Jump to content

Recommended Posts

Posted

Game information
Devolopers: Petr Šimůnek

Realesed: 8 mar,2020
Genre: sports , racing

Platforms:  PC

 

ss_027c70fe5bf56da4463e986859704093b6a48b86.600x338.jpg?t=1588936090

Engine Evolution I'm not going to bother with a rumination on the state of the Engine Evolution game war. It's been done. Lots of times. In fact, I probably did it last year... oh look, so I did with my review Engine Evolution. Thing is, we'd still be talking of Pro Evolution Soccer's disappointing stagnation, even without the rise of that other game. Of course, every year we're promised this year will be different. "We've really cracked it this time, guv, honest," say Konami, before going ahead and doing nothing of the sort.  has never been anything less than great fun, but it's time to push forward. So has it? It certainly looks the part, with a graphical overhaul making the game much easier on the eyes. Player likenesses are startlingly accurate, if unnervingly glass-eyed, and the entire presentation is glossier, glitzier. The commentary is hilariously awful as usual, with Jon Champion bellowing "GUESS WHO?!" at random intervals and Jim Beglin reading quotes from the big book of football cliches. But, hey,Engine Evolution at least there's no Mark Lawrenson. Animation has vastly improved too, although that's something of a backhanded compliment. The player movement in, while flowing better than the robotic whirrs of 2010, still has identifiable quirks. The ball still gravitates back towards the dribbler's feet when in possession, transitions are clunky and weird, and it occasionally serves up some fantastical possibilities: dangling legs firing off scorching volleys at impossible angles, and front-on headers going backwards.

Experience the evolution of motorbike enthusiasm since 1912! Gradually unlock newer bikes in dramatic online races to current bikes in a sophisticated gaming economy! In addition, each bike can be upgraded and customized in both visual and performance. Gameplay The game is based on getting resources from multiplayer online races for which you buy and upgrade new better bikes. Can you get all the bikes? What will be your ideal setup? Can you get the best time on any of the tracks? What will your bike look like? Game Features - Realistic graphics - Real historical and modern motorbikes - Great customization - Arcade realistic physics - Cloud save - Real circuits - Leaderboards - Multiplayer races About me Engine Evolution began in 2016 as a Racing 300. First, the Hořice Circuit was created, then the game expanded with AI and other circuits. I worked on the game during my studies at MFF UK. My excellent staff Tomáš Dvořák and Tomáš Suchomel worked with me. Special thanks to Jiří Mayer and Jakub Gemrot. Engine Evolution is an AAA MMO attempt game with a budget of 1 / 10,000 Kingdome Come. I would like to thank all the partners of the game, especially the town .

ss_ea7fa3a3116652f1e1ce245d7a5d49e791540209.600x338.jpg?t=1588936090

Ignore the name. GTR Evolution is a standalone expansion pack for Race 07, with new cars, new tracks and SimBin’s first arcade mode. Arcade mode means you no longer have to fart about qualifying, nor waste time buried in a tire wall trying to work out which button reactivates the driver aid you unwittingly deactivated moments before the last bend. Other modes have the usual crazy settings for unhinged people, and multiplayer thrusts you into an online asylum of imbeciles and psychos. The game engine still has a whiff of the ’90s about it, and the physics engine is from that alternative reality where vehicles handle like go-karts or plow over all manner of obstacle like soapy-bottomed filing cabinets. Race 07 owners who’ve been drooling over SimBin’s newer Lizard engine might wonder if they should spend the money on snacks instead. Then there are the myriad minor irritations, such as being penalised for clipping a corner when heading backwards across it out of control, or are instantly pitted for goofing about in arcade mode. It’ll probably come as a shock to hear that none of this matters. The nuts and bolts of the game – its ease of use, the noises it makes, how much fun you have – hold the thing together so tightly that you don’t hear the odd rattle and squeak. It’ll annoy you every now and then, but you’ll be unable to resist coming back.

