screamer
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| screamer [2026/04/08 22:19] – ultracomfy | screamer [2026/04/10 16:39] (current) – ultracomfy | ||
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| ====== Cornering ====== | ====== Cornering ====== | ||
| - | I come from a racing rich gaming background. I've played [[Moorhuhn Kart 2]], [[Mario Kart Wii]], [[Wreckfest]], | + | I come from a racing rich gaming background. I've played [[Moorhuhn Kart 2]], [[Mario Kart Wii]], [[Wreckfest]], |
| This brings us to the thing where I said "more on that in a second" | This brings us to the thing where I said "more on that in a second" | ||
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| Also, unlike the cars in Blur, Screamer cars //can// be " | Also, unlike the cars in Blur, Screamer cars //can// be " | ||
| - | The other part, track limits, is another reason to like Screamer. Going into a wall in Screamer feels hefty and discrete. Screamer has found the middle ground between bouncy wall collisions like Mario Kart, and grindy wall collisions like most racing simulators will have them. Screamer | + | The other part, track limits, is another reason to like Screamer. Going into a wall in Screamer |
| + | Now, for harder hits, it //will// slam your side square into the wall and it //will// deduct from your speed, but the walls are made so that you can get back out of them near-instantly and get back up to speed. There is no additional friction, unless you keep grinding into the wall. Overall, the goal here seemed to have been to accept that the track has to have limits somewhere, but to let you continue to engage with the game's systems as much as possible or - in case you hit it harder - to act as a redirection tool that can be used to take turns really fast if combined with a boost or dash. | ||
| Many games have no real collisions anymore at all and won't ever let you properly spin yourself out. Their tracks are mostly just tunnels with no sharp edges, and you'd have to work really hard to crash your car square-on into a wall, as these tunnels kinda just always redirect you back into the direction of the corner. This game is different. It will seem rather tunnelly at first, but you will quickly find out that, no, sharp edges exist in this game, and they //can// hurt you. In fact, they will properly crash and spin you around if you don't watch out, even with the game's lenient collisions. There is also no crash cam or anything that would prevent you from ever having to deal with the consequences of such an event. High speed collisions don't crash you out, show you a quick animation and then reset you to track - no, you have to reverse out of that hole, turn the car around and accept your fate. | Many games have no real collisions anymore at all and won't ever let you properly spin yourself out. Their tracks are mostly just tunnels with no sharp edges, and you'd have to work really hard to crash your car square-on into a wall, as these tunnels kinda just always redirect you back into the direction of the corner. This game is different. It will seem rather tunnelly at first, but you will quickly find out that, no, sharp edges exist in this game, and they //can// hurt you. In fact, they will properly crash and spin you around if you don't watch out, even with the game's lenient collisions. There is also no crash cam or anything that would prevent you from ever having to deal with the consequences of such an event. High speed collisions don't crash you out, show you a quick animation and then reset you to track - no, you have to reverse out of that hole, turn the car around and accept your fate. | ||
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| Important detail: Cars and drivers belong together! You cannot select a driver and a car pairing independently. When I say that different drivers have different abilities, and that the cars have different personalities, | Important detail: Cars and drivers belong together! You cannot select a driver and a car pairing independently. When I say that different drivers have different abilities, and that the cars have different personalities, | ||
| - | The cars are responsive and predictable. One thing I like about the game in particular is the active upshift. As someone who came to racing from Mario Kart and Need for Speed, and who only just recently started playing without assists in games like F1 or Assetto Corsa, manual gearboxes are very scary to me. But I understand why you want gear shifting in your game, as it gives you something to do and makes you more intimately connected with the car you're driving. Screamer did it perfectly, because it rewards you for doing it. In most games shifting is something you just do, and the only thing that happens is that you get punished for doing it at the wrong time. There is no real incentive and it still feels nice, but it's not quite there. Screamer actively rewards you for shifting - it gives you a speed boost and grants you " | + | The cars are responsive and predictable. One thing I like about the game in particular is the active upshift. As someone who came to racing from Mario Kart and Need for Speed, and who only just recently started playing without assists in games like F1 or Assetto Corsa, manual gearboxes are very scary to me. But I understand why you want gear shifting in your game, as it gives you something to do and makes you more intimately connected with the car you're driving. In most games shifting is something you just do to avoid the consequences of not doing it [at the right time]. There is no real incentive and while it feels //better//, it's not quite there. Screamer |
| - | The RPM behavior of each car is different, which gives all of them another layer of personality and you will become intimately acquainted with the quirks of each. Especially during drifts, ie. when you lose grip, the RPMs will go up a lot and prompt you to upshift a lot. This is cool but it's also very easy to fall into the unhealthy habit of focusing | + | The RPM behavior of each car is different, which gives all of them another layer of personality and you will become intimately acquainted with the quirks of each. Especially during drifts, ie. when you lose grip, the RPMs will go up a lot and prompt you to upshift a lot. This is cool but it's also very easy to fall into the unhealthy habit of focusing |
| - | From a driving perspective, | + | From a driving perspective, |
| The cool thing about all of this is that even a drift-focused car can still be very good at straight line tracks because all of this is wrapped in an ability system. | The cool thing about all of this is that even a drift-focused car can still be very good at straight line tracks because all of this is wrapped in an ability system. | ||
| ====== Abilities ====== | ====== Abilities ====== | ||
