Retro racing games that are worth to play today.
>mfw i discovered that game yesterday
I'm comfortable acknowledging RB is shit, and I AM spanish
It wasn't without redeeming qualities though; awkward, turn-of-the-century-3D qualities.
OK so I can't be the only Ignition fan around here, right? This is a game I've literally never seen brought up in /vr/, and it's just awesome
Nah, only DOS and Windows. It had a pointedly console-y gameplay though (split screen local multiplayer and everything).
The Megadrive version also features a track editor, but you can't edit tiles (only have presets). Custom tracks are saved into the cartridge. My tracks are still saved there, and they suck.
Super RC Pro Am is pretty great.
Carmageddon is nice, though it's not necessarily a strict racing game, there's a lot of open exploration and just fucking up the other cars' shit if you want to go that route too.
Al Unser Jr Turbo Racing for the NES is pretty great, it has a campaign mode where you can upgrade and customize your car as the races go on.
Bigfoot for the NES is fun as heck but has kind of awful mechanics, I think. I'd probably go so far as to label it kusoge-tier, but at least memorable. Or maybe I'm just awful at it.
1000 Miglia, Neo Drift Out, and Overtop (the latter two are Neo Geo, the former arcade) are all worth giving a look at.
Power Drive Rally. I guess its on Genesis and Jaguar. Never saw anyone play it IRL.
It's not cliché, just the simple truth. The game did almost everything right, and no other game would come even close to challenging it until 2003. Even then, OutRun and OutRun 2 are peers at best. Both games are highly playable and appeal to different strengths of the concept. I'm looking forward to be able to emulate OutRun 2. 2006 is not bad at all, but it has plenty of shortcomings, and less focus.
NFS died long ago. It tried to briefly come back with Most Wanted, but it was half-arsed and tainted by heavy ricing. Ever since, EA completely forgot what NFS was or is about.
Oddly enough, Test Drive Unlimited picked up where NFS lost its direction. While, unlike the classic NFS, TDU is free roaming, it does capture that scenic landscape + expensive dream car attitude that these early NFS did. Unfortunately Eden shoehorned some retarded social aspects into the game, and eventually got killed by Ubisoft to make yet another forgettable ricer + crime NFS clone, called The Crew. So imho, the best "modern" NFS, with all its flaws, is TDU2, and even that leaves a bad aftertaste. The best NFS all around, bar none, is High Stakes. Especially if you play the career mode. The game's actually demanding improvements from the player, and treating the bots like genuine peers. Makes for a very entertaining and challenging single player experience.
>The game's actually demanding improvements from the player, and treating the bots like genuine peers
it's easier than NFS3 in terms of driving abilities. Only difference in difficulties in NFS:HS is the AI drivers crash into other cars more often
>calling Most Wanted half assed
You can toss a wide body on a Supra or RX-7, which were NFS1 cars, or you can roll with a SLR or Murcielago visually stock. You can have up to 25 cops in radar range at all times. Spike strips and helicopters. Varying cop ranks. Cop weak points and weight factor. Strategic barracades and cooldown safe spots. Is this half assed to you?
quality, not quantity
just off the top of my head
>still the retarded sliding physics of NFSU/U2
>extreme rubber-banding AI
>stupid slow-motion mode
>very repetitive cop dialogue (trying to add character with low audio sample amount = bad idea)
>muh open world
All the things I said is actually classified under quality, not quantity. All the details and mechanics change the way pursuits work and adds depth. The biggest change is the fact it's open world, which as a racing game fan I understand if it isn't everyone's thing because I prefer linear courses too. The change into open world means pursuit are now about a tango with the cops in a sandboxy playground, where assist and cooldown hot spots are scattered all over, you can go around in circles around a block to fuck with the cops, and so on. This arena-ish gameplay sort of justifies the use of slow-mo because 25 ramming cops gets really fucked up when you are 15 minutes deep into shit. Should I remind you that Need For Speed Hot Pursuit 2 also had gimmick functions like a button for time stopping 360 camera swings, and another button for time stopping road scouting thing. If you didn't like the UG era physics then that's fine, but that's not what a "half-assed game" means.
The game half-assed the original NFS concept of dream cars in dream locations. It was largely NFSU with a hint of what could have been.
The blacklist is strictly story driven and static, although High Stakes showed how a real blacklist could and should work (peers, goddammit)
The rest you mentioned are gimmicks of the week, most of them not really relevant to feeling the Need For Speed. Think about that name for a moment, then look at the cars and tracks in the old games, and then MW.