultimate charge. The faster your car was going, the more nitrous u earn. If you time a nitrous to end right before a sharp corner, and can drift through that corner 50 mph over your top speed. This would dramatically increase your charge and encourage you to learn the best places to boost on a track. You could go from using two or three boosts a race to boosting the entire race. This mechanic was truly a gateway drug and opened up the game. Especially in RR7 where you could experiment with different boosts and drift types. This series was criminally underrated and was absolutely murdered by Namco.
I use rewind to learn how to drive the car. It gives you a chance to really get an idea of how much breaking you have to use for a turn it also gives me a chance to learn distancing that bit more. I avoid it completely in time trials and online
Especially for games like Dirt 2 and 3 Watching replays of the stage made me feel like a pro And not like I used up all 5 rewind because I crashed into a tree at 100mph
The Run also has a rewind feature which spawns from checkpoint but has limited uses. Blur is Mario Kart but licensed cars and powerups are placed in fixed spots. No RNG involved.
I 100% agree with flashbacks, I think they make you a perfectionist, if you make a mistake, learn from it, don't try to fix it, leave it be and don't make it again
In one instance of playing Hot Pursuit 2010, the AI autodrive came in handy. I was playing as a cop about to bust the last racer. I activated the EMP and the autodrive took over when it fired which saved me from running over a helicopter spike strip. Then as the EMP hit cutscene was playing, the autodrive closed in onto the racer and delt the final shunt. The autodrive was still in control in the "final racer busted slo-mo" cutscene and it drifted close to the camera as the racer was wrecking. It legit felt like a scripted action scene from a movie.
Sometimes it can be very good but other times it can get really annoying when you are about to hit someone but then you hit someone else and then you just miss or when it comes to EMPing helicopters
I've had a few saves like that in the Burnout games, heading right for a wall, auto drive takes over because I got a takedown, camera returns and I've made the corner. Takedown cameras are still something that you should be able to disable though, all the Burnout games before Paradise let you do it. (Well, not 1 and 2, but they didn't have takedowns so...)
@@joaquimguilhermegomescabra9383They fixed the takedown cameras in MW2012 by saying something like "Shunt Takedown" and giving you nitrous, instead of showing the takedown cam.
2 gimmicks NFSMW05 introduced are still to this day my favorite in any arcade racer. Destructible environment with Pursuit Breakers. And the slow-mo action with the Speed Breaker. Another one from many games is the unmarked shortcuts through the course especially in HP and Carbon it always feel good to memorize and take shortcuts that the map doesn't show..
One of my favorite boost mechanics is the Motorstorm series version, the more you use the more your engine heats up, and cools down slowly when not it use. But if you keep boosting all the way up to critical levels it'll eventually detonate your car, launching you and in later games causing a shockwave to disrupt opponents. Its neat because it can be used to launch your car forward, often to help win a close race. In later games they also added more ways to cool down boost, by driving through water, or letting off the throttle in midair, which was pretty neat
Rewind is great, though I don’t use it in racing. It’s unbelievably helpful for getting some of those ridiculously hard boards in Forza, you can just rewind and adjust your speed and pitch over and over until you get it right.
There's literally no content in the game though. Every car is slow and there are no races to do because you will get your ass kicked even with the best parts installed
I love the inclusion of an often forgotten nfs game, 2012 most wanted. I played tf out of that game when I was young and I can say it’s one of the games that got me into cars. Great vid though
What I like about the special abilities in midnight club 3 is that each type of car has a different type depending on what you're using for example zone applies to tuners, bikes and exotics and it allows you to slow down time to prevent you from losing control of your car and crashing however the only downside is that you have to drive in a straight line to be able to use it again despite going fast on to on coming traffic
You don't have to drive in a straight line, you just have to drive clean and stay above about 50 MPH. Every time you hit something or go too slow the ability bar drops.
midnight club's weight transfer. It was totally not needed, but damn it basically made so many memorable moments. especially finishing a race on two wheels and flipping the car at the finish. or cleanly threading through traffic on 2 wheels. bikes wheelie and stoppie too made some good times
Mane I loved flipping the car across the line! Motorstorm also made for some memorable finishes with its boost system, if you overheated, you'd explode, so time it right and explode across the finish!
