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Why We Need A New Road Rash
The Road Rash series is about motorcycle racing. It's also about fighting other racers and police with clubs,
chains, brass knuckles, tire irons, and when the occasion calls for it, well placed kicks.
It's a series that started on the Sega Genesis, but
really didn't get good until the 3D0 version in 1994. The series reached its height with Road Rash 64 on the Nintendo 64.
Unfortunately that's also where the series ended. Developer Bottlerocket was working on a prototype for a modern Road Rash when the
studio closed a few months ago.
A new Road Rash isn't just a cool idea; it's something we need. And here's why:
1...Because there's no racing game like Road Rash
A lot of people would put Road Rash in the racing genre
because the goal is to be the first to cross the finish line. But Road Rash is actually more of an action game that it is a racing game. For one thing, each course consists of a single lap rather than multiple laps. Also the player can get thrown from his cycle (in some of the
versions) and be forced to traverse on foot until he regains his ride.
At this point you might be thinking that it sounds pretty similar to the Grand Theft Auto series. Afterall in multiple Grand Theft Auto's you race a single lap on a motorcycle and you can
get thrown off your bike. But Road Rash is different because it doesn't test your driving ability.
The majority of the challenge in other racing games, even those with
combat elements such as Burnout and Grand Theft Auto, is traversing the track at maximum
speed without crashing into the walls. The competing drivers are an
ancillary threat. But in Road Rash the combat with the other drivers is the focus. The
tracks barely curve at all. This differentiates it from every racing game on the market. The game is about hand-to-hand combat. The speed of the race and the occasional
object in the road are there to make the combat more
interesting.
This brings me to my next point...
2...Because Road Rash makes the environment relevant again
So if Road Rash is really an action game and not a racing game, what makes it stand out as an action game? The answer is that in Road Rash, the
environment is fundamental to the combat.
This is an element that modern action games lack, but that 2d action games are based on.
If you take a look at your average boss fight in a game like Megaman or
Castlevania, positioning your character in the right place relative to
the environment is a huge part of your success. Being on the right
platform can mean the difference between life and death.
Compare this to modern action games such as God of War,
Prince of Persia, Ninja Gaiden, or Zelda Twilight Princess. The combat arena in those games is basically a giant cube. Positioning your
character is important relative to the locatoins of your
enemies, but not relative to the physical environment itself. You can use the same strategy on an enemy type over and over because the playspace never changes. You're always fighting on a flat surface.
But in Road Rash, the environment is integral to the combat. A
typical tactic in Road Rash is to force your opponent to one side of
the road and then kick his bike as you approach a telephone poll. Kick
him too late and the pole will pass by. Kick him too early and he'll have time to
avoid it. Kick him just right and you'll have one less opponenant to worry about. But you can only rely on this tactic when there's a telephone pole in the road.
The constant changes in the landscape require you
to constantly modify your tactics. A good player will take advantage
of the buildings, cars, mailboxes, street fixtures, and the changes in the road itself as they present
themselves. And when they do the results are often spectacular. This
brings me to my next point.
3...Because the "Wow" moments happen naturally
Road Rash's spectacular moments all occur through the natural
course of the game. They aren't scripted setpiece moments like when a
giant monster blows through a wall in Gears of War or when a helicopter
gets shot down in Call of Duty. They aren't quick-time events like
when you decapitate an Ogre by pressing triangle, circle, triangle,
square in God of War.
All of Road Rash's incredible moments are the
result of a physics engine combined with unpredictable AI, and an even less
predictable player. This gives the game a sense of life and infinite possibilities that make you feel like you're experiencing something new rather than just viewing the same identical moments as every other player.
There are few things that can compare with the cool factor of putting a
tire iron in the spokes of an opponent's motorcycle. In Road Rash 64
this would result the motorcycle and its rider flipping through the
air, end over end, and then careening into the ground. Hand to hand combat often ends when someone kicks his opponent's cycle into a parked car hurtling the rider into the air and toward a devasting bounce off the pavement.
It's true that racing games like Burnout and Motorstorm have these same
types of dynamically-generated "wow" moments, but modern action games
tend to rely on canned moments instead. And, as I've said, Road Rash is
more of an action game than a racing game.
But why do we need a NEW Road Rash?
