Yeah, who would have thought.
Long story short, a friend wanted me to try Fortnite with him - so he somehow got me a way to try the game out through that Xbox Cloud Gaming thing that I had heard so much over these years but never had tried...until now, as he also knew I was staying on a place with faster internet than what I usually had access to.
So I got to play Fortnite...with a bit of a compressed quality and input delay, but nonetheless got to play Fortnite without low visual settings on my PC.
...And by play Fortnite, I mean Rocket Racing specifically, as you may have guessed. So let's move on to my thoughts about that.
Wait, there's arcade style drifting in my modern game?
Kind of.
I definitely would need to see how I try this out natively, since I feel like the input delay was a factor on me taking some minutes to get a good grip on the drift, but it does feel like you have to slide at the right time to make the turn and then countersteer back into a straight line, as you don't have a controlled/on-rails drift like in Ridge Racer or Outrun, meaning that a wrong timed drift can easily have you eat the inside or outside walls.
The mention of Ridge Racer also reminded me that this game has a boost meter, and when enough times passes for it to be charged, you can use it once - then use it again when the meter tells you to press the button again for a second boost.
I guess that I should be used to games that throw me curveballs at first only to have them click once I can get them right in more attempts. And on the note of sudden new mechanics...
That is how it feels to be a beginner in a new racer, huh?
How am I meant to know from my second race in the entire game that this one track is meant to be all about flying over the anti-gravity roads to be able to attach yourself at them?
Feels curious to get hit with something like that on an arcade style racer after so long.
A surprising gimmick from Rocket Racing, which you could say adds up when Rocket League also had these jump and propeller features to wallride in some maps, was that you can jump and fly up to anti-gravity roads - getting attached to them the moment you can actually bump those.
But note that the game won't automatically leap you into antigravity form whenever the track needs it - no, you HAVE to jump or fly up to those sideways or even upside down roads to progress on the race...and I've learned the hard way what happens if you don't know how to. Although it does feel cool when you can take flight at the right time to catch shorcuts...or the mandatory road in this one track, but my first race in that track definitely didn't end well.
Who keeps placing these on the way?
Something I learned the hard way on the second lap of my first race is understanding that any glowing red things on the road...are obstacles.
These floating orbs may be the toughest ones to avoid since they are on the way, but you can also find obstacles like these as large walls such as the ones in the thumbnail or as small bricks that can be easily jumped on the road itself.
Not sure where the idea for these came from, but while it is odd to see these stick out as the only obstacles, I assume that it is for clarity sake that these are always like these no matter what the track you play is themed as.
This reminds me that the game seems to have a bit of side stuff: Ranked Play, Casual Play and Time Attack modes are available over 50 tracks, which sounds nice, as well as there being some sort of support for custom track creation with the right tools and patience to work with those.
That said, if you want to try this game out with any single player style progress...then it seems that it doesn't have one - at least if you don't want to count Ranked [which I don't]. It is neat that you can have what is a surprising arcade racer for free and with online here, but it seems that you'd have to settle exclusively with online racing and time attack if you want to sink time on it, as there's no Grand Prix mode or anything similar.
What else?
I mean...it was cool to try out, and more so with a smooth framerate + decent visuals on my PC, although at the cost of this stream-like look [for obvious reasons] and the input delay, but its funny how this happens to be the way I try something remotely connected to Fortnite to this date for more than a few minutes - although I only got four races in.
But hey, it's something new, and it was more entertaining to try it with someone else than alone :]
Thanks for reading, and see you next time.
Spanish translation with DeepL. All screenshots were captured by myself.
Español
Sí, quién lo hubiera dicho.
Resumiendo, un amigo quería que probara Fortnite con él - así que de alguna manera me consiguió una forma de probar el juego a través de esa cosa de Xbox Cloud Gaming de la que tanto había oído hablar durante estos años pero que nunca había probado... hasta ahora, ya que también sabía que me estaba quedando en un lugar con internet más rápido de lo que normalmente tenía acceso.
Así que pude jugar a Fortnite... con un poco de calidad comprimida y retraso de entrada, pero sin embargo pude jugar a Fortnite sin ajustes visuales bajos en mi PC.
...Y por jugar a Fortnite, me refiero específicamente a Rocket Racing, como habréis adivinado. Así que pasemos a mis pensamientos sobre eso.
Espera, ¿hay derrapes estilo arcade en mi juego moderno?
Algo así.
