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Time for new pinned for those saying it literally says "initial d arcade stage" in title so we should expect it to be unrealistic... "arcade" ≠ "unrealistic", despite how most people use arcade to reference an action racing game. There are plenty of realistic racing games out there on arcade. Battle Gear 4 have physics that's even beyond the GT series on playstation, the pro cabinet comes with clutch, H-speed shifter and handbrake. F355 challenge provided one of the most accurate track experience ever on any game, period. And coming from me I had competed in Project Cars 2 local tournaments before, and also played iRacing and Assetto Corsa.
id refer to them as simcades rather than arcades, you see, if the gameplay is focused on realism while maintaining the thrill that arcade games would provide, that would make it a sim-arcade hybrid.
A lot of older arcade games are actually designed to be realistic. Classic example including SEGA Ferrari F355 Challenge, with 3 displays and realistic handling. Newer examples include Battle Gear 4 Pro Tuned, with H Shifter and Clutch pedal.
@@ILTAM_SUMRA_RASHUPTI_ELATIM ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-YgIuvZfIKqw.html A good starting point. Just know that it isn't easy for everyone to setup. Good luck
uhhhhh, no its a steering wheel setup so minute adjustments are possible, I'm no keiichi but I touge my car and its easier than you think, its about the right platform
@@wintrsxo8646 practice mostly lol, on my channel i have speedruns for beamng and it shows steering input as well as throttle, usually you will want to slowly turn in to shift the weight of the car to prepare for full turn in for a smooth corner, but it mostly depends on your style and the car you use. In real life i drive a 1983 civic which is fwd so the main struggle is understeer, i have a tiny bit of toe out to counter it but a rwd wont need that
Really feels like lots of people nowadays look down on arcade racing as it's not as realistic as any sim when one doesn't even cancel out the other. All I can get out of the definition of an arcade game is an easy accessible game with a relatively low skill entry barrier. Even then that doesn't mean a low skill ceiling aswell. I've played arcade racers that felt more difficult to master than simulators, but I can also understand that looking at how many popular arcade racers nowadays seem rather lazily made you'd be lead to think that these kinda games just don't offer a whole lot.
I mean when people generally think of arcade racers I'd argue one of the most loved eras was the mid 2000's black box nfs games, which definitely weren't completely realistic by any means but they had a mix of being grounded in reality with normal car controls, but exaggerated to a point where your turbocharged dodge neon could do 180mph everywhere. The most recent game that comes somewhat close to this style would be GTAV, which isn't even a racing game, and has its own weird bag of tricks.
Hey I know this guy! Thank you for letting me be part of this and lending me your voice! :) Hoping to do more videos in cooperation with you in the future! :D
Man I don't understand how people can NOT like exaggerated physics. Gives a sense of virtual overwhelming excitement, something impossible in real life. Which is the whole point of video games in my opinion. It's an escape.
WRONG, i played initial D since ver 2, every pro racers turn their boost OFF, u only turn on BOOST if ur opponent is a noob (becuause without it, there wont be much of a fight) , when ur a pro players, its rude to turn boost ON.. ur skill is vital without boost, so its more competitive that way
Boost had changed since then. Most pros after D5 era until today play BOOST ON. While in the Ver.1 to Ver.4 era, in-store is with BOOST OFF, while tournaments with real prize pools are with BOOST ON. Old player here too! Game had been evolving a lot. Nowadays, setting BOOST OFF can be even seen as an insult, akin to ki-charging in Tekken.