Konami had planned to release its mini TurboGrafx-16, PC Engine, and CoreGrafx consoles last week, but the production schedule has been hit by the coronavirus pandemic around the world. I managed to get my hands on a PC Engine Mini here in Japan, though, so here’s a quick look at it ahead of the TurboGrafx-16 launch in the US — which, hopefully, shouldn’t be too far off. The TurboGrafx-16 was released in 1989 as the US version of the PC Engine, which came out in Japan two years prior. Another revision called the CoreGrafx came later, but all versions shared the same internal hardware. The consoles were manufactured by NEC and designed by Hudson Soft, creators of series like Bomberman and Adventure Island. Konami was one of its strongest third-party supporters and later acquired Hudson, which is why it’s handling the release of the mini versions. Despite the name, the TurboGrafx-16 actually had an 8-bit CPU, though it did use 16-bit video hardware. It was more of a competitor to the NES than the SNES; indeed, its delayed launch in the US meant it compared unfavorably to Sega’s 16-bit Genesis, which came out the same month. Still, the PC Engine hardware could produce far better arcade-style visuals than the NES, giving its games a distinct look and ensuring that the console stands out as a notable point in the evolution of video game technology. The PC Engine Mini is even smaller than the SNES Classic Edition. The thing about the PC Engine Mini is that the original PC Engine was already pretty mini. Konami really hasn’t reduced the size all that much, but it’s still super cute and comes in smaller than the Mega Drive Mini or SNES Classic Edition. The TurboGrafx-16, however, was designed to be far larger in an attempt to appeal to the US market, and it looks like that’ll still be the case with its “mini” edition. Honestly, I kind of like the idea of a comically huge mini console, but we’ll have to see how that model works out in practice.

ss_543ef1c01878482229a5b32592bde5f6d0a84860.600x338.jpg?t=1588936090

The history of the NASCAR video game is not exactly storied. Since the days when EA was cultivating a NASCAR franchise, these racing games have struggled to measure up to the rest of the genre, fighting to develop a distinct racing identity. It hasn't worked yet. But at least NASCAR Heat Evolution brings a little bit of hope. Publisher Dusenberry Martin Racing and developed by Monster Games, NASCAR Heat Evolution, like so many NASCAR games before it, does plenty of things wrong. It's a barebones title that lacks variety, often feeling like a title from a console generation ago. But on the track, Heat Evolution feels the part. For all its flaws, it feels like NASCAR racing should, capturing the subtlety that can make loop after loop around a big oval so dramatic and fun. NASCAR games have long been in a tough spot, limited by the mundane-ness of their tracks. It's fun to watch the actual race, fun to appreciate the subtlety, but playing that is an exercise in repetition if it's handled poorly. Heat Evolution executes this racing well, though, letting drafting factor and adding the perfectly subtle pull toward the outside of a track. This isn't meant to be an ultra-in-depth racer; it eschews overwhelming depth and racing nuance to deliver an accessible version of racing that forces you to pay attention to the NASCAR basics of drafting and hugging those turns just right. Especially in Career Mode, you'll need to navigate these racing bits perfectly early on if you hope to leave each track with a Top-10 finish. And when you are racing, you'll appreciate the close attention to the cars; Chase Elliott's No. 24 car looks just as it should, as do many others. But the things that make a good game are too lacking to let Heat Evolution's on-track prowess shine. In-race audio fails to capture the drama of true NASCAR, due to a philosophical flaw at its core: Heat Evolution focuses on the audio a racer would hear, offering none of the commentary that keeps most sports video games lively. It's not Heat Evolution's fault; most racing games offer even less in the way of audio commentary, so this is common to the genre. But a NASCAR broadcast manages to be entertaining in part because of the same bloviating commentary that drives other sports broadcasts, and Monster Games misses that opportunity here. A NASCAR gaming experience SHOULD mimic what appears on TV; it needn't be as sterile and silent as your average racing game. It's hard to blame Heat Evolution for that, though. The same can't be said for the overall feature set of the game. There are five modes — Race, Championship, Career, Challenges and Championships — and all feel largely the same, thrusting you into race after race around the track, with little differentiation. The Career Mode is the mode most lacking, and the mode that reveals the breadth of Heat Evolution's flaws. Again, there's no audio here, creating a terrifically sterile game; there are only captions from your "manager." And there's little actual management in the career mode; essentially, you race, battle for a good finish, spend some of the funds you earn from the race and sponsors on upgrades, then move on. It's a career mode without a soul. It all makes for a NASCAR game that's adequate at best, and yet it's worth trusting Dusenberry Martin Racing going forward. This is a company with a racing background, a company that knows NASCAR and understands the soul of the business. Dusenberry Martin remains new to the video game business, though, and that shows here.

