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My impressions about Mario Kart 8 (Read 1233 times)
Nicola
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My impressions about Mario Kart 8
05/14/14 at 08:10:30
 
Yesterday I’ve been able to try the final version of Mario Kart 8. I’ve dedicated 4 hours to discover the game myself the game we’re all very excited for. After my experience, I’ve decided to write a post as detailed as possible about everything I’ve seen and discovered, and give my thoughts about all this.

First at all, I absolutely want to specify something: what you’re going to read are only my own impressions after my first session, and they might be very different from how the game will effectively be once it’s released. Don’t take what I’m going to say as facts; instead, if you aren’t convinced by something, it might also be that I’m just wrong about some aspects of the game.

This post will be quite long, so I’ll divide it into numerous paragraphs about all the various aspects of the game. Enjoy the read!

GRAPHICS AND MUSIC

The menus I’ve been able to see once I started the game seemed quite pleasing to the eyes, and were accompanied by artworks; obviously, though, this is just a minor detail about the graphics presentation of the game, since what truly matters is how it looks during races. There’s nothing else to say about this: Mario Kart 8 is spectacular. Full of details, very clean and simply great to see: it’s a visual masterpiece, and it’s also thanks to the varied and high-level track design. The various themes, many of which are orchestrated, are of great quality too, and fit their relative tracks very well. The sound effects are mostly the classic ones from the series, but they work very well and are very useful to get information about what’s going on in the races, other than pleasant (except the ones that play when you get hit by something…).
In general, it seemed to me that with this game Nintendo truly tried to push the hardware to its extremes, with results that probably look even better than what we saw in Super Mario 3D World. Obviously graphics and music aren’t everything, but when they’re of such high quality they only add to the game.

GAMEPLAY ANALYSIS

FIRST IMPRESSION

My very first decision was to play a 150cc GP on Mushroom Cup. I don’t remember which set I chose exactly, I think however that I went for Luigi on Mach 8 with some small tires.
Judging from videos, I expected the gameplay to be very similar to MK7’s, maybe with a few differences but fundamentally of the same kind and with the same feelings. After a few seconds I immediately realized something: this game is completely different from MK7.
The kart, pretty much, moved very differently compared to any typical MK7 set. This is because of various reasons that I’m going to analyze thoroughly in the next paragraphs.

STATISTICS. HANDLING

Until now, the discussion about vehicle combinations has mostly been focused on Speed, talking about the Speed stat of the various parts and characters and disregarding the usefulness of other statistics such as Acceleration and Handling. What I’ve been able to notice since the very first seconds, and that I’ve continued to think throughout the whole session, is that, at least in the first period of the game, Speed won’t only be the only fundamental statistic to really consider, but maybe it could not even be the most important one!
The most noticeable thing when trying various sets is: each of them feels and controls differently from the other ones. Choosing a kart, a tire or a character rather than another one seems to sensibly modify the characteristics of the combination we’re going to use: I haven’t been able to try every single part in the game, of course, but every combination I’ve tried was different from the others. With a combination I had good speed, but I went very wide on every corner; with another one I was able to go tight enough and I had good acceleration after being hit, but my very low weight made me fly all over the track when pushed, and I was very slow offroad; with another combination very sharp corners were simply impossible to do and I could not help but go out of bounds or crash on a wall, but I seemed to be able to take long and soft corners somewhat well…
What we could easily think is: wouldn’t it only be a matter of learning how to race on a track with the faster combinations, even with low handling? This is what I noticed the most: no, to me it didn’t seem like it would be easy, or possible, at all. I’ve tried many tracks with combinations that had high speed but average or low handling, and I’ve discovered there are many corners that simply can not be done: the vehicle tends to go too wide and just goes offroad or crashes, regardless of how hard I tried. I could notice similar things about corners that, even though there were no walls or obstacles close to them, still were sharp, such as the very first corner on Mario Kart Stadium: often, even if I tried to start drifting very early and never press anything else other than Right, I haven’t been able to take it as sharply as I wanted, going a bit wide towards its end before releasing the miniturbo. I’ve tried many other corners this way, but as I said, no results. It’s not like Mario Kart 7, where with some patience you could still take more or less any turns with the faster sets: it seems to me that in MK8 there are many corners with such problems, without even mentioning the various obstacles on the tracks you have to drive around.
This means that, in my opinion, handling will be, at least in the first period, an important factor to consider when experimenting with new combinations: I was able to take corners the most effectively with combinations that had average to high handling, even if I wasn’t previously able to do so with combinations with low handling. This is why I think that it’s not only about understanding how tracks work with the fastest vehicles.
In general, as I was saying slightly earlier, my impression is that combinations are often radically different from each other, and each offered important pros and cons to consider.