This is: -5 way to destroy your car in real life -being grounded because went to Arcade and spent mom's money -getting kicked out off Arcade because wouldn't give turn -The only way to make girlfriend hate you -great ways to be hydrated -world most smartest people going out in quaratine playing -playing till close -get banned from the place because making people waste their time and money -come home -come home.... -this is a perfect way for your family to leave you -people call you an Poor INITIAL D ARCADE LEGEND . . . . . . . . . . umm... you waste 5 second of your life
Maaann I miss the Dreamcast and PS2 era of gaming. Where we had a plethora of Arcade games to choose from. :( I love Gran Turismo and a realistic feel as much as the next person but more often I wanna just put a game in and have fun. Doesn't have to be "Sim" all the time. But it seems thats all people want and its stunted the arcade racing world right now. :/
I personally think the lack of good arcade racers right now is more down to the developers than the general public. NFS is still a mess, even if it is improving Burnout was killed off to make more NFS games, even though Burnout works better with unlicensed cars The Crew is a joke that's better for taking pictures than it is for racing Dangerous Driving lacks polish, even if that's not the developer's fault Midnight Club is dead and Rockstar would rather get you to buy shark cards in GTA than release a dedicated racing game WMMT/IDAS would never come to console because they rely on the arcade cabinet business model Ridge Racer has been turned into a mobile game The closest thing we have to a good triple a arcade racer is Forza Horizon, which is in that limbo where it's not serious enough for actual racing but it's too serious to be easy for anyone to just pick up and play.
@@CaroFDoom ridge racer 1 & 2 on the psp was the shit. Requirement Of High Velocity: High Temperature is decent. Midnight, burnout, ridge still cancelled soz.
That konata though. Honestly though assetto corsa has a good modding community and you can basically play a sim version of Initial D on it. All of the touge tracks and everything with the cars too are there. Edit: I just realized that you did feature some of the assetto touge stuff in the video.
Maybe Sega wants the game to be dynamic every new series. Every series had its own taste, but Zero 2nd feel like an experimental version can be referred to as beta release. It is hard to control and looks like aiming for racing simulator but failed. The game become hard to jump behind the wheel for amusement, it is literally way too hard. Even the 4th series got its notorious for being slippery and hard-to-control game but it was fun back then.
I really enjoy the arcade physics in IDAS, especially PS2 special stage and D5, but I will have to say that there is always room for improvement *cough cough D8 pedal spam* but instead of physics my main issue is that they're just not that good games in general, mainly because of the arcade cab nature. Timers in menus, lots of grind, not many players online, only 3 modes which get very repetitive, huge costs of playing long term etc. I still enjoy them thanks to just how fun it can be once you get good at it, but if rest of the game was closer to older NFS or TXR games, it would've been a lot better. Oh yea great video BTW, make more of these.
The way I see it, Arcade racers like IDAS and WMMT shouldn't ever focus on realism, rather they should always just focus on giving you that fullfilling power fantasy of driving as if you were a driver in their respective shows. Being able to take sharp hairpins at crazy speeds in Arcade Stage and using all the gimmicks found in the series like Iroha jumps and the many variations of the gutter technique, and running full throttle through the longest straight, dodging other cars and trucks on your 840HP monster of a car (it's a lifted Hiace) in MaxiTune.
This is actually fascinating. I watched a live stream not too long ago with you doing Drift Spirits. I'm going to try my hand at downloading an Arcade Stage today and see if I can get it working. I've been really wanting to play it at least once in my life and I've just never got around to doing so. Thank you for a very informative video. This was really neat.
I really like some of the Need for Speed titles, and they literally tell you that this game is meant to be not real, so do not try anything from the game in real life, and that's not just about physics. Most people play racing games not because they lack real driving experience, but instead because they have too much real driving experience. Realistic games are fun to play, but I don't think other branches are destined to die out. Also I want to say, the weakening of NFS title has at least part of responsbility from the infamous "EA issue", beside the competition of arcade and simulation.
The way I see it. Games like Forza, NFS and other simcades feel like they took a realistic base concept and added arcade elements on. While Initial d feels like they took an arcade base concept and added realistic elements on.
Im currently restoring a Initial D Version 3 cab I have at home and have been uploading a blog on my channel going over those details. I would like to know more about the background of version 3 personally.