 

 

Like almost every other mini console, the PC Engine Mini uses a Micro USB port for power and HDMI for video output; in this case, it’s hidden behind a removable orange “Ext Bus” flap, which is a nice touch. The controller is full-sized and feels great, with chunky concave buttons and a comfortable D-pad. The cable is regular USB-A, and it’s thankfully much longer than other mini consoles at 3 meters in length. It’s the only wired retro controller I’ve been able to use sat on my couch with the console in the TV stand. I appreciate the nostalgia of sitting on the floor close to the screen, don’t get me wrong, but this is a lot more practical for actually playing the games. And there are a lot of games. The official total is 57, though there are some extras and Easter eggs hidden away by M2, the studio responsible for the emulation. If you press the Select button while booting certain games like Gradius and Soldier Blade, for example, you can play rare or modified versions of the ROM. There’s even a display mode that lets you play the games as if you were using the low-res portable PC Engine GT/TurboExpress, which is not something I would necessarily recommend you do at length, but it makes for a fun inclusion. We’ll dive further into the software library when we’ve had more time with the TurboGrafx-16 Mini, but my first impressions are that M2 has done a typically great job with emulation, and the system software is very good. You can have up to four save states for each game, the video output is of high quality with all of the options you’d want, and unlike Nintendo’s mini consoles, you’re able to access the menus without having to get up to press a physical button on the system itself — just press Run and Select together on the controller. While the lineup of games is excellent, there is a catch: the games are divided into TurboGrafx-16 titles in English and PC Engine releases in Japanese no matter which version of the system you own, with very few regional differences. On one hand, this is a good thing — unlike, say, the Super Famicom Classic Edition, there’s little need to import if you want to play the Japanese games. The original PC Engine version of Hideo Kojima’s text-heavy classic Snatcher was only ever released in Japan, for example, so it’s nice to see it included, even if few people outside the country will be able to play in practice. On the other, it’s a little strange that almost everyone will end up with a bunch of games in their non-native language even when more appropriate versions did exist. Overall, though, the PC Engine Mini has a lot to offer, whichever language you speak. It’s a neatly designed product that avoids some of the drawbacks found in similar retro consoles, and it’s a great way to get yourself acquainted with one of the more underappreciated

 

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

System Requirment :

MINIMUM:
Operating system and 64-bit processor required
OS: Windows 7+
Processor:2.66 Ghz Core 2 Duo or Greater
RAM: 4 GB of memory
Graphics: GeForce 500+ / Radeon 5000+ or Greater
Storage: 500 MB available space
Disk space: 22 GB of available disk space
Sound Card: DirectX compatible

Network: Broadband Internet connection

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

RECOMMENDED:

Storage: 500 MB available space
Disk space: 22 GB of available disk space
Sound Card: DirectX compatible

OS: Windows 8.1+

Processor: 2.33 GHz Quad Core or Greater

Memory: 8 GB RAM Graphics: GeForce 600+ / Radeon 6000+

Storage: 500 MB available space
Disk space: 22 GB of available disk space
Sound Card: DirectX compatible

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

 

 

Guest
This topic is now closed to further replies.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.