FAST Racing NEO, still due this year, is almost certainly among the most highly anticipated Wii U eShop releases of the next two months. In fact, among the hardier and most dedicated band of Wii U devotees it may be one of the most exciting upcoming releases on the system full stop, helping fill some retail-sized gaps and also providing pacey futuristic racing that Nintendo itself is seemingly resistant to reviving.
It's the successor, of course, to FAST - Racing League on WiiWare, though the jump to HD technology, the stronger infrastructure of the eShop compared to its predecessor and the growing reputation of Shin'en Multimedia all contribute to a sense that this title has captured the imagination of a larger audience, despite the relative userbases of Wii and Wii U. It says much for how the eShop has become an integral part of the Wii U experience, moreso than WiiWare was able to achieve in years gone by.
When speaking to the project's Art Director, Martin Sauter, he was keen to emphasize to us that much as changed in this title compared to the original:
This isn't like part two, it's a completely different game. It's built up from the ground - it's the same engine but we've added and changed a huge amount. It looks and feels different and we've focused on the feeling of speed. We had a great reaction to FAST - Racing League so we thought it was a good idea to revisit when we started three years ago.
Sauter highlighted how invaluable the vocal fan-base was with the WiiWare title, and how it taught the design team vital lessons that have been carried across. One notable feature is the need to switch colours (between orange and blue in the demo we played) with a button press - if you have the right colour selected you can benefit from numerous boost areas on the track. Gathering orbs is also vital to accumulate boost energy, but whereas the first game had a fiddly requirement of picking up colour-correct orbs, in FAST Racing NEO this is streamlined with all pick-ups being for both boost colours.
Sometimes people don't know to switch colours to match the boost pads, so we're implementing that and strafing - which are important - in tutorials. Strafing is important in higher speed classes, for example, as if you get the boost start you can perhaps strafe quickly around those in front of you, or lean into curves to go faster as strafing doesn't reduce speed like normal steering.
In Fast Racing - League you had to have the right colour to pick up the orbs, but it was a little frustrating - we've scrapped that aspect of it in this version.
Sauter oozes a very natural enthusiasm for this project, rather than the answers-by-numbers that can sometimes be dished out by larger development studios or those making a game primarily to remain profitable. This is clearly a passion-project for the team, and that shines through in the intricate design that's already evident here. Sauter speaks a lot about depth and the desire for players to learn and improve with each passing hour of play. His description of a rhythm when racing seemed particularly apt.
We want to focus on the F-Zero vibes and fast racing, not worrying about pick-ups. It should feel like a rhythm, like Boost-Boost-Boost-pick up. So if you know where the pick-ups and boosts are you can effectively boost all the way around a lap. There's a lot of depth, such as boosting into or landing on others to spin them around, or boosting while flying to land quicker. There are various things you don't know in the beginning which don't necessarily matter until to take on Time Trials or online races. We really want this to be a deeper game, not just a shallow arcade game - though we like arcade games too!
When going hands on for a short spell with FAST Racing NEO, we were struck by the performance fidelity on offer. It's a good looking game, albeit with some sacrifices to the visuals when stood unnaturally close to a HD demo screen, yet when stood back and flying through courses the graphics look terrific. What helps this is not only the stylish art design but Shin'en's devotion to 60fps performance. That's where the rhythm - as mentioned by Sauter - becomes so prominent.
At first there's a learning curve in switching colour to match boost pads, for example, especially when whizzing through a track - even in the slower difficulty setting. Yet when it clicks, and your fingers naturally start to obey your instincts, the concept starts to shine. Stringing together boosts off the track and with a full gauge can be exhilarating, and track familiarity and more rapid speed classes will surely only add to this. Even in a short spell with a demo build the rewards from playing the same track twice felt obvious, and there's certainly a perceivably addictive hook that's only possible because of the attention to detail from the development team.
The game will be structured to encourage players to tackle the campaign first, too. The different kinds of ships - from light to heavy and various configurations - are setup to be gradually unlocked, and before leaping online it seems advisable to play through the core content and unlock items. The comparison is made with Mario Kart - the idea is that unlocking everything shouldn't take excessively long; most hours of gameplay come with mastering the mechanics and tracks.
You start off with one cup and three ships. The early ships are easy to use but the heavier ships behave differently and drift, so you have to use strafing and so on. It's harder but they are faster, for example. So in the single player campaign you unlock different ships that are harder to use but faster, and then you access faster speed classes. The top speed in the expo demo (at EGX) is about 400, but in the fastest ships - it's too fast for me but I'm told by someone else in the team that it's good - you go at about 1000. It's fun for the player to progress and unlock more stuff.
