screamer
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| screamer [2026/04/08 15:13] – created ultracomfy | screamer [2026/04/08 19:53] (current) – ultracomfy | ||
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| So I watched the developer' | So I watched the developer' | ||
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| + | <WRAP center round important 60%> | ||
| + | The following sections contain moderate to severe gameplay and story spoilers. | ||
| + | </ | ||
| ====== Gameplay ====== | ====== Gameplay ====== | ||
| + | Since I didn't learn too much from the gameplay breakdown video, I went into the game without really knowing what to expect. Really, primarily I just wanted to play that cool car with the neon sign design. | ||
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| + | The start of the game is interesting in that it starts rather slowly but also very fast at the same time. The story happens very quickly as it introduces a lot of characters, over 15, very quickly, each with their own conflicts and motivations. In fact, there are so many conflicts and rivalries and motivations and names that it got really hard for me to keep track of. I'm already really bad with names and anything not introduced to me in gameplay terms will always take a bit longer until I actually "get it". The driving happens comparatively slowly. The game introduces its mechanics very incrementally and starts you out very " | ||
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| + | ====== Cornering ====== | ||
| + | I come from a racing rich gaming background. I've played [[Moorhuhn Kart 2]], [[Mario Kart Wii]], [[Wreckfest]], | ||
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| + | This brings us to the thing where I said "more on that in a second" | ||
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| + | ======= Collisions ====== | ||
| + | In terms of feel, interacting with other cars reminded me mostly of //Blur//, something it will get compared to a lot. If it's any kind of collision, be it with other cars or track limits of any kind, the ways these collisions eat into your momentum and feed into your weight transfer, induce spins, etc., is mostly similar to what I've learned to expect in Blur. Collisions in Screamer, however, felt more fleshed out, more " | ||
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| + | Also, unlike the cars in Blur, Screamer cars //can// be " | ||
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| + | 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 leans towards the grindy collisions, wherein the car is redirected into the direction of the wall, slowed down and receives friction from the wall, //minus// the part where cars tend to hook into the wall and refuse to let go. Screamer likes to just let you go mostly unscathed. Taps on the guardrail don't upset the balance or kick you out of your drift, and you don't get eaten up into the guardrail. Sure, it will cost you //some// speed, but overall this system is " | ||
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| + | 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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| + | ====== Driving ====== | ||
| + | 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, | ||
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| + | 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 " | ||
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| + | 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 to much on the upshifting during drifts, which actually hurts your speed and laptime. Yet another way you can easily learn this game " | ||
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| + | From a driving perspective, | ||
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| + | 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. | ||
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| + | ====== 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: | ||
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| + | 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 turbo shot. The length and the strength of the turbo shot is custom to each car and some cars might have better base acceleration and top speed stats but make up for it with a generally weaker boost. | ||
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| + | 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 " | ||
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| + | 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 " | ||
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| + | Besides a boost, Sync can also be spent to generate a temporary shield. This protects a player from dashing players from behind. Additionally, | ||
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| + | 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 " | ||
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| + | ====== Progression ====== | ||
| + | The game progresses by incrementally adding the systems I have now described in detail. And, eventually, you'll probably hit a mission that is particularly difficult. There are a few difficulty spikes in the game that I think they actually consider // | ||
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| + | ====== 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' | ||
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| + | 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. The elegance with which this problem is solved here is // | ||
| + | ====== Story & Art Direction ====== | ||
| + | The most obviously striking aspect of Screamer is its art direction. It took a style and pushed it to its limits. Some of it isn't immediately my style, but it is extremely obvious just how much work went into creating the game. Everything about the game is stylized, most of which I //love//, the music is // | ||
screamer.1775661197.txt.gz · Last modified: by ultracomfy · Currently locked by: ultracomfy
