Holy crap, what's up with the sound mixing? It's like the music gets muted whenever a sound effect or voice clip plays.
What's bothering me right now is the 2D Chao Crowd. They're placed way too close to the track that it's quite noticeable, not helped by their frame rate and the fact we're in the era of 4k. Either improve the frame rate of their animation or use even just use low poly models as a minimum...
aww the magma planet doesn't play a remix of Galaxy Force II music.... it's unmistakably supposed to be the second level (scene B) of Galaxy Force II, but the song has nothing to do with it. I understand that maybe the fusion jazz doesn't fit the score they're trying to go for, but still, GFII has a fantastic soundtrack (the footage shows scene A/stage 1 but this is the music track for scene B/stage 2)
I hope they consider making the trick voice lines a bit less repetitive. The reference is cute, but something you can do that often really needs some variation, especially when full words are involved and not just grunts and the like.
I mean, I'm fine with some method of swapping out physics, but tying it to characters is just mean for the reasons I've said. It locks people out of playing as their favorites despite their preferred play style and I just don't think that's justified in a game as conceptually simple as "drive forward". I've had similar issues with characters in Smash Bros or Multiversus but in cases like that it's more a direct expression of the characters (hopefully) in the context of direct competition using those tools. (And even then I vastly prefer the customization Smash 3ds offered both to move choices and stat buffs) I also don't really like that they're reusing specific music made for a specific purpose (and track names???) But not bringing back the actual tracks. I personally like seeing the classic layouts hang around but with the focus on tricks only a few of those would probably make sense to include.
You could say the same about any game though? You could say your favourite Marvel character is Spiderman but you hate playing him in Rivals?
I'm just saying it feels different to me when it's a game where you're (presumably) trying to be as accessible as possible, getting people to jump in and play if they maybe wouldn't understand an actual Sonic game.
Mario Kart has characters hold different attributes via weight classes, it's not some unknown to the genre. In fact the average consumer would probably expect it to be in other kart racers because it's in Mario Kart.
If character stats are consequential enough that it would affect your choice of character, wouldn't it be important to be able to quickly infer the stats of other characters in a race through something like say, appearance, so that you know how to play around them? I think it would inconvenient if I get in a race and have no clue what my opponents stat are, and have to, every single race, figure it out. Being able to glance at an opponent in a race and say "that's Eggman, he's heavy, I should try not to run into him" or "that's Cream, she's light, I can knock her out of the way no problem," seems like a positive to me. While it is unfortunate when your fav is saddled with bad stats, or a playstyle you personally don't like, I think, in a multiplayer game, that at-a-glance readability is too important to sacrifice.
Aside from the weight example, I doubt most stats are being taken into account by anyone besides the player tailoring their own character and vehicle picks to them. And while I'm fortunate enough to have a setup in Mario Kart 8 that I like the look and stats of (which can be fun to figure out), if someone or something I really wanted to play was saddled with stats I didn't like, that'd suck, so I absolutely get shilz's sentiment. Transformed's approach was somewhat interesting. Everyone had their base stat set, along with a set of alternates that shifted focus toward other traits (or tried to balance them out), though they had to be unlocked by playing any given character enough. I wouldn't mind seeing something like that again, with or without vehicle parts also contributing toward stats.
I think if you lose a race too badly the results screen should be replaced by grainy black and white video footage of someone being stabbed in a parking lot
Keep the music, but replace the stabbing footage with Gerald's execution video, uncut GIVE THE GIFT OF DESPAIR
seeing some people down on the music, but I think I'll like this better than the Senoue heavy TSR. Love when all the Sega Sound Team gets hands on deck like in the Olympic Games or, yes, even Superstars (Senoue awful arrangements notwithstanding). Just has more variety.
We've barely heard any of the music to come to a conclusion. Either way, what I'm worried about is that a music track likely won't have much time to play if each lap in a race has its own song. Like it starts with the "main" song in lap 1, and lap 2 is a cross world so different music, and then lap 3 is a remix of lap 1 with chants or whatever. Doesn't really give any song room to breathe.
I hope there will be an option to play longer races, such as 5 laps, 7 laps, with another crossworld each 2 laps. A no-crossworld mode would also be nice but I doubt they would let you play the game without the game's main gimmick. The crossworld themselves would be nice if they were also playable as separate tracks, but I doubt it will be possible, unless they make it so that after you enter the ring warp at the end you are brought back at the beginning of it. Another thing that would be great is a sort of endurance mode where you go through all the tracks of the game through ring portals (each time you exit a crossworld you are in a different track); maybe an arcade mode where you run against the clock and each portal is a checkpoint that extends your time.