Driving in oncoming is godly. It's a genius risk VS reward system and I feel that it should be in most arcade racers. Personally I think that NFS rivals nailed the mechanic, because the traffic can kick your ass in that game 😁
I thought you were going to talk about how wanted level stays on your car in need for speed most wanted 2005. It’s a really good one because your forced to change cars for a lower wanted level. Or eventually the police will catch you and you’d lose your car eventually if it happens too many times.
At the same time, high heat levels accumulate Bounty faster. As high as 35k per 10 seconds. High risk, high reward. Some milestones require a high enough heat level (roadblocks, spike strips, etc.). Later challenge series even starts at high heat level.
Dunno why more games don't replicate NFS Most Wanted (2005 one obviously) way of dealing with crash cams, you just hit the speedbreaker before hitting a roadblock/pursuit breaker to prevent it from playing a lil' cutscene. This way for the few times I hit a nasty collision I want to see in full glory I got the choice.
Keen to see your take on driving game physics, some old games I still play today because the driving feel is amazing. EG - Forza Horizon 1, GTA 4, Driver San Francisco, Dirt 3.
-Power ups are well executed in Blur, which has non RNG power up so you can play it strategically. Moreover, you can equipped 3 power ups at the same time. -Crash cam are goodly implemented since Burnout 3 and prior of Burnout Paradise. They allow you to steer your car after crashing toward the opponents. I grew up on Midtown Madness (where the car can be totalled after got enough damage) and Burnout games so I like destroyable vehicles to make sure I am vulnerable against impacts. -NFS HP developement team admit that they included nitrous as balancer, but I don't know why they didn't nerf the boost power from SL65 Black Series. -I don't like jumping. -Drifting is well executed if the grip option also available. Make the drifty car slower to turn but faster at straight line and vice versa for grippy car.
Depends on the game really, in Midnight Club 3 the Muscle cars were generally slower in a straight line but actually faster while drifting around a corner, but you really had to know what you were doing.
probably my favorite nitro/boost system in any game is the one in hot pursuit, mainly for the turbo boost system (so not really the regular nitro). it's so satisfying to use
How the nitrous is implemented is balanced: • Racers: less potent, more duration, dangerous driving required to charge. Most Wanted has half the usual recharge rate. • Police: more potent, less duration, passive recharge. Full bottle is one of few EMP counters available to police.
I enjoy using rewind in FH becasue it allows me to drive at the limit and still be able to recover if i really make a big mistake, but yeah i learn a lot when not using it especially in multiplayer
Some arcade games is good. I have experience playing Midnight club 2 and 3 Dub edition remix, there's mostly have SST (Slipstream Turbo) airborne landing and many more including special move as well.
I found the "Nitro" system in Wipeout games are some of my favorite cus it's literally paying your own health for that extra bit of speed boost and it'll be either your angel or devil depend on circumstance and also really tests your decisions. Honorable mentions :- The Power play mechanic from Split/Second. It's a simple mechanic but done so well and you can literally change the entire race path based on the power play you choose. The Mario kart esc power ups from Blur/Wipeout games cept these always been better than Mario kart itself and not as cheap and rng heavy since you know what's coming before you can grab it. The Speed Breaker system from NFS :- Most wanted,Carbon and Undercover,don't even know why the new NFS games didnt bring these back. It's basically popping steroids pills.
I have never encountered a bigger difference of opinion between me and Bladed until this video. Personally, I will live and breathe crash cameras in games that emphasize car damage such as Burnout. Hell, I'd even set up the perfect camera angles in BeamNG just to get a really good cinematic crash. That being said, I understand why it's not for everyone. There are people that play racing games because they love racing. People like me play them because we like cars and cars crash. Also, I don't get particularly mad at AI driving my car but it does get on my nerves at times.