I think people usually play the single player campaign first, and I'm pretty sure many will go through - initially - in an hour or two. So one cup might take 30 minutes and it's quite arcade-like. We just want the players to understand the mechanics first, so not everything is unlocked at first. It's a little like Mario Kart - it's not too hard to unlock stuff, but it is difficult to achieve the top times in the higher speed classes. We want to encourage players so they have fun, so everything can be unlocked pretty fluidly.
There's a hope that progress in single player, and also learning from some local multiplayer racing, will ultimately lead to lots of racers heading online. It can be tricky for any download-only release to successfully keep servers busy and races flowing, so Shin'en's approach is one of simplicity - you accumulate an online score, but jumping into races should be easy.
It's not totally finalised, but there might not be a lot of players online all the time - we hope lots! - so we're keeping it quite simple. You just choose ships from those unlocked and choose any track you've unlocked, then just like in Mario Kart others jump in and you race. You collect points which make up your online score, so you can see if someone's pretty good or not, and you can try and improve on the leaderboard. We're keeping it simple for fast races.
We closed our chat with Sauter exploring the importance of the release to the company, and its potential to satisfy fans of sci-fi racing. It's a genre that's suffered a great deal in recent years with the continuing absence of F-Zero, while WipEout seems to be on a lengthy hiatus following the closure of Studio Liverpool. Mario Kart 8 may partially satisfy speedsters with its 200cc mode, but futuristic racing is also about the aesthetic and soundtrack, areas where FAST Racing NEO is undoubtedly showing potential.
Shin'en Multimedia is understandably keen to distance itself from direct comparisons, but is also happy to accept that its title could be an outlet for fans of long-departed franchises. The studio has seen this in reactions to its game, and has learned the value of sharing its efforts more to build pre-release hype.
From the very start we've had a lot of reactions where people have said "finally". We appreciate those franchises so much, we prefer to say we stand outside that and this is our take on the sci-fi racing genre. We're not F-Zero, we're not WipEout. We would love to see a new F-Zero too, but this is our game, but for sure we hope that those wishing for these kinds of games will come to us - this is a kind of game for them.
The response to E3 was tremendous. That was a first time for us. In the past we'd just make a game and release it, but Nintendo were saying to us "show the game, do something with the people". It's so important to show the game, there are so many people surprised to see a new game, so we're happy to show it and get their reactions. We're pretty sure we're on the right track.
We are much more present, doing these shows and showing the game. We've really focused on going to shows and showing footage - it's been almost three years of development and it's been the biggest production for us. We're sure it'll pay off.
The studio's recent efforts at shows included IndieCade IndieXchange in California, and as we head towards the end of the year excitement will surely build. It's hopefully just a matter of weeks away, and it could be a true highlight of the year on the Wii U eShop.
Comments 76
I cannot wait for this. Is it worth buying Fast racing on the Wii eshop?
Can't wait! No release date yet?
Day effing one!
It looks great, but I'll be waiting to see how the controls and general gameplay hold up.
.....a demo would be awesome!
Looks really amazing, I'm looking forward to it. I'll just need a new HDD for this and other games.
Whenever there's a release date, I'm there, it's been far too long since we've had a great F-Zero type game, and this looking better with every interview!
Very excited! The Nindie scene is too good to us. Octodad, runbow, fast racing neo, shantae and the half genie hero, and more just this year!! So excited to pick up the ones I missed this Christmas!
A release date would be nice!
Has anyone played FAST on Wii?
@Grumblevolcano Yes. Release date. Release date! Release date!
Day one, no doubt. I hope the servers are busy, and that they stay busy for a long while.
1000? Pfft, we want OVER 9000!
In all seriosness, though, can't wait, very hyped about this.
@GrailUK Good game, but no online.
@GrailUK Yup. Very good but don't expect anything near as good as F-Zero or WipeOut.
This could be much better what with less restrictions on file size and actual support from Nintendo.
Day one for me. Looks great.
This is the Wii U's version of PS4's No Man's Sky, an indie game that feels like it's been talked about forever w/o ever actually releasing. NMS is dated June 2016 now, so maybe it will beat that.
Any word on price? I know we won't get an actual price more than a week before release, but have they mentioned anything about it? Shin'en games have always been at the high end of the download scene at around $10 I think, but w/ offline Swords & Soldiers 2 going for $20, and this having online multiplayer, I wonder if they'll ramp it up to $30? Not like they have a lot of competition on Wii U for racing games.