I remember the only way to catch up the FD was by not decreasing the speed below 140km. Even on hairpin. And years later i played Dirt rally game. Well to make it short,i crash more than imagined even if my gutter drift is perfect. Yes perfectly flying on corner with 140km with deflated tyres.
While I don't hate arcade racing games, I certainly don't like how the Initial D arcade's physics is implemented. I wish Initial D could put a bit more emphasis on braking. In the older NFS games like Underground 2, you still have to brake for mid-speed corners(if you are not a wall scraper), whereas in Initial D you can just quickly release the throttle, turn, and back to full-throttle again. NFS the Run had downhill racing and it required you to brake and feather the throttle to get a good exit, which Initial D lacks.
i understand where you're coming from. However, I think IDAS at the higher skill level is extremely brake focused, just that it doesn't necessarily means brakes are used for slowing down, but for forcing the car to slide. No matter which version, if you watch any of the better players play, lots of braking is used. In fact, one of the criticisms for Arcade Stage 8 was that it's brake cancel was too useful that it's actually recommended to spam it. I am unable to recall a version of Initial D where simply letting off the gas is enough to allow the player to turn the car at a reasonably quick speed.
@@FalbereChan Thank you for replying. I owned Street Stage and Extreme Stage. In Street Stage Myogi, there is a long downhill section followed by a high-medium 90° corner where I can simply go in at 204 km/h, release the throttle, and get out of the corner at around 195 km/h. In Akina, there is a medium 90° corner after a hairpin and I can just let go of the throttle for a split second, turn in and back to full-throttle again. The cornering mechanism is simply too unrealistic for my taste. I know there are fans arguing that Initial D games are not about realism, but when you put out a game title with real cars, parts and with a semi-realistic manga/anime to back it up, shouldn't I expect some realistic element in cornering as well? And yet in Initial D arcade games the cornering is simply way too unrealistic imo. And this is where I believe the older NFS games as well as the Run shines. Their driving physics are no way near full-sim level, and yet I can feel some realism. In its current state, the Initial D arcade game is absolutely fine in its own right, but I simply cannot accept it as an Initial D game. To me it looks like a Ridge Racer: Touge series. The original manga/anime promoted the idea of tyre/brake management, and the brake cancel mechanism is an insult to the original idea. I don't hold any grudge towards any players mastered play this game though, since it is only the nature of competition that high-level gameplay requires high skills. Props to them. Then again, there are many fans who are contempt with the current mechanism, so SEGA will continue down its current path.
@@lihaoliang0071 That is an interesting perspective. When we talk about Arcade Stage, we players typically disregard home releases as those aren't arcade titles, however, every SEGA Initial D home release do have an arcade equivalent. Ver. 2 = Special Stage (PS2), Ver. 3 = Street Stage (PSP), and Initial D4 = Extreme Stage (PS3). Now that I've explained the versions, I will be referring to the home releases by their arcade release counterpart for continuity's sake. When we talk about Ver.2 and Ver.3's Myogi, we are looking at a beginner level test course. This will be the equivalent to a drag strip on other games, and it's existence is not really for racing, but more for beginners to get used to the controls, which is why there are significantly less opponents to play against on Myogi compared to on courses such as Akina. On the other hand, Akina on Ver. 3 and Initial D4 most definitely needed brakes, although none of the game versions you mentioned uses brake cancel. In the context of the latter part of this video, we are talking about modern Initial D games, not something as old as Initial D4. I have already mentioned every generation of Initial D that gets released, the physics evolve and change. Initial D5, 6, 7, 8, Zero, and Zero Ver.2's Akina are all not really possible to clear by just letting off the gas, especially if we are talking about reaching Platinum ranking, which is a pretty basic objective to reach for any player who cared enough to learn to play the game. I would also consider Ver.1, Ver. 2, Ver.3, and D4 the most unrealistic of all Initial D games. If you want a game that feels less like ridge racer, literally