Definitivamente tendría que ver cómo lo pruebo de forma nativa, ya que creo que el retardo de entrada fue un factor que me hizo tardar unos minutos en controlar bien el derrape, pero sí que da la sensación de que tienes que derrapar en el momento adecuado para hacer el giro y luego contravolantear para volver a la línea recta, ya que no tienes un derrape controlado/sobre raíles como en Ridge Racer u Outrun, lo que significa que un derrape a destiempo puede hacer que te comas fácilmente las paredes interiores o exteriores.
La mención de Ridge Racer también me recordó que este juego tiene un medidor de impulso, y cuando pasan suficientes veces para que se cargue, puedes usarlo una vez - y luego usarlo de nuevo cuando el medidor te dice que pulses el botón de nuevo para un segundo impulso.
Supongo que debería estar acostumbrado a juegos que me lanzan bolas curvas al principio sólo para que hagan clic una vez que puedo acertar en más intentos. Y hablando de nuevas mecánicas repentinas...
Así es como se siente un principiante en un nuevo juego de carreras, ¿eh?
¿Cómo voy a saber, desde mi segunda carrera en todo el juego, que esta pista va a consistir en volar sobre las carreteras antigravedad para poder engancharte a ellas?
No deja de ser curioso que después de tanto tiempo nos sorprendan con algo así en un juego de carreras de estilo arcade.
Un truco sorprendente de Rocket Racing, que podría decirse que viene a cuento cuando Rocket League también tenía estas funciones de salto y propulsión para hacer wallride en algunos mapas, era que podías saltar y volar hasta las carreteras antigravedad, enganchándote a ellas en el momento en que podías chocar contra ellas.
Pero ten en cuenta que el juego no te pone automáticamente en forma antigravitatoria cuando la pista lo necesita. No, TIENES que saltar o volar hasta esas carreteras laterales o incluso invertidas para progresar en la carrera... y he aprendido por las malas lo que pasa si no sabes cómo hacerlo. Aunque sí que mola cuando puedes levantar el vuelo en el momento adecuado para coger atajos... o la carretera obligatoria en este circuito, pero mi primera carrera en ese circuito definitivamente no acabó bien.
¿Quién sigue colocando estos en el camino?
Algo que aprendí por las malas en la segunda vuelta de mi primera carrera es entender que cualquier cosa roja brillante en el camino... son obstáculos.
Estos orbes flotantes pueden ser los más difíciles de evitar ya que están en el camino, pero también puedes encontrar obstáculos como estos como grandes muros como los de la miniatura o como pequeños ladrillos que se pueden saltar fácilmente en el propio camino.
No estoy seguro de dónde surgió la idea de estos, pero aunque es extraño ver que estos sobresalen como los únicos obstáculos, asumo que es por claridad que estos siempre son así sin importar la temática de la pista en la que juegues.
Esto me recuerda que el juego parece tener un poco de cosas secundarias: Los modos Ranked Play, Casual Play y Time Attack están disponibles en más de 50 circuitos, lo que suena bien, además de que hay algún tipo de soporte para la creación de circuitos personalizados con las herramientas adecuadas y paciencia para trabajar con ellos.
Dicho esto, si quieres probar este juego con algún tipo de progreso al estilo de un solo jugador... parece que no lo tiene, al menos si no quieres contar Ranked [que no es mi caso]. Está bien que puedas tener lo que es un sorprendente arcade de carreras gratis y con online aquí, pero parece que tendrías que conformarte exclusivamente con las carreras online y el time attack si quieres dedicarle tiempo, ya que no hay modo Grand Prix ni nada parecido.
¿Qué más?
Quiero decir... molaba probarlo, y más con un framerate fluido + visuales decentes en mi PC, aunque a costa de ese aspecto de stream [por razones obvias] y el retraso de entrada, pero es curioso como resulta ser el modo en el que pruebo algo remotamente conectado a Fortnite a día de hoy durante más de unos minutos - aunque sólo pude disputar cuatro carreras.
Pero bueno, es algo nuevo, y fue más entretenido probarlo con alguien más que solo :]
Gracias por leer, y hasta la próxima.
Traducción al español hecha con DeepL. Todas las fotos capturadas por mí.
I've been playing tons of Fortnite on my Switch Lite, but before that I was using Xbox cloud gaming as well.
It's... Tolerable. Hahahaha
The Rocket League community collectively hates Rocket Racing. For this game mode that don't actually belong in a 3rd person battle royale game, Rocket League's trading between players had to be stopped. While the launch was popular of this new game mode, now the player base has really gone down.