I bet this is one of the games Kimishima was talking about in the investors' meeting... This gem truly deserves a good spot in a Nintendo Direct!
This game is turning out very well! I'm not sure if I'll be picking this up or not with all of the other games coming out this holiday season, but I still hope it turns out well and sells a decent amount.
It looks cool, but is missing the metal tunes, while the music provided gives the sense of futuristic, metal gives the sense of speed!
@Bananaman678
The excitement never ends with Nintendo and releases for wiiU.
Meanwhile I'll be waiting for F Zero and waiting, and waiting, and waiting...
Looking forward too this game hopefully will be out before Christmas.
Looks nice, but I'm not too fond of the track design of what I've seen so far.
I suppose we can't have another F zero GX though, so I'll have to cope with that.
Can´t wait! Hope they can release it this year...
I'll pay whatever they want for this as is seems more like a full retail release quality type of game. It seems like they put their heart and soul in this and the Wii U desperately needs more racers of this kind.
@rjejr If this is the Wii U's No Man's Sky then 90';s Arcade Racer is The Last Guardian.We're only 2 years passed it's original release date! Going by yesterdays very rare update,we're going to be waiting a little while longer yet.
"All gameplay elements are now in and working, including AI and GUI elements, we are now in the proccess of polishing, optimizing,bug fixing as well as setting up the two player splitscreen and the championship mode."
I wish they put it on a box and sell it at retail. Of course I will buy it anyway, I am one speed freak, F-Zero missing machine.
Can't wait for this, looks fantastic. And the first game was great too, one of my favourite ever indie games.
Hurry up I been waiting for this most of this year, I bet it's week before Christmas.
@Gridatttack
"Not too fond of the track design"
Ah, I think you just haven't seen enough of the game. I watched a full cup of gameplay, and some of the tracks were AMAZING. And some, not all but some, seemed like they could've been pulled right out of GX itself. We're talking tracks that end and lead you flying off into the air to a track 200 ft below, stuff like that.
Only question remaining is whether there are half pipes, full pipes and cylinders. Not sure about those because those were always unique to F Zero
Compare the passion in this interview to the waffle spouted by the EA spokesman in the other article today. Hope this game is as good as it looks, but I'm convinced.
i cant wait for this game.
No question about it. I will buy this game day one and don't even care about reviews. Few games I can say that about.
@rjejr I don't think that's a fair comparison.
Because No Man's Sky is a PC game first and a PS4 game second. FAST Racing Neo is a Wii U exclusive.
And also because, while all we've of No Man's Sky are trailers and demos played by the developers. Nobody even knows how the game actually will play. FAST Racing Neo already had a demo version in several events for people to test it out. We're already have a pretty good idea of how the game actually is going to be.
@JaxonH I see. I just have seen like 5 tracks total.
The thing is, I feel there,s not much going on, like, no sharp curves, narrow paths, and all that stuff.
I suppose I have to watch more videos of the tracks though. But I digress, some of the tracks do look gorgeous. in the settings department
So very excited for this.
I love this studio, always bringing quality. can't wait for this game
So far, the game looks phenomenal! I hope Shin'en stylizes the HUD a bit to fit the futuristic setting, but the WIP demo looks pretty damn presentable otherwise!
One thing that slightly irritates me is this specific track in the video. Seeing hyper-futuristic hoverjets chase over an asphalt track looks a bit weird, tgough I assume that the individual track design will be very different. I'll wait for a demo or review before getting it, but I really want this to be a great game, for the sake of Shin'en and anyone hyped for it.
I love playing some F-Zero and since Nintendo won't give me what I want then this will have to fill that void, and judging by the looks of it this game will do that nicely. This feels kind of like Shovel Knight, where instead of being essential for platforming fans it is pretty much a must-own for Wii U owners who love a futuristic racer! Support these guys because judging by what we have seen they have earned it!
Oh yes. Hope it sells a tonne. This is going to kick Mario kart to the curb for a little while in my house. Shin'en are a great developer and their music is great too. Can't wait
Ummmmm...release date?
I WANT IT!!! I WANT IT!!! I WANT IT!!! I WANT IT!!! I WANT IT!!! I WANT IT!!! I WANT IT!!! I WANT IT!!! I WANT IT!!! I WANT IT!!! I WANT IT!!! I WANT IT!!! I WANT IT!!!
"...Whereas the first game had a fiddly requirement of picking up colour-correct orbs..."