Honestly having my first racing games as clips in the background made me so happy, like nfs most wanted and hot pursuit, that’s what got me into racing games
Speaking of nitrous, then Rally Point relies not on capacity, but on how long you use it in one shot (like in Motorstorm series), but since 4th release from this series it is broken, meaning no cooldown is available which makes nitrous be too op
The crash cam I don't see it much as a "OH LOOK AT YOUR CAR CRASHING, IS SO COOL" I see it more like "You crashes, we show you this little clip but it is actually a cooldown before respawning for your mistake"
I think if you use the rewind feature to be lazy about taking corners because you can just redo it, then it’s not a good feature. But if you use it in, let’s say, a rivals mode where when you rewind it will flag the lap, it’s good because you are purposely trying to learn a course or a corner in depth without having to re drive a whole lap. That’s how I use it in FH5,4,3,2. I don’t abuse it. I only use it when I really need it and it’s convenient for online racing because it’s usually faster to rewind than to have your car reset when you miss a checkpoint or something. That’s just my full opinion on it. I’m glad crash cams are not in Forza!
7:13 I’ve grown to hate crash cams because I rm I was playing nfs hp remastered and pushing 230 in a veyron super sport and absolutely annihilated a cop, I ended up going backwards after the crash cam. i was mad as hell cuz it was the best run I could have had
Idk why but I really enjoy cars or bikes that crash😂 when I was a kid, my father used to watch car get crashed and I'm always at the back watching in silence 😂 yeah to me those destroyed car or crashed camera really make enjoy😂 anyway great video and all👍🏻
I'm torn on flashbacks - the older Codemasters F1 games did it pretty well - you get 4 flashbacks for the entire race, with you getting 1 more flashback every 10 laps or so. it basically means I can't go ham with them, but that if, for example, the AI crashes me out, then I can pretend nothing happened and race as normal.
i think powerups in sonic & all star racing transformed are perfectly executed compared to mario kart, because you feel satisfaction from skillfully using each of the power ups you get.
I enjoy wreck cams not crash cams tho, as in when you take another driver down, the auto driving does ruin it, but only because it hasn't been perfected!
Burnout 3 Takedown will always be my favorite racing arcade game. It was my first racing game too, followed by Forza Motorsport 4 which got me into more racers and racing simulators.
I think Forza should do what Codemasters does, limit the amount of times rewind is usable. Grid 2008 had less rewinds available when you crank up the AI difficulty, which imo is a pretty clever decision. When you're eyeballing the opponent, trying ypur absolute best to catch up, only to make a mistake at a crucial moment of the race, a rewind can help you avoid restarting the whole race. Also, nice choice using Maximum Tune Music
For the ai auto driving, on most wanted, carbon and undercover, if your heat level is high enough, you hit a pursuit breaker, and see the little animation, if there's a roadblock with a spike strip in front of you, your car automatically goes "SPIKE STRIPS! YAY!!!". That's how I lost all my cars on most wanted when I was little
Interesting little thing about the crash cam and AI driving: in the NFS:Underground 2 there was a crash cam if you hit traffic hard enough BUT you could actually control your car during the slow mo cinematic camera, weird ass little detail but there were a few times when it actually helped me correct the car and go straight back to driving. And you could also disable the crash cam so there was that too
Midnight club 3 had actual power ups in the arcade mode, not an essential for most games, but it sure did give arcade mode way more replayability playing spilt screen.
I was in the back seat of a mini van at a stop sign when I was 6, and we were rear ended by a fully loaded 18 wheeler that was 60mph, if idve had my head 2 inches to the left I wouldve died on impact.... the burnout paradise crash cam still makes my brain go brrr cuz watching cars crumble together and fly apart just looks sick as hell to me. I get bored and watch demo derby's and crash test footage cuz damn, that shits just cool. Burnout is really the only good implementation of a crash cam tbh, the older nfs games like underground 1 and 2 did it, but there wasnt a damage engine in those games, so it was just an inconvenience
One thing I like about NFS: Most Wanted (2005) is that you can turn off the game moments camera, so it doesn't do the auto driving. I don't know how many times I got busted, or lost races because of the auto driving mechanic... Then I turned the camera off, and it went away lol.