SPEED

Now, I would like to add something about Speed: I haven’t had the time to test this thoroughly, but I suspect that in MK8 it doesn’t matter as much as we would expect. There was, for example, a situation like this one: I was behind a player that used a set with high speed, while mine had low speed; he had 10 coins, while I had 9. We went on a straight for around 10 seconds, only occasionally going around very soft and short corners: the distance between us almost didn’t change at all, and he only gained an extremely short advantage on me.
This is a very short time interval to consider, of course, but normally under such circumstances I would have expected him to be able to gain at least some more advantage… instead, it didn’t happen. I will be able to understand how much speed truly matters only when people will start doing many tests on Time Trials with different combinations, but I also had this impression when all of us were using any sort of vehicles. It’s very possible that I’m just completely wrong on this, but if speed really didn’t matter immensely, then it would definitely change how we all decide which parts to use for our vehicles in multiplayer races.

GRIP: WHAT IS IT?

Since it was discovered, there has been a lot of discussion about the “grip” statistic. What does it do? The Italian translation of the game solved this puzzle before I even did my first race: it was, in fact, called “Off road” (using the Italian terms)…
… and at the same time, I started having other doubts. I noticed that this statistic seems to sensibly modify how vehicles handle when on terrains like the ice on Mount Wario; what wasn’t entirely clear to me, however, is if it affects speed in such situations, too. I would have needed to do more tests on Time Trials to find out, but unfortunately I didn’t have enough time.

ITEM DIFFERENCES COMPARED TO MK7. ACCELERATION

I would like to talk, since we’re still talking about combinations, about Acceleration. My impression was that it’s quite useful, because it seems to me that MK8 is much more oriented towards aggressiveness than defense: as we know, in fact, you can’t hold an item and find another one at the same time, so it doesn’t seem to be convenient to do in many situations, especially if you’re behind or in a big group and you want to recover positions on the first place by finding powerful items. In this game, though, it’s not that rare to find items that can’t defend you from enemy attacks, and consequently you can often be exposed to them.
Combinations with low acceleration have evident problems here: they take a lot to get back to decent speed again, approximately like in MK7 (but in that game it was also generally possible to defend yourself better). Same issue if you hurt a wall or an obstacle, if you fall off (no more Lakitu Boosts, apparently) and so on. Vehicles with higher acceleration, instead, recover much better from all hits, and this is why I think that at least in the first period, when the metagame will be very experimental and it won’t be clear - nor widely known - which strategies are the most convenient for each track, acceleration will be an important statistic. Thinking about it, this was the case in MK7; I see many reasons to believe it will happen again in MK8 to an even bigger extent.
There’s something important to specify, however: items don’t all have the same hitstun. Getting starred, for example, lets you keep some speed, so you don’t completely stop; or another example, the fire flower: it didn’t seem to me that it makes you slow down that much. What, however, seemed truly lethal was the red shell: in lots of situations whoever was hit by one lost even 5-6 spots at a time, and even worse when being comboed by them. It makes you stop for quite a while, and because of what I said at the start of this paragraph, it’s not such a rare occurrence to be hit by a red shell.
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Re: My impressions about Mario Kart 8
Reply #1 - 05/14/14 at 08:12:43
 
ITEM FREQUENCE AND PLACEMENT

During my races, however, I noticed something very weird: items seem to appear in basically every position. I’ve noticed, for example, the following situations in 12-players races: a Crazy 8 in 2nd; a triple shroom in 3rd; a green shell in the last positions; a golden shroom in 4th.
It might be that this only happens offline, and that online the item balance will be different, but such situations have often immensely helped whoever found such items in high spots - and immensely hurt, instead, whoever found a green shell in the last spots instead of getting much more powerful items. If this is the item balance online too, it will surely greatly affect races in ways I don’t think I can predict.

