Dead Heat Unleashed - Shanghai Course (IAAPA 2022)
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- čas přidán 6. 09. 2024
- arcadeheroes.com - Here's the Shanghai , China course on Dead Heat Unleashed, as seen at IAAPA 2022. As this is not the final build of the game, some things could change between what you see here and the production release. #arcade #gaming #namco
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All right, Shanghai.
- Once again, I see that this course takes advantage of its environment and setpieces very well. I like how this course puts a greater emphasis on meticulously weaving around the nearby buildings compared to the other new courses. It really elevates that satisfying sense of speed to greater levels.
- In general, it’s nice that Unleashed features more international courses (as in, ones that aren’t from the US, even if it remains as the most represented country in the game). Tokyo and Shanghai are solid additions, though I’d like to see more exotic destinations be chosen if NAMCO ever decides to release an updated version of DHU later down the road (maybe a course set in Australia, India, Canada, or another European country).
- The segment where you careen through the tunnel after drifting along the highway gives me more Maximum Tune vibes, and I am all for that (even if we’ve got a MT course in the game already). It’s also cool to see how the tunnel rapidly decreases in width as you go through it.
Do you plan on showing footage of the four original courses? Looking forward to compare them with the source game.
The absence of a visual damage model isn't due to licensing issues, mostly due to Namco deciding not programming it in via their choice.
They are not the only ones who said it's because of licensors; Check every single racer out there (from Sega, Raw Thrills, whomever) and they don't do damage models either. Licensors wield a huge amount of power over how their products are presented in games.
@@arcadeheroes_coinop Then how do games like Forza Horizion and NFS Unbound have detailed damage models?
@@hereskyubi3333 Arcade licensing has always been handled differently because of how public games are. Console games can be somewhat regulated with ratings but literally anyone can see a game in an arcade. Licensors pay attention to a lot of details that you wouldn't know by just playing a game; Licensing has also changed a lot since the 90s when damage modelling was more common in arcades.
There's also a factor of cost - sure, could Namco pay up even more to get someone like Toyota, Nissan, and others to change their mind? Probably. That cost then would be rolled into the game, making it even more expensive than it already is. Microsoft & Sony have more than enough cash to throw at something to make a licensor happy with whatever (although they will still have certain demands. It's how licensing works and it affects game designs more than most realize).
Either way, don't take my word for it. I didn't put that info in there because I'm being cute and making stuff up, that is what I was told by the developer. If you still don't believe it, contact them, find out who handles licensing and see if they're just being lazy like you think, or if there are actual monetary & licensing reasons behind these decisions.
How many cars that are in the game with non-stock bodies from the get-go? After watching your vids, I know there's S30 Z (Devil Z body) and Supra (is that TRD? Can't be sure...). The 2000GT looks stock, RX-7 might be.
Late reply, but I did some comparisons with Maximum Tune 6RR and can confirm that most of the cars in DHU come equipped with non-stock bodies:
* Mazda RX-7 uses Aero Kit H.
* GT-R50, Fairlady Z ST, and Supra RZ use Kit B.
* Skyline uses Kit D.
* Fairlady Z S30 (Devil Z) uses Kit A.
* Impreza uses Kit J.
* GT-R SpecV, GR Supra, and 2000GT are stock.
How about widebodies in Dead Heat Unleashed?
So cool dude
how does the physics compare to the original? I remember the original feeling a lot like maximum tune 3DX+
I couldn't tell you as I haven't played Dead Heat in about a decade; That said it feels like a more forgiving version of MT5, but not as loose as something like Cruis'n/FnF
@@arcadeheroes_coinop I see, I can’t help but feel some slight ridge racer vibes from this too, particularly with its drift to boost system
Didn't have Mitsubishi then.
hey, what are your thoughts on the game
I'll be doing an IAAPA review this week with more thoughts but overall it's fine, but I would prefer slightly longer courses and a few of them to be closed circuit. A shortcut here and there would be nice as well
@@arcadeheroes_coinop I thought new york and london were circuits, are they only 1 lap again
@@Leedleleedle101 This present build only has 1 lap, Cruis'n style courses. But, there are still a few months of dev time left so there could be changes by the final release
@@arcadeheroes_coinop I guess only time will tell but it certainly wouldn’t be the first time
0:37
What is that, a Playstation 2 Toyota Supra model? You can see the polygons in the wheel-lining. You can tell the wheel is just a photograph texture. Cell phone games have better graphics than this. :\
You keep alleging that cellphone games are better than all arcades but you're nitpicking over incredibly minor details like a car model or a texture here and there. I guarantee a cellphone couldn't handle DHU as the complete package - there are other factors at play - screen resolution, framerate, lighting system and number of light sources, particle effects, physics, texture resolution, draw distance, etc.