RACE 360

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fletcher21
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Post by fletcher21 »

I was really excited for this game, til I read there are only 15 tracks.. In my opinion, they needed at least twice that number.
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Post by pk500 »

You're kidding, right? How many racing games are released today with 30 unique tracks?

Not mirrored tracks or reversed tracks, but 30 actual, real-world tracks?

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fletcher21
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Post by fletcher21 »

Exactly my point, Paul.. There are almost none released with that many. But then again, how many GREAT racers have we had in the last 9 years? Not enough. The 360 can handle it.. I'd much rather have 30 tracks and only 100 cars, as opposed to 16 tracks and 21 different Nissan Skylines like the Gran Turismo series is notorious for doing. Tracks keep a game fresh, not a multitude of cars that 1/2 of them are the same thing with different graphics on them or from a different tuner stable. I'm still waiting for this game though, and will buy it with the quickness.
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Post by GB_Simo »

Fair enough, Fletch, but the Gran Turismo thing doesn't exactly apply here. RACE Pro isn't about variations on the same model as much as it's about completely different styles of racing - where Gran Turismo has 21 identical Skylines, RACE Pro has a Mini Cooper next to a Formula 3000 single-seater.

As far as tracks go, it's a licensed game so there's not that much scope for tracks outside of those the real series run on, and some of these tracks (Pau and Macau Guia, for example) are legendary circuits making their first appearance in a current-gen console racer. There should be enough there to keep you going, fella, and if the game does any kind of sensible business at retail, there's always the money-spinning DLC to consider.
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Rodster
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Post by Rodster »

Race 360 and Gran Turismo should not even be compared. Race 360 I believe is based on all real world race tracks, damage model, wicked AI, real race cars and a brutal physics system.

Gran Turismo is based on fantasy tracks (most of them), crappy AI, no damage and non race cars.
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Post by bdoughty »

Edit: I already posted this.

:oops:
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toonarmy
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Post by toonarmy »

The number of tracks in Race Pro is more than enough. In a simulation style racing game, if done properly, each track can take an incredible amount of time to master. There are so many little nuances to a real track that just hitting a couple corners in a less than optimal way can mean the difference between winning and not placing at all. I am assuming that the developer of Race Pro is going to great lengths to accurately model the tracks and the driving model, so the challenge of mastering all the tracks will be immense, not to mention each class of car will have to be mastered on each track.
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Post by DChaps »

Even though I have raced most of these tracks in SimBin PC games, I believe at least a few of them will be firsts on any console.

Some sites are reporting that the demo will be released on Friday based on this translation below:

http://translate.google.com/translate?p ... ry_state0=
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Post by bdoughty »

Interview with Simbin - Diego Sartori – Creative Director

http://www.gamersyde.com/news_7510_en.html
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Naples39
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Post by Naples39 »

The good bits;
In terms of features designed to help the player, RACE Pro features a race line and driving aids. What is interesting about both the racing line and the driving aids is that these are both components from real life racing.

The race line (though not using the same color codes as that in RACE Pro) is right there for the driver to see on the track surface. What I refer to is the race groove: to the driver this is as informative as the colored race line accessible within the game. Worth noting is that RACE Pro of course features the race groove and once the players have learned how to use it, it can easily replace the colored race line.

As for driving aids, anti locking brakes and to some extend the stability system are not often used in real racing. But traction control is used in more or less all real life GT championships. Despite this undisputable fact, there are still purists who prefer their racing free of any aids. Luckily, RACE Pro allows the player to configure the game to suit their own perception of what is realistic.
And notes for Zeppo, usual organizer of our online racing;
DS: RACE Pro is about pure racing and the online experience should reflect this as much as possible.

We wanted 12 players during online races and we wanted to make sure that even 2 guys would be able to have a meaningful online session.

So with this as our main target, we began working on adding AI support into the multiplayer experience. The implementation ensures that if AI is added to the session, the AI will never block a human opponent from entering the session. The AI “only” acts as fill.

We wanted players to be able to practice online and early in the design phase it was considered to add a stand alone online practice mode. We ended up making the lobby support practicing online.

Once a session has been launched by the host it will be in “waiting for players” state and in this state all players are able to drive around the track.