KARTS, BIKES, QUADS

I’ve thoroughly talked about statistics, but I haven’t talked about what people probably care the most about yet: which is faster, karts or bikes?
Any verdict after only 4 hours is very approximative, but my impression was that the difference isn’t that big speed-wise. Karts generally feel easier to handle than bikes, which, as we already know, can have inward or outward drifting; in either case, their drifts tended to feel different than the most used bikes there were in MKW, so much that I felt like they were an entirely new vehicle category rather than a returning feature from MKW. Bikes with outward drifting gave me the impression that they are difficult to control on many corners, even though they worked well on long and soft corners; inward drifting bikes, instead, seem to take much sharper turns compared to karts, and this might be one of the main differences that will determine whether karts, or bikes, will be more used on certain tracks.
As always, one of the most important factors is the own feeling the player has with every type of vehicle, but what I previously said also applies: with certain combinations, many parts of many tracks became literally impossible to do decently.
Other than karts and bikes, however, we also have a mysterious new vehicle: the quad. I only tried the standard one, with tires that I unfortunately don’t remember (they might have been Monster or Roller tires). I have to say that they gave me a very good impression: I felt like I had even more control than with karts, and I was able to perform well on tracks I was trying for the first time. I think they’ll be an easier to handle version of karts, probably at the cost of other statistics like speed.

CHARACTERS

As we already know, characters are divided into numerous categories of statistics, depending on their weight; they greatly affect the characteristics of the vehicle we’re going to use in races, and they should consequently be treated as parts of our combination themselves. Bowser can’t have the handling and acceleration of Baby Peach; at the same time, Yoshi simply cannot push as hard as Metal Mario does. It will be important to take this into consideration too, and think about what kind of vehicle we want, before selecting our character… or we can simply use the characters we like the most instead, and adapt to their characteristics!

COMBINATIONS THAT WILL BE USED THE MOST ONLINE

Because of what I’ve said so far, I find it impossible to try and predict which combinations will be most used online, also because I haven’t been able to try every part. The fact is, combinations give very different feelings from each other, and it almost feels like playing different games: statistics truly influence what we can and can’t do a lot, and they make us do certain parts of tracks differently depending on what we’re using. I think that, before the MK8 metagame goes into a clear direction, it will be difficult to find out a selection of combinations that will be truly superior to the other ones. We thought speed would have prevailed, but I strongly suspect that, at least initially, it won’t be possible.

AN OBSERVATION ON COMBINATIONS

I would, however, like to specify something very important. I’ve thoroughly thought and discussed with other people about what I’ve written so far; but it might also be possible that, once everybody has access to it, the game will still be exclusively based on speed, or that the selection of characters will still be limited to a determined category. Rather, most likely we will eventually have a clear direction to follow which will determine which combinations and characters to use to use; but personally I think it’s difficult that it’ll be clear what to use from the start, and I believe there will be a lot of experimentation.
Maybe some doubts, like the one about speed, would be resolved by comparing the results of various combinations on Time Trials, but sadly I haven’t had enough time to do extensive research on it… I think, however, that it will be important to do so when the game is out to better understand how important the various statistic are.

GAME MODES

TIME TRIALS. REPLAYS

We spent some time trying to discover everything the Trial Mode has to offer in MK8, and we’ve found out many good things.
First at all, I would immediately like to say something that will make TT players happy: replays finaly have the same point of view of the races again, rather than having the first person view we saw in MK7. But other than this, we will also have some useful tools to study replays more thoroughly.
Do you remember what you can do with the replays of the races on MKTV? You have a slow-mo option, you can make the replay go faster or backwards, or rewind it from the start… all these options will also be available for Time Trials replays. They will most likely be very useful to study strategies and techniques, and will also probably make videos more interesting to watch.
Anyway, we tried to do some races on Time Trials, on Mario Kart Stadium and Mount Wario. On MKS we found ourselves rather comfortable, unsurprisingly, with a full speed set (Morton - Mach 8 - Slicks - Various gliders); on Mount Wario, though, we found out that with sets like Bowser - Mach 8 - Monsters/Rollers - Bowser Plane most turns were still quite tough to take.
Thinking about it, we probably tried to TT on the most particular track in the game, since pretty much all of it is offroad and quite differetn from the other ones… this might also explain why we haven’t managed to get much here
Apart from that, I noticed that with the first set I mentioned (Monsters) it was, for example, pretty much impossible to take the first section turns very sharply, and I always ended up going wide or hitting the walls, losing time in either situation. I would like to try it again with sets that can take those turns sharper, and see if I can manage to get better splits even if they have less speed. As every TT player knows, in fact, taking sharp turns is important at least as much as the raw speed of the vehicle being used…

