
Vio
Now playing: Resonance of Fate, ESPgaluda II ~Black Label~
A Case Against: Magnetic Graveltraps
Sunday, May 30th, 2010
Racing games are flawed and never manage to recreate the real things, due to the natural limitation of not being able to emulate the “real thing”.
With that out of the way, time to get annoyed by the little shortcomings that stain an otherwise likeable experience. You know what I hate most in racing games these days?
Magnetic Graveltraps™.
I suppose that these were invented to keep players from cheating online, and there is no better way than bringing someone to a halt if he/she is searching a quick shortcut, point taken.
But.
If I swerve off the track to avoid hitting another car or if I’m unable to keep the car on the road, I want to sail through graveltraps, roll and spin like there’s no tomorrow. If there is a thing I can’t stand, then it’s a car getting off and grounding to a halt in half a second.
Let me meet the barriers! There are fun times to be had, like finding out that applying the brakes on guardrails makes a special kind of screeching. The fun part of upgrading a car from 200 to 700+ bhp is the way it handles afterwards, if every bump sends you flying and hanging on for grip is a challenge. Not so much fun if, say, you are getting airborne just to see your car getting stuck after leaving the track for a second.
If it’s necessary to include that kind of bullsh*t technique, give me an option to dis-/enable it. There are already systems in place that invalidate the current laptime, so it shouldn’t be too hard to come up with something that can do this, heh?
Alas: I’m surely not the only one who wants to have more rolling and getting airborne, am I?
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