I'm generally not a fan of remaking a game for the sake of
remaking it. Some games have had their day and really don't need to be
modernized (Golden Axe and Splatterhouse I'm looking at you two). But
Road Rash's gameplay hasn't been taken to its full potential, and so a
modern update is needed.
Remember, the most recent Road Rash was on the N64 (pictured above), so there is a lot of
room for improvement. Obviously a new Road Rash would have better
graphics, online play, and a modern physics engine to make the "wow"
moments even more spectacular. I'd also like to see more racers on-screen and more obstacles on the roads
(pedestrians maybe).
The melee combat system could also be upgraded to allow for advanced moves such as blocks, combos and counters.
Gunplay would be
a welcome addition. The last Road Rash came out long before Halo
popularized the use of the right analog stick for aiming.
There's no reason to think it couldn't have that function in a modern Road
Rash. Imagine tearing down the street on your hog, single-barreled
shotgun in hand Arnold Swarzenneger-style!
I'm sure that's just scratching the surface of what a modern Road Rash could be. If done right, a new Road Rash would give the videogaming world a shot in the arm. So let's get moving.
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To me, the perspective in Rock and Roll racing was the most interesting part. I don't think that would survive a 3d update.
The closest anyone has got to Road Rash in modern times is Burnout Revenge IMO. This is for all the reasons outlined above. It's not really about racing, it's about timing your side swipes and psyche outs on the other cars, and it's so fast it's like pinball with cars... which is what Road Rash was, but with bikes.
Wait, how about we really make it next-gen? Road Rash as a Running of the Bulls? The game play is basically the same, but you're on foot, competing to stay alive in front of a sea of horns and hooves. Instead of knocking someone off their bike, you beat them up enough to make them trip, and then watch as their bones are crushed by the bulls. Every so often a rogue bull stampedes ahead, knocking people flat, but you can climb on it and run people down!
: D
http://kingoftheroad.sega.jp/motorcycles.
http://www.segaarcade.com/video/harley.aspx
As for Road Rash itself, played the game back in the day to be honest there was nothing special about game other than the fact it seem like a combined rip-off of both Chase HQ and Outrun.
Thanks for the link. That Harley game does look cool, but without a combat system, it's just another racing game that happens to have motorcycles.
If you only played the sega genesis versions of Road Rash, then you never really played Road Rash. You've got to try the 3d0 or N64 versions if you can get your hands on them. As for Road Rash being a ChaseHQ/Outrun ripoff, I think you're missing the point. Those games were standard racing games. Neither had a combat system.
http://www.system16.com/screens/wildriders.jpg
http://www.system16.com/screens/wildriders_a.jpg
http://www.system16.com/screens/wildriders_b.jpg
http://www.system16.com/hardware.php?id=725
The riding physics were tuned to be close to what it feels like to ride, but not a physical simulation of riding. The game was tuned so that if you just concentrated on racing, no fighting, then you would win much more often. Fight too much and you almost always loose. Fight just enough for fun, race just enough to win. Or fight all the time just to see your opponents wreck. Almost no matter what you did it was fun.
Seems like a pretty simple recipe, but really quite a very fine balancing act. I'm sure it helped that many of us on the team had been hard core bikers long before working on the game. We knew what it was like to split traffic at rush hour, ride fast around the back roads of San Francisco, had many fantasies of doing just what we built the game to do . . . kick cars, pounds cops, run down old ladies. All in good fun, of course . . .
I hope someday EA will bring back the game, I'd love to play it again myself.
Oh yeah, I started on the development team (art director) on the 3DO version and continued through the PS2 versions.
BRING BACK RR!
RT
www.private-web.se.tc
The fact that something is on the N64 (or any other console) doesn't mean to me that there is any room for improvement. This statement exhibits the writer's misconception that games "get better" when available technology improves, which is about as absurd as saying that music gets better when music recording technology improves.
http://www.youtube.com/watch?v=tvHz2u-33Y4
http://en.wikipedia.org/wiki/Motor_Raid
Gameplay video here:
http://www.youtube.com/watch?v=J2YIIO3lphY
SOB
I probably even have it somewhere, if all the kids that handled left enough of a usable disk surface.
It's not all about the graphics my friend. AI, physics, draw distance, number of objects possible on screen are all things that benefit from better technology. Try making GTA IV on nintendo 64. You couldn't do it, even if every object was flatshaded polygons and all the voice recording was turned into text.