I didn't try it but some were complaining about the bugs and glitches back then, maybe they fixed those now.
I did a bit of research over its current state and...whew, besides the elephant in the room that is Rocket Racing being detached from Rocket League in more ways than one [mainly how its tied to Fortnite and that trading thing you mentioned], it seems that the game hasn't getting more themed updates or tracks since a few months ago...which is actually insane to see when I now find out that it was released at the end of 2023 - so around just a year of support.
It is a shame that the game seems to be kneecapped by how it is placed inside a game that is less bound to attract what should be the target audience [people looking for an arcade racer and Rocket League players - I'd entertain try to install the game on my PC just to see if it runs well if it weren't over 60GB and most of it being to Fortnite itself which I'm not interested in] along with that detail of how there's only online racing and time attack to go with.
Can see why the game doesn't have a focus on additional single player content since it is roped with the online-only Fortnite after all...but would be great if this game [or a sequel] was made to be standalone with extra content.
The issue would likely be rentability for ol' Epic, between how I can guess RR isn't AS profitable as the other Fortnite games along with its current playerbase, along with how they have already gutted a classic IP of theirs for less [Unreal Tournament] plus how they likely wouldn't see high demand for a standalone version [paid or not], but it is easy to wonder if the game could have fared better with more care as its own title rather than being an extra game inside Fortnite.
Its funny that it reminds me of the Like a Dragon titles including previously unported arcade titles as a bonus - games that some people would gladly pay for in a standalone form or as part of a collection, but likely keep getting packaged only in those new games because the profitability for those in standalone/collection form may not be as high as just including them as part of those games...and I assume that's why Rocket Racing was glued from the get go with Fortnite at the end of the day.
But at the end of the day, it was interesting to try this game out after having heard about RR before and even thinking it had been out for more time, even if with that scuffed input delay and feeling from that little taste that it may not really have much to hook me to try it more times unless invited.
Thanks for reading and for your comment :]
Seems like you did a lot of research. I didn't know about the Like a Dragon thing.
Why me and many other Rocket League players hated that Fortnite 'mini game' is because it felt like Epic was trying its best to kill a successful franchise.
Since they decided to focus more on Rocket Racing and removed in-game trading, it made a lot of content creators and players just quit the game. Some of them came back again but still quite furious on their decisions.
Like you said, it would be a much better idea to develop it as a standalone. I don't know who in their right mind thought lets add an arcade style racing game into a battle royale? Both are completely different genre.
I guess it's money they were after only. Must have thought that even 1% of the Fortnite players can get hooked on it, it will become successful.
I heard they failed quite miserable with just a few thousands players actively playing it now much less than when it released.
Definitely the big reason I could see it was even done in the first place, or if we go before that, Epic Games buying Psyonix in the first place for their success in Rocket League - then only doing Rocket League Sideswipe + Rocket Racing ever since.
Also yeah, the Yakuza/Like a Dragon games basically had some unique ports of arcade games included from some of the first games, but if I remember well, the most notable case was when Yakuza 6, which had a version of Virtua Fighter 5 in it, got ported to PS4 and PC...when neither platform had an official standalone version of VF5FS at that point [and the remasters of Ultimate Showdown for PS4 and R.E.V.O. for PC didn't release until WAY later]. But they definitely had the biggest surprises from Like a Dragon Gaiden onwards, due to the Model 3 arcade games they brought out of nowhere when all of those games were never ported to modern platforms before.
que tal te va el cloud con tu conexion? tengo fibra pero no estoy seguro si quiero comprarme la suscripcion para jugarlo
En la PC que lo jugué pegado al Ethernet, ronda los 93Mbps en Speedtest [en el teléfono sale más rápido la descarga pero no se que con eso] - iba visible y jugable como vez en el video pero el detalle es definitivamente el lag en los controles.
Diría que vale la pena jugarlo nativo si es posible que lo hagas en la PC que tienes, pero si no, supongo que depende de si te agrada la idea de jugarlo aunque sea así [eso si tu conexión es igual o mejor]
Finding out that Fortnite has racing has given me a new zeal to play the game. I simply left the game in my archive without updating it because I felt it would be hard to master.
I mean, if you have Fortnite installed for whatever reason, then it can be worth giving it a try for some races considering its free and part of the game...whether you'd want to stick with it or not is up to you, but I'd say that trying it out should be harmless.
Thanks for reading and for your comment :]
I will give it a try.
Es impresionante como la tecnología de Xbox Cloud Gaming te permitió disfrutar de fortnite sin necesidad de un equipo potente