During testing, we found that players often chose to stay in “waiting for players” state and simply practice, work on setups and do “cat and mouse” sessions and of course discuss these elements using the communicator.

The host dictates when to change to the race session, so these online practice sessions can last as long as wanted.

When setting up a session, the host can choose between a ranked or an unranked race, and configuration of the races offers the exact same options as when setting up an offline race against the AI.

RACE Pro offers online races of up to 75 laps and as little as 2 laps, so there should be something for both those in for a quick racing fix and those with a need for an endurance style racing experience.
Online sounds like a good setup. My anticipation for this game is starting to build as the release date draws near. :)
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Post by mixdj1 »

That's awesome that we can run up to 75 laps. And that open practice mode will eliminate the 15 - 30 minute delay on poker nights as we wait for everyone to show up. Those of us who show up early or on time can just run laps until the stragglers show up. :D
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Post by Gurantsu »

It's certainly looks like they are trying to cater to both the casual and sim crowd, and so far it looks like they are doing it right. I'm looking forward to release!
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Post by XXXIV »

mixdj1 wrote:That's awesome that we can run up to 75 laps.
We will be... :D
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fletcher21
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Post by fletcher21 »

Sounds like a pretty nice sim! Wonder if it will be as hardcore as 355 for the Dreamcast was(never played it, but read about pk and others at Sr claiming it was hardcore as it gets) Is there a tracklist anywhere? I'd like to see one.
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Post by Rodster »

fletcher21 wrote:Sounds like a pretty nice sim! Wonder if it will be as hardcore as 355 for the Dreamcast was(never played it, but read about pk and others at Sr claiming it was hardcore as it gets) Is there a tracklist anywhere? I'd like to see one.
Fletch Ferrari 355 for the Dreamcast had one of the best physics models of any console racer I can think of. It was so good that Formula One driver Rubens Barrichello bought the arcade version so he could practice during the off season when he was Michael Schumacher's teammate at Ferrari.
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Post by DChaps »

fletcher21 wrote:Sounds like a pretty nice sim! Wonder if it will be as hardcore as 355 for the Dreamcast was(never played it, but read about pk and others at Sr claiming it was hardcore as it gets) Is there a tracklist anywhere? I'd like to see one.
From the GameSpot Forums:
http://www.gamespot.com/xbox360/driving ... 870&page=1

RACE Pro - Track List

Legend: Track Name(Location) -- Available Track Layouts

Autódromo Internacional de Curitiba (Curitiba, Brazil) -- GP Circuit; Oval
Autodromo Nazionale Monza (Milano, Italy) -- GP Track; Junior Track
Automotodrom Brno (Brno, Czech Republic) -- GP Circuit
Brands Hatch Circuit (Fawkham, UK) -- GP Circuit; Indy Circuit
Circuit de Pau (Pau, France) -- GP Circuit
Circuit Park Zandvoort (Zandvoort, Holland) -- GP Circuit; Club Circuit
Circuit Ricardo Tormo (Valencia, Spain) -- GP Circuit; Long Circuit; National Circuit
Circuito da Boavista (Porto, Portugal) -- GP Circuit
Circuito da Guia (Macau, Macau) -- GP Circuit
Mazda Raceway Laguna Seca (Monterey(CA), USA) -- GP Circuit
Motorsport Arena Oschersleben (Oschersleben, Germany) -- A-Course; B-Course
Road America (Elkhart Lake(WI), USA) -- GP Circuit
Scandinavia Raceway (Anderstorp, Sweden) -- GP Circuit

W.I.P. RACE Pro - DLC List

Thanks to an early leaked Press Kit we know of 7 planned DLC packs of which two will be FREE while the remaining 5 will be premium. Also the latest EDGE magazine confirms as well 5 monthly DLC packs. Full content of those packs is not yet known but below you can see a list of what was revealed so far. It will be updated as soon as new info becomes available.

