{"id":6468,"date":"2017-04-09T02:55:25","date_gmt":"2017-04-09T02:55:25","guid":{"rendered":"http:\/\/danielprimed.com\/?p=6468"},"modified":"2017-04-09T02:55:25","modified_gmt":"2017-04-09T02:55:25","slug":"racing-commentary-mini-mix-wave-race-64-wipeout-hd-motorstorm-pacific-rift","status":"publish","type":"post","link":"https:\/\/danielprimed.com\/2017\/04\/racing-commentary-mini-mix-wave-race-64-wipeout-hd-motorstorm-pacific-rift\/","title":{"rendered":"Racing Commentary Mini-Mix (Wave Race 64, Wipeout HD, MotorStorm: Pacific Rift)"},"content":{"rendered":"
In finalising copy for the (eventual) release of the Adventures in Games Analysis<\/em> bookazine, I decided to roll several articles on racing games into the one essay<\/a>. Four months of semi-regular writing later, the essay has evolved into a side project of its own. I’m very happy with how the copy is shaping up and plan on releasing it as a separate piece of writing at some point in the future. The following three sets of comments were clipped from my original notes and I thought it appropriate to share them here.<\/p>\n The faster a jet-ski travels, the easier the vehicle is to steer. And so jet-skis invert the high-speed-less-control dynamic we associate with (car) racing. I found that my pre-existing knowledge worked against me in this regard. When thought of in this light, we can see how weaving between the buoys (which increases the player’s speed meter) supports the player in winning races (by giving them greater craft control).<\/p>\n<\/li>\n<\/ul>\n The waves look naturalistic, but follow predetermined patterns. The variable element isn’t so much the behaviour of the waves, but the behaviour of the players. Each time the player attempts a race, their performance\u2014i.e. their synchronisation with the wave cycles\u2014varies. Thus creating the impression of dynamic wave behaviour.<\/p>\n<\/li>\n<\/ul>\n The wave forces accentuate the dimensionality of the 3D space by distorting the ground beneath the player and displacing the craft’s position.<\/p>\n<\/li>\n<\/ul>\n <\/a> <\/a> <\/a> <\/a> <\/a> <\/a><\/p>\n Nintendo pursue realism through gameplay rather than realism through visual presentation. From this perspective, realism functions as a launching pad for expanding gameplay and making play more intuitive (i.e. based on familiar, real-world experiences). The water physics, for example, expand the potential variation within the race scenario (choppy water, calm water, etc.) and can be easily read through their visual appearance. Other neat examples of realism include the gradual clearing of fog in Drake Lake and the darkening of the screen and glare on the final turn of Sunset Bay.<\/p>\n<\/li>\n I like how Nintendo leveraged various types of game elements to create track themes. For example, Port Blue simulates an industrial port through its choppy water, the crates in the water; narrow, man-made channels; ramps which function as barges; and docked ships which outline the race track.<\/p>\n <\/a><\/p>\n<\/li>\n With the zoomed-in view, the player character creates a blindspot right in the middle of the screen.<\/p>\n<\/li>\n Wave Race 64<\/em> doesn’t directly teach many of the nuances required to beat the hard and expert campaigns<\/a>. Rather, the player needs to find out through good ol’ trial and error.<\/p>\n<\/li>\n<\/ul>\n <\/a><\/p>\n I think it would be awesome if the reverse \u201cblack\u201d tracks were connected to their regular \u201cwhite\u201d counterparts. That is, a mode where the player reaches the end of a white track and then spins their craft around (as in Eliminator mode) and does a lap of the black track. As in Wario Land 4<\/em>, the player would have to actively reevaluate their working memory of the stage.<\/p>\n<\/li>\n The ship names and designs are symbolic of the nations they represent and the technologies available to them. Form fits function doubles as a good way to communicate narrative. You know, as opposed to, say, reading the actual Wipeout <\/i>backstory<\/a>.<\/p>\n<\/li>\n Health plays a big role in the player’s decision-making process. For example, whether they should absorb or use a weapon, enter a fray or steer clear, and attempt a barrel roll or play it safe. I wish the game would have rival craft flash red when they are low on health, as this information would facilitate more assertive weapon use.<\/p>\n<\/li>\n<\/ul>\n The explanations of each game type, the controls, and the boost meter appear once and then never come back. Pacific Rift<\/em> is a straightforward game, but I wasn’t able to get all the controls down in the first race.<\/p>\n<\/li>\n Given the realistic physics and varied terrain, even small bumps can send some vehicles spiralling through the air. Yet such details only come into view at the last second as your vehicle often obscures the area directly in front of them. When you switch to a first-person viewpoint the other vehicles hide outside of your horse-like vision. It’s a lose-lose situation.<\/p>\n<\/li>\n Pacific Rift<\/em> fails to find the right balances between functionality and naturalism. The tracks are a little too organic-looking, making it difficult to read the boundaries of the level, the racing line, and the branching paths.<\/p>\n<\/li>\n<\/ul>\n I’m currently taking a break from writing the racing game essay, so expect to see more material up on the blog.<\/p>\n Additional Readings<\/strong><\/span><\/p>\n Getting the Most from Speed Races in MotorStorm Pacific Rift \u2013 Playstation Blog<\/a><\/p>\n MotorStorm: Pacific Rift \u2013 Can You Beat Us? – Playstation Blog<\/a><\/p>\n Nintendo Magazine System – Wave Race 64 Maps<\/a> (I couldn’t find any decent maps online, so I put them online myself)<\/p>\n VG Commune Episode 35: Dynamic Challenge (Wave Race 64)<\/a><\/p>\n VG Commune Episode 36: Optional Challenges (Wave Race 64)<\/a><\/p>\nWave Race 64<\/h3>\n
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Wipeout HD<\/h3>\n
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MotorStorm Pacific Rift<\/h3>\n
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