Broscar wrote:I have no interest in realism. We're driving tanks on the ceiling of tunnels located on fictional planets. Wheelspin for wheelspin sake is a flawed reasoning.
Making the cars slow to recover from crashes is a frustrating experience for both veterans and newbies, and harms gameplay. It doesn't have to be like neo-mode from Rollcage, this is it's own game, but I'm certain that Wrob3l's video has made it painfully obvious for both Chris and others that the current state of affairs is not in GRIP's favour.
Rollcage is an immediate punch to the stomach. You're in a race, not 3 seconds from leaving the starting line. Meanwhile, GRIP starts off slow and clumsy and starts off slow and clumsy again with every single crash/reset, further compounded by the (as of now) inevitable collision glitches.
You want this to be an intense racing game that gets the heart pumping or some faux realistic driving game?
That`s why this game has to be as fast as possible........
I completely follow Broscar and WROB3L. Especially the comparison.. In Rollcage and Rollcage Stage 2 you're already in the race, in GRIP you didn't even start yet and you're still on the slow-ass phase of acceleration.
GRIP needs to be way faster. At least for the acceleration part. After seeing WROB3L video it's really obvious.
Like Bro's said, GRIP wants to stand on its own and we respect that. But I would prefer playing a carbon copy of Rollcage rather than a spiritual successor that stands on its own but is not fun to play.
Who cares about lore just as long as there is a fun gameplay. And now that there are less issues with physics, it's maybe time to uncap this aspect of GRIP and privilege fun over realism. The 0 to mid acceleration should be way faster, and the mid to max should be a bit lower than what it is now so that you really feel the car accelerating (right now, mid to max is a bit of an instant unnoticeable acceleration)