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Post by Dark Ermac on Jun 24, 2011 0:42:08 GMT -5
Touch-sensitive movement in the air is especially jarring, considering that the bikes moved slower in mid-air in the other games.
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W. Calamari
Intermediate
I know I'm boring, but it's just the way I am
Posts: 73
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Post by W. Calamari on Jun 23, 2012 19:52:54 GMT -5
It's been 364 days, so I think this thread deserves some more love.
Honestly, I am currently thoroughly enjoying Jet Moto 3, though I can still see a lot of flaws that actually don't seem to have been pointed out here yet.
First of all, my opinion on the track design: I feel like the tracks have a much more natural feel to them, as if the circuits were part of the environment from the start, while still feeling like you can tell where to go. However, I think the low draw distance kind of ruined some of the tracks simply because the devs had to add on "oh yeah, and it's foggy" as an excuse for half the environments. Even the one track that doesn't do this, Lost City, still has to clutter the entire track up so that, instead of having <500 feet of visibility thanks to fog, you just have <500 feet of visibility thanks to buildings and walls only allowing you to see the exit to the next point in the track.
As a whole, this game feels unfinished, like it was heavily rushed for their release date. Sony's insistence that they make it "faster" likely lead to some tracks' redesigns, but some of them quite obviously weren't optimized for the new speed before release. Sequoia Forest, Machu Picchu (to a degree), and Planet X are big offenders. 2 Player mode plays vastly differently than 1 Player, with lower gravity and much lower speed (likely the original speed of gameplay). The sound in 2 Player is limited to the 2nd player (which really threw me off the first time; I couldn't hear my own bike!).
Not to mention Stunt Mode, which is likely impossible without the Floating Hop. The stunt system is completely arbitrary and almost random (I've done the identical command for a trick probably four times in a row and gotten a variance of 50 thousand points at times), and not being able to know exactly what you're doing for points makes the one million point goal on Coin Park impossible, the 500 thousand goal on Ramp park ridiculous, and the 5 million goal on Grapple Park unobtainable save for the central line of coins.
That being said I still freaking love this game. I just like to point out all the flaws I can as well.
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Post by MateusAuri on Jul 31, 2012 19:53:47 GMT -5
It is just like what was said in the "Twisted Metal: The Dark Past" interview:
"By themselves they are not bad games. They're just bad Twisted Metal games." (David Jaffe, about Twisted Metal III and 4)
The same applies to Jet Moto 3. It was a good game, but it just doesn't feel like Jet Moto.
Here's the part of the interview about TM III and 4:
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Enigma
Insane
What the fuck is this?
Posts: 1,684
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Post by Enigma on Dec 29, 2013 22:46:19 GMT -5
This game is really fun. And the tracks were PERFECT for the speed of the game. I have no problem at all racing in Sequoia Forest, Machu Picchu or Planet X. As the physics were all new, the only thing you have to do is train. Train yourself by playing this game OVER AND OVER AGAIN. I finished Jet Moto 1, Jet Moto 2 and Jet Moto 3 with all the trophies, tracks and characters unlocked (everything BUT that freaking Indomitable Spirit pin in JM2). The hop feature was a really good idea, they even put it in JM2124, even though it's not perfect.
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Post by lygophilia on Dec 30, 2013 16:26:57 GMT -5
Well, this one is more preferred to me, because of longer courses. With Scorcher, some of their courses were better off much longer than others, because their course quatity were very limited (that was my main personal dislike, plus lack of versus option), so the likeness is the reason why, from an nostalgic view at the time. I think that the speed differences from the Jet Motos influenced different use approaches in the implemention of the course designs, which I saw nothing wrong with that.
I think that the people who didn't have good impression of the less realism from Jet Moto 3 and preferred the older ones to the cancelled Jet Motos (I did not play them), may have liked the way that Scorcher felt.
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Aaron
Professional
The Max
Posts: 242
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Post by Aaron on Jan 3, 2014 23:31:13 GMT -5
It is just like what was said in the "Twisted Metal: The Dark Past" interview: "By themselves they are not bad games. They're just bad Twisted Metal games." (David Jaffe, about Twisted Metal III and 4)
The same applies to Jet Moto 3. It was a good game, but it just doesn't feel like Jet Moto. Well, I think you should say "it just doesn't feel like Jet Moto"... to you. It felt like JM to me. Just the next step. A true sequel. Also, LOVE your signature. Vae Victus! Woe to the conquered! Now, I'm off to go play Legacy of Kain!
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Post by mcniggleston on Jan 4, 2014 0:18:57 GMT -5
Funny you mention it Aaron! I wrote a song for my band White Hornet called "Vae Victis" following the events of the first LoK game haha! It'll be recorded soon enough.
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Enigma
Insane
What the fuck is this?
Posts: 1,684
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Post by Enigma on Oct 28, 2014 11:51:03 GMT -5
Ok, so I think I need to clear some things up about Jet Moto 3. I've just read what you guys said, and most of it are just complains and lack of will to adapt to different physics. I feel that whoever designed the tracks for JM3 just added certain parts of certain tracks to make a 'challenge' when in actuality it's just annoying. That's just plain stupid. Don't you remember the first game's swamp levels!? Trees and plants everywhere, "to make a 'challenge' when in reality it's just annoying", YES, you heard me right, the shit scattered everywhere was exactly like you described JM3's track design. Don't complain about things that were in the first games just to complain about another one. The water physics in this game are just plain laughable. All it does is just throw you in random directions, again being one of those "challenges" that the game tries to throw at you, but instead being another annoyance. You seriously need to be lucky in order to not get thrown into a checkpoint post at the last second because of these physics. No, the water doesn't do anything. The waves throw you in every direction, which is pretty realistic considering the speed you're going at! I personally just go so fast that the waves basically don't affect me (I keep bouncing on top of them so fast it's like going on a flat surface) and I turbo my way out, which gives some incredibly beautiful drifting! In some tracks, there are dozens of ways to complete a lap, but you're only going to be using one path to complete it anyway, that the rest of the track can be considered obsolete. It feels like it's just a matter of hitting all the shortcuts and figuring out which path is the best. That's not true at all. When I first played the game, it took me years to figure out the shortcuts and the best paths (some of them) and even if you've got the best path, you still need to figure out the best route through it, like in JM2. It's basically a double choice making, which in turn means double the difficulty. Also, the AIs will take random paths and sometimes, they take the best path and if you go in it with them, the gang will throw you off your bike or the edge (best example is Planet X, second is Machu Picchu). That means you gotta take another path and try your hardest to catch up with them. I couldn't get the hang of the jump feature. Physics is what ruined the experience for me. I would be running up walls often. The jump feature and going on walls was a new intended physics design. JM3 was made for hardcore players that liked the challenge of a new way of controlling your bikes. The "running up walls" was really useful in some situations, like in Catacomb and Shipwreck Cove, in those tunnels! The jump feature was really useful to reach high places and land further away, gaining time. The tracks seemed too big and no boundaries really made me disoriented. I liked structure in JM2. I also couldn't stand the bumpy surfaces. Too big? No, not really. That just game more space to create the virtually best paths to first place. Also, the bumpy surfaces were a realistic add on that made the game a whole lot challenging.
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