RANKINGS

What I’ve tried to understand is: how do rankings work in MK8? The only option I found regarding them was on the menu you see after choosing the track to TT on: there is in fact an option called “See ghosts”, which, when chosen, makes the “Downloading ghost data from Miiverse…” line appear. After that, a list of ghosts appears, and some of them have a Miiverse comment next to them.
I hav quoted what the game says for one reason: it seems, in fact, that the ghosts database is connected to Nintendo’s social network! In fact, every time we set a new record, we were asked if we wanted to send it to Miiverse. If we chose Yes, we were also prompted to write a post that would then appear next to the time on the ghosts list.
I don’t know if, by choosing No, you are allowed not to send ghosts to Miiverse and consequently hoard, but one of my friends said that ghosts are uploaded even if you don’t accept to send them to Miiverse, and this option’s only purpose is to publish a comment to show next to the time.
Anyway, I’ve also found out that you can save up to 16 downloaded ghosts on your Wii U (you can download them from the ghosts rankings), and up to 4 for the same track.
I’ve found out something to be confusing: we got 10 ghosts when downloading rankings from Miiverse; occasionally, though, we’ve received 20, too. This made it unclear whether these will be WW Top 10 rankings, or times will instead be downloaded on different criteria. If I remember correctly, however, the first 10 ghosts we received were always the same for any track.

TOURNAMENTS

I tried to explore the rules relative to tournaments, but we already knew most of this information: when creating a tournament, you can choose whether to play on 50cc, 100cc, 150cc or Mirror; you can choose whether to have CPUs, and their difficulty setting, and so on. I’ve also noticed something interesting, though: you can choose to automatically have players switch to different rooms within the same tournament every four races.
I’ve also unfortunately read in the game options that tournaments can be private, but their password will in fact be their code, similar to MK7. This means that tournaments will truly be private only if people keep their code a secret; otherwise, friend rooms might be the only viable option to host private races.

FRIEND ROOMS

In friend rooms, you have to choose your set before creating or entering one. We couldn’t start it because nobody could join us, but we still had the “Start!” option available. It didn’t make the room start, but it still showed us a list of settings for the room once selected. They were more or less the same ones found in tournaments, such as 50cc/100cc/150cc/Mirror and CPU settings. We could also choose how many races to play.

FRAMERATE IN OFFLINE MULTIPLAYER

Bad. Not much else to say… 30 FPS, and frames are sometimes skipped altogether. It will be quite problematic.
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Re: My impressions about Mario Kart 8
Reply #2 - 05/14/14 at 08:13:38
 
BATTLES

We have tried three battle races, but I don’t think anybody liked them. I felt the tracks themselves are way too big to battle on them, especially with the offline splitscreen that made it even more difficult to find and snipe other players. There is no map on the screen, too (there is one on the GamePad, but even if I tried to use it a lot it didn’t help me find and chase other players that much).

STARTBOOST

The startboost in MK8 can be of varying strength; I’ve noticed a “low tier” startboost, which gives an initial speed but wears out almost immediately, and a “high tier” one, which lasts much longer. Nothing truly different compared to previous games in the series, then, but we all felt like the stronger startboost also had more graphical effects (“speed lines” around the kart, mostly) compared to the weaker one. It also seems it’s much faster than a weak one, so it’ll be fundamental to be able to do it consistently.

COUNTERHOPPING

In the last Mario Kart games it was possible to counterhop right after releasing a MT to adjust your line. It seems possible in MK8 too, even if with a slightly different timing and with slightly different stick movements, but I’ve also noticed something strange. Most of the time my line almost didn’t change at all; moving the control stick with a particular timing, however, seemed to let me take a much better line in general. I haven’t tried this much, though.

REPEATED HOPS

Here’s something truly surprising: if you spam hops, your vehicle slows down a lot! I’ve tried downhill and on a plain surface, but I’ve always had the same results. I guess, so, that we won’t see MK7 downhill hop spamming coming back.