"In Fast Racing - League you had to have the right colour to pick up the orbs..."
When I first read this I thought, "Wait, no you didn't." So I went back and played the original (for the first time in quite a while) just to check. I was able to pick up the orbs no matter what "phase" or color I was at the time. Were the American and European versions different in this regard? Because the American version certainly doesn't work this way.
This is one of those games you one so bad but you don't know a whole lot about.. bring it!
Refreshing to see split-screen (at 60fps?) after Halo 5 fumbled the ball.
@Luna_110 It feels like it could have its own Nintendo Direct, and be a preloaded or download token game in a bundle.
I haven't been a fan of mist of their stuff, but this one feels like something Nintendo need to ride the coat tails of.
@DekuOnion Halo 5 fumbled the ball, kicked an own goal, hit their own wicket, threw an interception, committed a tech foul and knocked themselves out. Campaign is rubbish, multiplayer is only half decent, but subpar compared to the old and free TF2, no forge level design and no splitscreen could mean there is no Halo 6.
Normally I do not enjoy futuristic racing games. Wipeout was an annoying franchise to me, and I only ever enjoyed the first two F-Zero games. This game has me drooling, so these guys are doing something really really right.
@AshFoxX I didn't care much for Wipeout and only liked the 64 F Zero game, but this looks much more my style of racer.
I'll buy this day one.
I trust Shin'en to deliver passion and quality.
@adeceku
I absolutely agree with you! Guitar and Metal tunes will be missed strongly, if they are not there. It gives the ultimate feeling of speed and "Kick ass" needed!
If this isnt released within the next coupke of weeks im fairly certain this will be dalayed to 2016. I really hope its out this year though. We have had a very poor second half of the year us wii u owners but with this, project zero and xenoblade chronicles x I will be more than happy.
@Andrelol3 Sounds like you haven't been keeping up with NMS, I suggest researching it some. We know what the game is and it's coming to PS4 first because Sony is funding it for the most part.
@MadAdam81 https://mobile.twitter.com/XboxP3/status/661272574156902400
@Tony_342 I agree, I stumbled upon that too, because I remembered that you could pick up the orbs no matter your phase, and I have the european version. Maybe they misspoke and meant that it cost you an orb to switch phase, which now is removed? That is something I'm very happy about, because I can't recall how many times I missed a jump after having no energy left to switch.
The main issue I had with the first game was all the orb stuff. It just felt unnecessarily convoluted and clumsy. Running out of orbs when you needed to switch colour was just frustrating and especially when sometimes the orbs were nicked by some other racer or positioned in a way that took you off the best racing line, so you you ended up no collecting them. So, if they've actually fixed it this time around then it could be really cool. I guess we'll see.
Personally, I would take out the orb stuff altogether to be honest. Just have the switching work without needing any energy and then have the boost and shield use the energy, which would be replaced either each lap or on some kind of shield generator—very much like F-Zero.
Also, one other small thing: If I recall correctly, it always felt like I was landing with a hard thud off jumps when playing, as though I hadn't landed properly or something. Yet, it didn't seem like there was anyway to land any smoother and softer. If they could make it so that you can make the craft land softly and smoothly after jumps, maybe by pushing forward or backward to get at the right angle or something like that, then I think that would help. If something like this is already in there and I just missed it somehow then just ignore me.
I also hope you can customise the controls. Just because I saw a video with a particular control setup and I didn't like it. So I'm really hoping it can be changed. In fact, it's almost essential to me, because I probably would stop playing the game in a very short amount of time if was stuck with that control setup I saw. I simply wouldn't enjoy the button positioning/layout.
One other point: I'm really happy to see that the HUD/GUI is very unobtrusive. Nice, clean, simple.
I'll buy this to support futuristic racing games in general.
@hadrian I don't think there are file size restrictions on the Wii U. If their are, it's probably far less restricting than WiiWare.
Really excited for this game. We need a release date; I think Shin'en has come far enough to comfortably say "This game should be finished by sosoandso date." Either way, I can't wait!
Can't wait to pick up this game. I haven't played a breakneck speed like this in a long time if ever, so this will be a new experience for me. I probably won't be buying this game at launch since my backlog is already huge as it is. It's still on my definite buy list for me.
I still don't think this will manage to release this year. They keep not committing to date and all this talk of stuff they're changing and not finalised. It just doesn't sound finished enough to release in the few remaining weeks.
If we are to believe this is being released this year, give us a date! It's November and Shin'en deserves a couple of weeks of proper advertising to raise the awareness of the game.