| - | Screamer differs very importantly from a game like Blur in one aspect: There are no items, especially not pickups (ie. item boxes). Every driver has their own set of abilities, but these are tied to your driving and only your driving. I think this makes it a much more competitive game in comparison to a game like Mario Kart or blur, as there is no randomness and tracks don't get cluttered up with hazards. To the most part, this game is about how well you are able to get your car around the track. Still, there is a rather in-depth ability and combat system: | + | Screamer differs very importantly from a game like Blur in one aspect: There are no items, especially not pickups (ie. item boxes). Every driver has their own set of abilities, but these are tied to your driving and only your driving. I think this makes it a much more competitive game in comparison to a game like Mario Kart or Blur, as there is no randomness and tracks don't get cluttered up with hazards. To the most part, this game is about how well you are able to get your car around the track. Still, there is a rather in-depth ability and combat system: |
| - | Drivers in Screamer get two types of resources: Sync, and Entropy. Sync is gained, as previously mentioned, from Active Shifts, going fast and drifting. If you have enough Sync, you can spend it to get a powerful turbo shot. It is based on a Quick Time Event, and if you hit the timing perfectly you get an extra strong | + | Drivers in Screamer get two types of resources: Sync, and Entropy. Sync is gained, as previously mentioned, from Active Shifts, going fast and slipstreaming((The full list of methods for gaining Sync is: SGU [going fast], Active Shift, slipstreaming, |
| - | Using Sync to get boost loses you one unit of Sync but - besides the boost - also gives you a unit of Entropy. Entropy fuels the combat system in the game. Entropy can be used to execute what it calls a " | + | Using Sync to get boost loses you one unit of Sync but - besides the boost - also gives you a unit of Entropy. Entropy fuels the combat system in the game. Entropy can be used to execute what it calls a " |
| - | The combat system in particular is where the cars and drivers express their differences. All personalities and abilities tie together in the character' | + | The combat system in particular is where the cars and drivers express their differences. All personalities and abilities tie together in the character' |
| - | Some other differences are that some cars generate Sync //and// Entropy from kills, some characters can store much more Sync or Entropy at once while others can store much less. But then again, being able to store much less Entropy means that you hit your maximum Entropy capacity much sooner, which lets you use your ultimate ability " | + | Some other differences are that some cars generate Sync //and// Entropy from kills, some characters can store much more Sync or Entropy at once while others can store much less. But then again, being able to store much less Entropy means that you hit your maximum Entropy capacity much sooner, which lets you use your ultimate ability " |
| - | Besides a boost, Sync can also be spent to generate a temporary shield. This protects a player from dashing players from behind. Additionally, | + | Besides a boost, Sync can also be spent to generate a temporary shield. This protects a player from dashing players from behind. Additionally, |
| - | In general, boosting with Sync and dashing with Entropy are integral parts to not just the combat but also the racing. The best moments I've had in the game when I was able to chain multiple boosts and dashes to get extremely quickly through a string of corners that would be really slow to get through with just driving, sometimes making up over 700m deficit I had to a driver ahead. Especially with the dash you can just shoot yourself into a corner and eat the guardrail - you're fine if you get away from the guardrail quickly enough. They call it " | + | In general, boosting with Sync and dashing with Entropy are integral parts to not just the combat but also the racing. The best moments I've had in the game were when I was able to chain multiple boosts and dashes to get extremely quickly through a string of corners that would be really slow to get through with just driving, sometimes making up over 700m deficit I had to a driver ahead. Especially with the dash you can just shoot yourself into a corner and eat the guardrail - you're fine if you get away from the guardrail quickly enough. They call it " |
| ====== Progression ====== | ====== Progression ====== | ||
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| ====== Enemies ====== | ====== Enemies ====== | ||
| - | Some reviews on this game complain about CPU enemies not following the rules that players have to follow. They say that the player is forced into drifting through corners whereas enemies can just take the racing line and have the necessary grip to not be forced to drift. That... I don't think that is even true? There are some more straight-liney cars and those cars do prefer to take a racing line where possible, but every car that doesn' | + | Some reviews on this game complain about CPU enemies not following the rules that players have to follow. They say that the player is forced into drifting through corners whereas enemies can just take the racing line and have the necessary grip to not be forced to drift. That... I don't think that is even true? There are some more straight-liney cars and those cars do prefer to take a racing line where possible. I haven' |
| - | Due to how the systems and abilities are designed, the game generally pushes you forward towards 1st place. Doing this without items is already a masterclass of game design and deserves its own article. The way Sync accumulation and many of the abilities are designed create a natural catchup mechanic that, however, //still// relies on you making good use of your abilities and driving well. Players behind can use combat and the many different abilities to gain extra speed and a resource advantage, and can push forward in a way frontrunning players can't because they don't have cars in front of them. Rather than anything artificial, this is fair, as a well prepared frontrunner will still have the full ability to fight back against players from behind in the same way that a player in the midfield can fight back against players from behind. Elegant. However, they could have also just applied some aggressive rubberbanding to the CPU like Mario Kart does it, but it just // | + | Due to how the systems and abilities are designed, the game generally pushes you forward towards 1st place. Doing this without items is already a masterclass of game design and deserves its own article. The way Sync accumulation and many of the abilities are designed create a natural catchup mechanic that, however, //still// relies on you making good use of your abilities and driving well. Players behind can use combat and the many different abilities to gain extra speed and a resource advantage, and can push forward in a way frontrunning players can't because they don't have cars in front of them. Rather than anything artificial, this is fair, as a well prepared frontrunner will still have the full ability to fight back against players from behind in the same way that a player in the midfield can fight back against players from behind. Elegant. However, they could have also just applied some aggressive rubberbanding to the CPU like Mario Kart does it, but it just // |
| ====== Story & Art Direction ====== | ====== Story & Art Direction ====== | ||
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| </ | </ | ||
| - | The story- I haven' | + | The story- I haven' |
| The entire story of Screamer is personality-driven, | The entire story of Screamer is personality-driven, | ||
screamer.1775686749.txt.gz · Last modified: by ultracomfy