“DELAYED” MTs

MK7 also had another characteristic: when you jumped to start a drift, you had to avoid steering during the hop before touching the ground (except if under the effect of a boost), because it made you lose a lot of time. I haven’t noticed this in MK8, so I think this has been removed from the game.

GLIDER BOOSTING AND GLIDER BOUNCING

I haven’t had many occasions to try to execute glider boosts, but just like delayed MTs, I have the impression they’re not in MK8 anymore.
I also tried a few glider bounces, but I haven’t noticed anything in particular; instead, sometimes my glider directly closed instead, like it sometimes happened on MK7. I haven’t been able to understand if glider bounces are back or not, but from what I’ve tried it might also be that hopping when touching the ground during a glide won’t be faster anymore.

SSMTING AND SNAKING

I haven’t tried them much, but what I’ve seen is that even though MK8 sets tend to drift in very different ways, they also tend to drift quite differently than in MK7… I was never under the impression that SSMTing could be any faster, and whenever I tried I either went too tight or too wide.
I’ve been able to execute some snaking with the bike that looks like the Pipe Frame, using Rollers and Roy, but to be honest I wouldn’t be able to say if it was any faster… you go a bit wide, like MK7, where in the end snaking still resulted in being slower. It might be the case in MK8 again.
For both techniques, however, some TTing should be able to eliminate all doubts, but unfortunately I haven’t had enough time to test this accurately.

FINAL WORDS

I think I’ve talked about more or less all I’ve found out and thought about this game since trying it out. I have various doubts, especially about the item balance, but I feel very happy about something: this Mario Kart really seems like a new game in all its aspects, and truly different to all the other ones before it. It will probably have its faults and its unbalanced sides, but now I’m even more impatient to get it!

Thanks for reading this long post, and feel free to ask if you have any questions!
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Re: My impressions about Mario Kart 8
Reply #3 - 05/14/14 at 08:51:57
 
Nice post, it will be interesting to see which vehicle combos end up being the best.

2 questions:
- You mentioned that MK7-style delay drifts aren't in the game. But did you notice if delay drifts helped you charge MTs faster? (This would be like MKWii-style delay drifts).
- Did you notice any correlation between your TT time and the number of ghosts that were shown for that track (10 or 20)? Like maybe if you have a time outside the top 10, it will show you the WW top 10 + 10 random times above your ghost.
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Re: My impressions about Mario Kart 8
Reply #4 - 05/14/14 at 09:24:34
 
Great news. I hated how the karts handled in 7 so it being different is fine by me!
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Re: My impressions about Mario Kart 8
Reply #5 - 05/14/14 at 09:44:27
 
Cole wrote on 05/14/14 at 08:51:57:
- You mentioned that MK7-style delay drifts aren't in the game. But did you notice if delay drifts helped you charge MTs faster? (This would be like MKWii-style delay drifts).


I can't confirm if delay drifts make you charge MTs faster, but I never noticed anything in particular myself, and I felt the MTs charged at the same speed.

Cole wrote on 05/14/14 at 08:51:57:
- Did you notice any correlation between your TT time and the number of ghosts that were shown for that track (10 or 20)? Like maybe if you have a time outside the top 10, it will show you the WW top 10 + 10 random times above your ghost.


I haven't noticed any correlation... actually, that happened when I tried to load ghosts on MKS two consecutive times: I got 20 ghosts once and 10 on the next attempt.
I'm not sure where my time was ranked when I tried that, but iirc it was either in one of the last top 10 spots or at the top spot (I had a time around the last top 10 spots, then improved it to 1st).
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Re: My impressions about Mario Kart 8
Reply #6 - 05/14/14 at 10:12:03
 
Really great news in general for me, espacially for the Time Trial and replays. I'm also very curious about what really are the times on Miiverse. Can we download all the 20 or 10 times it shows on Miiverse and see their replays ? I guess that yes after what I read.
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Re: My impressions about Mario Kart 8
Reply #7 - 05/14/14 at 10:13:49
 
Yes, you fortunately can download and watch every ghost you see.
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Re: My impressions about Mario Kart 8
Reply #8 - 05/14/14 at 11:14:43
 
Nicola wrote on 05/14/14 at 08:12:43:
TIME TRIALS. REPLAYS

We spent some time trying to discover everything the Trial Mode has to offer in MK8, and we’ve found out many good things.
First at all, I would immediately like to say something that will make TT players happy: replays finaly have the same point of view of the races again, rather than having the first person view we saw in MK7. But other than this, we will also have some useful tools to study replays more thoroughly.
Do you remember what you can do with the replays of the races on MKTV? You have a slow-mo option, you can make the replay go faster or backwards, or rewind it from the start… all these options will also be available for Time Trials replays. They will most likely be very useful to study strategies and techniques, and will also probably make videos more interesting to watch.