everything released after that fits the bill. As for a racing title with real cars and parts, I often feel this is really just a mentality that only exists in the realms of racing game players. Like a game should be realistic if it had real cars etc. If you think about it, it is kind of strange too. Games with real fighter jets don't have to conform to this rule and be a somewhat realistic piloting game, while games with real guns don't have to conform to this rule and be a realistic shooter. So i really think that if we were to put such restrictions, it would only be limiting to the game creators. As of Initial D the manga series, I had been a lifelong fan of it. Even have a collection of the entire manga run and the official Blu-ray re-release. As someone who dedicated 20 years of my life to this franchise, I actually don't think we are talking about a semi-realistic manga. The whole storyline is stamped on a point that because the AE86 is a car with not much power, drifting kept the car in a high rev range and thus keeping it in powerband, which is the most ridiculous thing to ever be considered "realistic", especially not on tarmac. And that is without mentioning the whole "zero countersteer 4 wheel drift" ordeal, which is a real technique to slide an AWD car, but if it were to be attempted in a RWD car like the AE86, the rules of physics simply means that the car is just going to spin out. Have I mentioned Fujiwara Zone? And how the tires of the cars could only last about less than 2 runs? All in all, a lot of the techniques used in Arcade Stage, stamped its roots from the manga. Eraser/TST technique from Ver.2 and Ver.3 = Takumi's machine gun downshift (prominently mentioned in the first few manga chapters) Gutter run = Gutter run Brake Cancel = a simplified representation of the disruption of the balance of the car to cause the car to slide (inertia drift) Tire management = Tire system in Initial D5 and D Zero Ver.2, and the boost system in D5, D6, D7, D8 and DZero Ver1. Drifting without countersteering = zero countersteer 4 wheel drift in the manga All things considered, many players play Initial D because there are a lot of techniques from the manga series inside the game, those that simply wouldn't work in real life. I would actually consider Arcade Stage series to be extremely faithful to the original manga. Maybe it is the experiences from the older, less relevant versions that made our views different. Trivia: Most of us players consider Initial D4 to be the SEGA Initial D game with the worst physics. We would rather play Ver.2 or Ver.3 than D4.
@@FalbereChan Where did you read that Takumi drift to keep the rev high? I for the life of me can't remember where that line came out. For "zero countersteer 4 wheel drift", yes I've seen Akihoko Nakaya use that technique on EVOs. And while in real life it couldn't be applied to RWD cars, it is something all old school street RWD driving strive for---minimum steering input while cornering. If you watch the old clips of Best Motoring show, where drivers with street cars in RWD going through the last corner of Tsukuba circuit, you'll find drivers occasionally counter-steer to catch the backend. The inherit design of old school RWD dictates this driving style. Without sophisticated suspension and aerodynamic design, these old cars cornered in an odd semi-sliding fashion. It would've been perfect if the front end and the back end corner in an uniform way, and if anything resembles such driving in a theoretically perfect status, it's God Hand's driving. So is this unachievable in real life? Yes. But it is achievable with a little push from the fictional side. The tires could only last two runs isn't because the threads are worn out, but because the tires have received too much energy and overheated(Ryosuke said it himself in Ch. 48). I don't really think much about Fujiwara Zone because I consider the later chapters to be less impressive than previous works. The story line had been corrupted by the need to invent new abilities. However, I can still see minor relations as a hybrid with highly-competent drivers from different racing series, such as Micheal Schumacher in his Ferrari years or Sébastien Loeb in his Citroen years. That's why I consider the manga series semi-realistic, despite its numerous obvious fake abilities such as blind attack. It does have many roots in real world racing. After all, they did invite Keiichi Tsuchiya, a real GT racer/drifter/Touge racer to do technical explanations. Eraser/TST technique is far from similar to machine gun downshift. These techniques involves upshifting to slow the car further down, whereas machine