Anything about this game is discussed here. Other similar topics have gone deep so not bothered reviving old threads. I politely ask @Manfred from Shinen Multimedia, if he's still on Nintendo Life, to provide the latest update about the game.
Let's begin with this piece of news. The studio developer said that the game will be shown this summer.
For those who don't know, FAST Racing neo is the upcoming sequel of the WiiWare title: FAST Racing League. The game was announced back in 2013 and it's currently in development by Shin'en Multimedia, a studio that is well-known for developing games like Nano Assault and Art of Balance series.
If you are into technical specs, the game will run in 60FPS at the resolution of 720p. The developer also mentioned that the game will feature 4k textures, that will help make objects look more detailed and beautiful. A screenshot samples below are provided by the game developer Manfred Linzner:
I'm always surprised by the high quality level of graphics from Shin'en, it's very much against the grain from what you would expect from indie developers.
@manfred Hey there want to say you guys are doing an awesome job and I am so looking forward to FAST and am pretty hyped for the game as this game is one of my most anticipated Wii U exclusive and a day 1 for me. Can we expect footage of the game at the E3 next month?
Ps on a side note how do you guys do all the craziest graphics? i believe you guys are not much of a big studio and also the size of the games very less how do you guys do that? Without any drop in quality??? This question bugs me, but also what makes you guys awesome
@manfred
Ps on a side note how do you guys do all the craziest graphics? i believe you guys are not much of a big studio and also the size of the games very less how do you guys do that? Without any drop in quality??? This question bugs me, but also what makes you guys awesome
Too much praise Kuhang At least the size of FAST Racing Neo is no more 40Mb like FAST Racing League, it's already over 1GB. Blame the gazillions of textures and details in the environment. Well, i don't know what to say beside we simply never stop until we reach our vision for a game. For 'FAST Racing Neo' the vision was to make a big fun futuristic arcade racing game, with the best possible look on Wii U, running at 60fps. All goals checked
It's funny that a bunch of Germans can achieve so much better results than most of other developers, including AAA-budgeted ones. Too bad I'm really not into racing genre...
It's funny that a bunch of Germans can achieve so much better results than most of other developers, including AAA-budgeted ones. Too bad I'm really not into racing genre...
It's because they have something called passion, which other developers don't.
Making promise is easy. The hard part is keeping it.
Switch Friend Code: SW-3533-1743-6611 | My Nintendo: azooooz
as you said, the game will be first shown this summer. Next week there will be also some first news.
Best
Manfred/Shin'en
Great news @Manfred! I have one request: could you adjust the output speaker volume so the levels match other Wii U games? The two Shin'en Wii U games I have (Art of Balance and Nano Assault Neo) have considerably higher output levels than any other Wii U games I own, so I always have to adjust my speakers when I play (and stop playing) a Shin'en game.
as you said, the game will be first shown this summer. Next week there will be also some first news.
Best
Manfred/Shin'en
Great news @Manfred! I have one request: could you adjust the output speaker volume so the levels match other Wii U games? The two Shin'en Wii U games I have (Art of Balance and Nano Assault Neo) have considerably higher output levels than any other Wii U games I own, so I always have to adjust my speakers when I play (and stop playing) a Shin'en game.
Sorry, we will take more care in the audio levels for FRN.
@Manfred, did you experience any technical difficulties when developing this game?
The main difficulty was to keep everything at 60fps. Every shader and effect was iterated again and again for maximum performance. Some large scale tricks were implemented to avoid GPU bottlenecks. In the end everything came nicely together and we are very happy with the games look. Especially in motion its simply gorgeous.
@Manfred, did you experience any technical difficulties when developing this game?
The main difficulty was to keep everything at 60fps. Every shader and effect was iterated again and again for maximum performance. Some large scale tricks were implemented to avoid GPU bottlenecks. In the end everything came nicely together and we are very happy with the games look. Especially in motion its simply gorgeous.
That sounds promising. We can't wait for the first footage of the game to show up.
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