The crash cam does have a place as a way to kill time while the player respawns after crashing, or after completing a multi-takedown/mvp in single player.
It's perfectly understandable that you don't care about crash cameras. Especially since you said you've been in multiple accidents so that gives you a perspective us people that have never been in vehicular accidents don't have. And I'm sorry that all happened to you.
The redesigned.boost mechanic in paradise was amazing. I get what they wanted to do with showtime, but making it a way to unlock a special car was total bs.
I would like to add the artificial loss of control that hot pursuit 2010 and most wanted 2012 does. If I hit a wall hard but not hard enough to throw a crash cam I shouldn't have no control over my car for a second. I don't know who designed that mechanic but I loathe them for my whole life
IMO Midnight Club 3 had the best drifting. Both grip builds and drift builds were viable depending on the car, though the drifting itself still took quite a bit of skill to actually be competitive with it.
Hot Pursuit 2010 is awesome but I still hate the crash cam cause of multiplayer and how if you are stuck in that crash cam as a racer, a cop player can barely tap your car and keep you in the crash camera while the bust meter builds ... not sure if it was intentional but one bad drift into traffic and another player knowing about that could end with people screaming or leaving games.
I grew up watching NASCAR and playing Burnout Paradise so I personally love crash cams, but no game in my mind has ever topped burnout in that aspect so it's not essential for me by any means. I also think seeing cars crash in races and in games has in a weird way made me more conscious of vehicle safety, cuz every time I look at safety gear for my car I always think back to seeing crashes in games or in actual racing and I tell myself "I'm not going on track without this stuff, if your not getting safety gear you're not going racing" so unfortunately since that shit is so expensive I've never had the means to get it so I've never had the confidence to take my car to a track.
I say burnout 3 and 4 both had good AI auto driving because they give you about a second of invincibility to make sure you have control without crashing.
I agree for everything except vehicle destruction. I am a details person, I love it when devs go above and beyond to work on a semi realistic vehicle destruction system. I’m not asking for BeamNG or wreckfest in every game, but I cannot stand the way Forza handles it. Slam into a wall at 100 MPH? Scratches and broken glass. Such detail. Very sim. The more recent GRID games are just right. Losing doors, hoods, bumpers, etc.
With the replay mechanic, I'd say it has to be implemented well, and then it's really nice to have. Losing because an AI driver rubberbanded into you and launched your car off the road is just stupid. Forza seems to have a bad implementation of replay, it's always between just not enough and way too much. Grid does it so much better, and you can actually watch overtakes, crashes or anything at any angle, at any speed, and see exactly what happened. You can learn more by analyzing the replay/rewind of what just happened than you can by going "Oh, I guess that just happened."
I disagree with the rewind. I think it allows you to rehearse corners that you get wrong until you get them right, and I think it's the most efficient way to learn a track. It also doesn't really present an advantage online against other players since it only rewinds your trajectory. Most players at the highest level in games like Forza, which offer the feature, use rewind.
This is probably going to make a lot of people hate me but one gimmick that I never get used to is the speed breaker from the black box's NFS. It's just not fun to use. It's sluggish, awkward and takes me out of the experience (which is also applied to the rewind). It's like in third person shooter games where you have to slow down times to make the game easier and enjoyable. To me, if your game has something like that where you have to slow down the time in order to get better/more enjoyable to play then your game has already failed at the core. That is not to say that those games aren't fun, it's just that it's clear the real reason they added that feature to their game is because they know that their games wouldn't work well without it. I personally think that you should make the core gameplay of your game enjoyable without the help of any power ups. The power ups should be there to enhance the core gameplay, not to fix the core gameplay.
Despite your hate for crash cams, what do you think of BeamNG drive? I think crash cams kinda suck I'd rather not have that in an arcade game because of the weird physics. But BeamNG has probably the second best handling physics behind Assetto and the risk of damaging any little piece of the car definitely adds a sense of realism and need to drive well for me, especially when rallying. There's a lot more but if you haven't tried it that, modding, and the most realistic damage physics are the main parts of the game.