gun downshift ingame is simply quickly downshift two or more gears, using the RPM limiter to slow the car down. The machine gun downshift in manga is also simply quick downshifts, but it is to reduce clutch engage time and maximize the engine braking effect. Gutter run is actually possible irl. The rally drivers often try to corner cut or find a banking to help increase cornering speed. They often use the gutter on the side of the road. Street racers may not try this since this involves huge risk with marginal rewards, but the rally racers are a bunch of crazy people, so there's that. I've never seen the brake cancel technique in manga, and it doesn't resemble inertia drift. In an inertia drift the car is already destabilized and it uses its own momentum to initiate another drift. Brake cancel is used to start a drift, totally different thing. I consider the arcade games unfaithful to the original manga, because in the manga the brake is really used to slow the car down, while in arcade its role is reduced to start a drift. That's why I believe it's ok to be unrealistic, but it is not up to the realism existed in manga. Sorry for these long paragraphs. Bonus clip: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-VJyqKPQpEpg.html
I play many driving games from WANGAN maximum tune to Forza and I feel that both wangan maximum tune and initial D games so far have the best driving mechanics but I hate the unrealistic part that you can crash in other cars for wangan and for initial D, the fact that my speed doesn’t decrease while in corners and that the car is able to turn a wide ass angle
Scientifically* Ez the speed does decrease in Initial D. I always have to gear down when i turn to maintain acceleration. Maybe use less tuned vehicles. Because when you're max spec that's obviously not supposed to happen.
playing wmmt music on an inital d vid? hahhaha I think initial d has tons of potential, the only problem is that it doesn't have much support overseas. If Initial D hadn't been neglected in our local arcades, I'd definitely been an initial D player rather than a WMMT player
5:20 So i guess if i played The NFS Hot Pursuit 2010 which is "skilled" (which is not hard, but pretty tough to master) based drift corner to corner game, then ill be fine to learn mechanics in Initial D games?
not really, both have very different driving physics. for me HP is like Burnout 3 where you need to "brake tap" to do drift so you cornering in highest speed. Initial D 6,7, and 8 is pretty much like that but you cant really apply NFS HP knowledge to IDAS 6,7, and 8. i never play IDAS Zero since Indonesia dont have them.
Yes, I didn't like to assume that an arcade game is an action game, even though usually people refer to action games as arcade games. There had been arcade titles that are realistic, such as BG4, as covered by DriftHunterAlbo. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-wRyW6eMDxg0.html
A lot of people think of arcade as a genre, while F355 Challenge exists on Arcades and is one of the most realistic simulators, at least at the time. Bloody hell, hard drivin', one of the earliest 3D racing games, is a simulator, with Clutch pedal and H Shifter.
honestly even the most hardcore consumer sims like rfactor 2 can still be enjoyed on a 40 dollar gamepad, and even a non-ffb 80 dollar wheel is enough to be fast
@@CaroFDoom Yes. But i'l talk abouth controlling a car with takumi like pricision of control or more like realistic 6 Gear manual with NON DSG set up and full *3pedal* platform. With High touch detection.
@@carkid266 If you want 3 pedals, and a 6 speed stick you can get a brand new G29 and shifter for $460 USD, or a T150 Pro and TH8A for $350-$400 USD Sure, that's a lot compared to a normal game but it's still far cheaper than any real car or bike.
@@CaroFDoom i wanna confuse you. I didnt Mean dolars, pounds or euro, i Mean. złoty And after calculate the cost are abougth 3480 zł. WHY TF i tell you that, because in my country without minimal pay i have to work for *3years* to have enough. So... Fell like you have to pay for that set up something around 11k $. Because thats how i fell.
Car kid pl Checking a polish site i see a G29 + shifter for 1330PLN www.extreme-pc.pl/kierownica-logitech-g29-racing-wheel-force-shifter,id225178.html?k400 Yes, this is still far more expensive than a normal game but it's still far easier than racing a real car, which is the big appeal of simracing compared to actual racing.
the only thing about the realism that bugs me is that when i first played it it was hard to pick up do to the insane turning speed. everytime i let off or braked i slammed into the inside barrier.