Definitely getting this one as soon as it's out. Really fills the hole left by the lack of f-zero. But even if f-zero were still to come as well, I'd still get this too.
@Andrelol3 "We're already have a pretty good idea of how the game actually is going to be."
But we still don't have a date. Even NMS has a date now, though odds are it will be delayed, everything is these days. My comparison was based on how long we've been seeing these indie games for, waiting to come out, but it seems to be taking forever. NMS at least has their flooded office excuse. And as you say it's a port. How long has Shin'en been working on this? It was announced in Oct 2013, 2 years ago. NMS was announced in Dec 2013. That's my comparison.
https://www.nintendolife.com/news/2013/10/shinen_multimedia_announces_fast_racing_neo_for_the_wii_u_eshop
@shigulicious "proper advertising"
Animal Crossing:amiibo Festival comes out next Friday (US) and Nitnedo hasn't started advertising that yet, you can't even find it in the eShop, so Shin'en is just doing what Nintendo does, stealth launch.
Are they ever going to release it?
It's looking really great on that video! Greatly improved since it was shown at E3 I think. It feels like there's a lot more feedback to the player, something I thought was missing at the E3 demo. Like the camera shaking whenever you hit the ground is an awesome touch. Could've been there in the E3 demo, I can't remember, but it all around just feels better to watch! Can't wait to play it
In my to-buy list for sure!
@OorWullie there was an update on 90s arcade racer?!?!?!
It's my most wanted game at the mo but if prefer a Sega Arcade Racing collection.
I know I'm going to be enjoying this game for a long time once I finally got my hands on it.
@Nintenjoe64 Yep,I'm really looking forward to it too. There's a new video to go with the update,this one has actual opponents on the track.I still think it's quite some way off coming to Wii U though,hope I'm wrong.
A Sega Arcade Racing collection would be a dream title,I'd be all over that.
Hm the graphics could be better (maybe in the final release and not as a youtube video) but otherwise it looks awesome.
I'm going to kinda agree with a few others in the thread and say that the promotion window has just been too long. And the company has been somewhat annoying with the drip feed. "first ever screen shot tomorrow... err next week... err in six months..." I'm not reading any more about the game until it's launched.
@shani
How so? This game is already pushing the Wii U to its limits. If they ported it to PS4 like with Nano Assault Neo I can see them adding effects and improving lighting and whatnot to make it look better, but this is as good as the Wii U can put out.
@AVahne No way is it pushing the Wii U to its limits. We've already seen way better graphics on the Wii U. Maybe it's because they built their groundwork on the predecessor (Wii). Although they said the added a lot and that it's a completely new game, the graphics in that splitscreen look more like Wii quality than Wii U. And I'm aware that 60fps on a splitscreen are difficult to make, but this is only dual-splitscreen, not four players. Mario Kart 8 for instance looks better in splitscreen. And a lot of singleplayer games have already shown what the Wii U is capable of. Zelda Wii U will also showcase that (like every Zelda game did so far).
But who knows, maybe the final product will look better. I'm still pretty psyched for this game though!
I have heard some say they will wait for demo or see this or that, they will get my money. They seem so pure in their support and love of this project for fans that I can't help but wish to reciprocate!! I worry a bit about control too. Take Wipeout, I have bought EVERY iteration since PS1/Sega Saturn and the one thing I hate is bumping into walls. Maybe there are crackheads so good they NEVER do bump walls, but I have been playing all these years and iterations and to this day even on my PS3/Vita I bump walls!!! It would be so much more fun and exciting to easily be able to maneuver around corners at those great speeds WITHOUT bumping corners! Take Mario Kart 8, it was beautiful and fun without needing to hit walls. It had drift technique that was easy enough to learn to keep you flying around the track instead of jarring stops from hitting the wall. Even 200cc, once you learned technique you could stay off walls. I never felt I got to that technique with Wipeout. I saw some wall sraping in this game, so I wonder, but like all those iterations of Wipeout I stayed with it, I will buy this too! Full price day one! Now, I will take this time and say, developers it is much more fun to have a learnable technique and to cruise through levels and taking tight turns without making it so easy to slam into walls!! Cruising is much more exhilarating!!
Looks promising. Even more so with the demise of the Wipeout series.
@WiiU-Dude I guess I'm one of those crackheads good enough to routinely pull off "perfect laps" in the various Wipeouts.
I found Wipeout XL to have the best balance between scraping walls and the jarring stops that would happen often in the first Wipeout.
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