Cars:
Historic GT and Touring cars [source/EDGE magazine]

Tracks:
Circuit de Spa-Francorchamps (Francorchamps, Belgium) -- GP Circuit [source/EDGE magazine]
Nürburgring (Nürburg, Germany) -- GP Circuit; Nordschleife; Endurance Layout [source/SimBin@GC'08]

Other Links to Track and Car Lists for Race Pro:

http://simhq.com/forum/ubbthreads.php/t ... track.html

http://ifca.highforum.net/race-pro-f126 ... -t1435.htm

http://www.gamespot.com/xbox360/driving ... index.html

http://ifca.highforum.net/race-pro-f126/

http://www.ifcaracing.com/

http://forums.forzamotorsport.net/forum ... Forum.aspx

http://forums.forzamotorsport.net/forum ... 14220.aspx
Last edited by DChaps on Fri Feb 06, 2009 11:30 am, edited 2 times in total.
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Gurantsu
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Post by Gurantsu »

You know I'll be happy with Brands Hatch!
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Post by Rodster »

I'm a little confused. How many DLC packs are in the works? First it sounds like there are 7 but I read there could be another 5 for a total of 12? :?
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Post by Naples39 »

Rodster wrote:I'm a little confused. How many DLC packs are in the works? First it sounds like there are 7 but I read there could be another 5 for a total of 12? :?
I think the safe bet is 2 free DLC packs and 5 paid packs for a total of 7.

Interesting strategy to plan for so much DLC. Not sure how that will work out, but at least with the game retailing for $40 we'll still have cash in our pocket for some elective DLC. I can only hope the DLC packs are substantial, like a new class of cars or an entirely new track.
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Post by pk500 »

Impressive list of initial tracks. But the multi-tiered DLC plan is stupid, for two reasons.

One, this game isn't going to have long-term mass appeal because it's a sim. The GT/NFS crowd -- which comprises the bulk of console racers -- will tune out this game quickly. They won't even be around when DLC is released.

Two, those who stick with this game -- and it looks to be a damn good console racer -- probably are PC simmers or have some PC sim racing background. They're not used to being nickel-and-dimed to death for new tracks. They're used to downloading them for free from rFactor Central or No Grip.

Take care,
PK
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Post by DChaps »

pk500 wrote:........Two, those who stick with this game -- and it looks to be a damn good console racer -- probably are PC simmers or have some PC sim racing background. They're not used to being nickel-and-dimed to death for new tracks............
Heh, not those of us who are iRacing subscribers. :) :) :)
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Post by Feanor »

PC Gamer, at least the guy who does the simulation column, can't stop raving about iRacing.
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Post by pk500 »

Feanor wrote:PC Gamer, at least the guy who does the simulation column, can't stop raving about iRacing.
The driving and damage models are excellent, but not the quantum leap that was promised. The best on a PC now? Yes, but not that much ahead of Historic GT & Touring Car for rFactor when used with RealFeel or anything in Live For Speed.

The two aspects of iRacing that are a definite matter of taste are the online racing structure and pricing. You only can race when iRacing says you can, and you must follow a ladder-style progression. You can't jump into any car you want. There also are no league or private racing rooms, no Poker Nights.

The subscription-based model and microtransaction model for new cars and tracks can get very expensive, and I don't think iRacing offers enough to justify it. If I never had played rFactor or LFS, maybe I could justify iRacing. But rFactor offers so much more content with so much more control for the user, and all the extra content is free.

Sorry for potential threadjack!

Take care,
PK
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Post by Zeppo »

I just read Naples's post, and that practice stuff is the best news I've heard yet about this game. Qualifying is the one thing I've not heard about yet, but even with a random grid, we should have no problems running good old 1/2 hr race league stuff again!

Of course my irregular work schedule might screw it up, but usually Mondays are pretty early, so until the NFL starts up again, Mobdays should be good for race league nights.

AI for online sounds well thought out, too, so that'll be great for poker nights.

The one potential fly in the ointment that I still haven't heard about is the end-of-race stuff, mostly how long the timer can be set too, if there is one. Surely only the Forza debs are dumb enough to force lapped cars to 'complete' their total laps, so I'm not worried about that stupidity. It would also be nice to know about yellow and red and even blue flags, if any are in the game at all. And then of course questions about fuel consumption and the pit situation are still unanswered for me.

But mostly j am extremely happy to hear about this lobby/open practice thing. It sure seems like these guys have their heads on straight, and that's very welcome news. I can't wait!
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Post by pk500 »

And just think, Zep: You won't have me around to ass-ram you and yell nearly incoherently, "Zeppo, you F*CKED ME!"

RACE 360 is looking better by the day for you, man. :) :) :)

Take care,
PK
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