Nicola wrote on 05/14/14 at 08:13:38:
“DELAYED” MTs

MK7 also had another characteristic: when you jumped to start a drift, you had to avoid steering during the hop before touching the ground (except if under the effect of a boost), because it made you lose a lot of time. I haven’t noticed this in MK8, so I think this has been removed from the game.

GLIDER BOOSTING AND GLIDER BOUNCING

I haven’t had many occasions to try to execute glider boosts, but just like delayed MTs, I have the impression they’re not in MK8 anymore.
I also tried a few glider bounces, but I haven’t noticed anything in particular; instead, sometimes my glider directly closed instead, like it sometimes happened on MK7. I haven’t been able to understand if glider bounces are back or not, but from what I’ve tried it might also be that hopping when touching the ground during a glide won’t be faster anymore.


Nicola wrote on 05/14/14 at 10:13:49:
Yes, you fortunately can download and watch every ghost you see.




Man, still two freaking weeks to wait Sad
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Re: My impressions about Mario Kart 8
Reply #9 - 05/14/14 at 11:38:13
 
^ dat pic fits perfectly... Every ghost downloadable... perfect replays... no gay glider boosts... mkwii drift mechanics... and so on... nothing to complain about imo  Smiley

Good luck turning your wii u off when you started playing mk8, it will be impossible.
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Re: My impressions about Mario Kart 8
Reply #10 - 05/14/14 at 11:56:47
 
Lucky!

About ghost replays, you say you can download any ghost and see it's replay, does that mean you can also manipulate downloaded replays? Can you replay downloaded ghosts in slow mo?
That'd be awesome.
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Re: My impressions about Mario Kart 8
Reply #11 - 05/14/14 at 12:51:53
 
Nicola wrote on 05/14/14 at 09:44:27:
I haven't noticed any correlation... actually, that happened when I tried to load ghosts on MKS two consecutive times: I got 20 ghosts once and 10 on the next attempt.
I'm not sure where my time was ranked when I tried that, but iirc it was either in one of the last top 10 spots or at the top spot (I had a time around the last top 10 spots, then improved it to 1st).

does this mean you have the WR on MKS?
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Re: My impressions about Mario Kart 8
Reply #12 - 05/14/14 at 12:58:07
 
Time Trials sounds awesome in this game.
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Re: My impressions about Mario Kart 8
Reply #13 - 05/14/14 at 13:11:02
 
Vinnie927 wrote on 05/14/14 at 12:51:53:
Nicola wrote on 05/14/14 at 09:44:27:
I haven't noticed any correlation... actually, that happened when I tried to load ghosts on MKS two consecutive times: I got 20 ghosts once and 10 on the next attempt.
I'm not sure where my time was ranked when I tried that, but iirc it was either in one of the last top 10 spots or at the top spot (I had a time around the last top 10 spots, then improved it to 1st).

does this mean you have the WR on MKS?

Technically he kinda does, unless there was an oversight. The fastest known time from a few days ago was 1'46"7, and I believe he claimed a 1'46"0 or something close to that.
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Re: My impressions about Mario Kart 8
Reply #14 - 05/14/14 at 13:13:06
 
MKW > MK8 seems to be quite a big step, I guess not having played MK7 will hinder me a little to start with (although I'm obviously happy to hear the mechanics are quite different between MK7 & MK8)

How much do coins actually speed you up?  Will some WRs involve taking poor lines just to pick them up?

Thanks for putting so much detail in your posts!
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Re: My impressions about Mario Kart 8
Reply #15 - 05/14/14 at 13:45:10
 
@Kykyske: if I remember correctly, you can do that.
And yeah, I was quite lucky... Tongue

@Vinnie: technically I do (unless someone beat it since yesterday), but it doesn't matter at all now of course

@Sam: this is something I forgot to mention in the post, and it might be interesting.
I set a time on MKS using Morton, Mach 8, Slick Tires and the clouds glider. I sometimes went wide or slightly out of the best line to collect coins and get to 10. The time I got was 1:46.0xx.
After that, one of the other people I was playing with tried to finish a run using the same set, but he avoided going wide to collect coins and finished the run with only 5 or 6 if I remember correctly. At the end, he got 1:46.5xx.
I think I always had at least one more coin than him throughout the whole race, so I'm unsure about what this means. It might be that coins don't make you go that faster, and sometimes it'd be better to just take the shorter path anyway... but it's too early to tell that only from this.
It at least confirms, however, that coins make you go faster, since my time was faster.
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Re: My impressions about Mario Kart 8
Reply #16 - 05/14/14 at 14:39:12
 
Is delayed drift MK7 only? Huh
I had figured that by myself in mk7 and did it on mkwii too afterwards Tongue
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Re: My impressions about Mario Kart 8
Reply #17 - 05/14/14 at 14:44:37
 
The slowdown if you steer while hopping is only there in MK7, while in MKW you weren't slowed down but your MTs charged faster if you delayed the drift.
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Re: My impressions about Mario Kart 8
Reply #18 - 05/14/14 at 16:15:43
 
That was a great read, Nicola. Thanks for posting. I'm happy a lot of redundant strats such as glider bouncing, glider boosts and spam hopping downhill won't seem to be in this game, from what you could tell, anyway.
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Re: My impressions about Mario Kart 8
Reply #19 - 05/14/14 at 17:05:53
 
Truth wrote on 05/14/14 at 16:15:43:
I'm happy a lot of redundant strats such as glider bouncing, glider boosts and spam hopping downhill won't seem to be in this game, from what you could tell, anyway.

yeah, same here
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Re: My impressions about Mario Kart 8
Reply #20 - 05/15/14 at 00:53:47
 
I tried MK8 with Nicola, and I helped him verifying different aspects of the game.
Nicola forgot to mention something interesting.
While I was playing with him in GP mode, sometimes red shells that were aiming at me or Nicola just ignored us and went above us, aiming at someone else. All that we did to avoid those reds was stretching the path. This happpened in positions before 1st. I suppose reds now have a sort of "aiming area" that enables the red shell to chase you if you are in their area. This is only a supposition, but I'm pretty sure that avoiding reds is not casual.

Also, in Time Trial Mode, in Antigravity sections, drifting leaves permanent trails on the track (I didn't notice if this happens also on non-antigravity sections).
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« Last Edit: 05/15/14 at 04:00:05 by Brionac »  
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Re: My impressions about Mario Kart 8
Reply #21 - 05/15/14 at 05:09:09
 
Looks like a really promising game. Love the fact they granted some time improving the TT section compared to MK7, even if i still hate this coin system.
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Re: My impressions about Mario Kart 8
Reply #22 - 05/16/14 at 07:44:43
 
By the way, since the embargo is now lifted, I can say more about how I managed to play MK8... I was invited by a friend who is a reviewer and got the game. Three other people from the Italian community tried it with me: AlucarDD, Brionac and Leoazu. They helped me specify some things I forgot at first in my article, and they shared my same opinions about the game.
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Re: My impressions about Mario Kart 8
Reply #23 - 05/16/14 at 10:14:51
 
Brionac wrote on 05/15/14 at 00:53:47:
While I was playing with him in GP mode, sometimes red shells that were aiming at me or Nicola just ignored us and went above us, aiming at someone else. All that we did to avoid those reds was stretching the path. This happpened in positions before 1st. I suppose reds now have a sort of "aiming area" that enables the red shell to chase you if you are in their area. This is only a supposition, but I'm pretty sure that avoiding reds is not casual.

I remember other people mentioning this. It seems in MK8 the red shell alert is broken in that it shows up even if the red shell has not noticed you, or is homing on someone else nearby. Another example here at 2:29: http://www.youtube.com/watch?v=0wOux8MnueY&t=2m25s
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Re: My impressions about Mario Kart 8
Reply #24 - 05/16/14 at 15:19:47
 
I played MK8 early in the same fashion, a friend's reviewer copy. I've had the world record on Mount Wario for a few weeks now but haven't been able to play/check it. He said a few days ago that I still had the fastest time by 7 seconds, 1:55:xxx. Do you remember seeing a time like that or did you beat it? His Wii U's Mii would have been named "Matt".
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