WEBVTT 00:00:03.500 --> 00:00:06.640 >>Rafael Fernandes: Motorcycles, violence, subversion. 00:00:07.125 --> 00:00:11.355 The Road Rash series became a huge success in all the consoles which it passed through 00:00:11.356 --> 00:00:15.920 until it was abandoned by EA, which never released a new game since 2003. 00:00:16.455 --> 00:00:23.765 For this reason, come to remember the characters, races and especially the beatings in the classic Road Rash series. 00:00:26.485 --> 00:00:31.510 The first game of the series was released on '91 for the Mega Drive, with a very innovative premise. 00:00:31.715 --> 00:00:36.862 The player is put in control of a bike, running clandestinely on the roads of California. 00:00:37.180 --> 00:00:42.145 And for clandestine you can understand it as a real illegal race on the streets, with the option to punch, 00:00:42.146 --> 00:00:44.369 kick and run over your opponents, 00:00:44.370 --> 00:00:47.686 and at the same time you have to fight for space with the other cars on the track, 00:00:47.687 --> 00:00:49.895 and the police who're behind you. 00:00:49.896 --> 00:00:53.602 This concept puts the game ahead of the other racing games of the time, 00:00:53.603 --> 00:00:57.173 because in this manner each race is a completely different thing, 00:00:57.174 --> 00:01:00.582 with cars appearing in other stretches, enemies knocking you down, 00:01:00.583 --> 00:01:06.860 other obstacles, anyway, if you let it, the game will never let you tired due to the complete chaos of some stages. 00:01:18.530 --> 00:01:24.585 For every completed race, the player accumulates a certain amount of money that allows buying a faster bike, 00:01:24.586 --> 00:01:30.272 that will serve to compete at the following levels, which have larger tracks and, of course, even more obstacles. 00:01:30.705 --> 00:01:33.052 And this money can be lost in two ways: 00:01:33.053 --> 00:01:35.733 one is falling near a police officer during the race, 00:01:35.734 --> 00:01:38.766 so the player is required to pay the bail to get out of prison; 00:01:39.028 --> 00:01:41.922 or breaking the bike by crashing it out there on the stage, 00:01:41.923 --> 00:01:44.383 forcing you to pay a mechanic to fix it. 00:01:44.384 --> 00:01:48.598 The game over really occurs when the player has no money to pay any of these two, 00:01:48.599 --> 00:01:51.534 forcing you to start all over again from the first stage; 00:01:51.535 --> 00:01:55.286 which is not a big problem for those who noted the password properly, right. 00:01:56.162 --> 00:02:01.292 Another nice detail of Road Rash is that each of the opponents have a name and an individual personality, 00:02:01.293 --> 00:02:04.091 as if they had a unique artificial intelligence. 00:02:04.429 --> 00:02:10.114 Before each race, a message showing a provocation or hint from one of such rivals appears on the screen, 00:02:10.115 --> 00:02:14.732 which is something pretty cool because somehow it creates a story, certain personality to the game. 00:02:15.091 --> 00:02:17.421 Road Rash also innovated with its graphics engine: 00:02:17.422 --> 00:02:23.932 while several racing games for the Mega Drive released until then only had a largely flat surface track, 00:02:23.933 --> 00:02:28.843 the EA game brought hills, bumps, and various other types of slope, 00:02:28.844 --> 00:02:32.990 throwing away the player according to the physical limitations at the time, of course. 00:02:33.550 --> 00:02:38.337 All this having a very reasonable frame rate, although sometimes not very efficient. 00:02:38.675 --> 00:02:44.619 This helped Road Rash to be acclaimed with these innovations in relation to the scale perspective through software; 00:02:44.620 --> 00:02:49.378 remembering that the Super Nintendo and the Mode 7 only would come a little later in '91, 00:02:49.379 --> 00:02:55.876 where the scale effects through hardware made possible that the cars could slid as soap at 60 frames per second. 00:02:55.877 --> 00:02:56.807 Oops, my bad. 00:02:56.808 --> 00:02:57.808 >>Shigeru Miyamoto: Toasty! 00:02:58.210 --> 00:03:03.764 >>Rafael Fernandes: The game's songs were produced by Rob Hubbard, considered the Commodore 64 wizard. 00:03:19.338 --> 00:03:24.726 The rock-based arrangements are very well made and make good use of the FM sound chip of the Mega Drive, 00:03:24.727 --> 00:03:29.215 and is easy to get out there murmuring the themes for anyone who has played for a long time. 00:03:29.216 --> 00:03:34.321 The sound effects of crashes and voices are reasonable, and there is nothing special about this. 00:03:34.322 --> 00:03:38.296 I believe it was quite common for the players to put the sound on mute 00:03:38.297 --> 00:03:42.349 and listen to more interesting music, which is up to each person, right? 00:03:42.731 --> 00:03:46.589 However, despite all these qualities, the game has its flaws. 00:03:46.590 --> 00:03:49.091 Sometimes the controls are a little too loose, 00:03:49.092 --> 00:03:52.079 and in the final levels is almost impossible to control the bike. 00:03:52.080 --> 00:03:56.885 The menu interface is also a bit complicated, quite inexplicably. 00:03:57.323 --> 00:04:00.746 The only way to access the bike shop is pressing C on this screen there, 00:04:00.747 --> 00:04:04.476 which makes it very difficult for those without the game's manual to find out, right? 00:04:04.926 --> 00:04:09.558 But, in short, the Road Rash series debuted as something unique and incredibly fun, 00:04:09.559 --> 00:04:12.479 thanks to its fun and very refined gameplay, 00:04:12.480 --> 00:04:17.192 making the game excel in relation to all others similar in the market at the time. 00:04:18.517 --> 00:04:23.743 The success of the game has made Electronic Arts produce ports for the Amiga, which is excellent, by the way, 00:04:23.744 --> 00:04:28.948 and the 8-bit consoles like Master System, Game Gear and Game Boy, which are reasonable. 00:04:29.655 --> 00:04:33.604 For the Game Boy, there is the original port launched in 1996, 00:04:33.605 --> 00:04:37.524 and then an enhanced version compatible only with the Game Boy Color, 00:04:37.525 --> 00:04:42.167 released in 2000, which featured graphics and scale effects much better than before. 00:04:45.812 --> 00:04:51.624 With the receptivity of the game, it is clear that Electronic Arts could not miss the opportunity to launch a sequel, 00:04:51.625 --> 00:04:55.176 that happened in the following year with Road Rash II, 00:04:55.177 --> 00:05:01.089 which slightly improves the graphics over the previous game, and brings a little more navigable menu. 00:05:01.090 --> 00:05:03.834 Furthermore, the gameplay was refined, 00:05:03.835 --> 00:05:07.559 bringing tighter controls and game physics more fun than ever. 00:05:08.006 --> 00:05:13.940 This time, the clandestine tournament goes through the roads of the United States, and is not limited to California anymore. 00:05:13.941 --> 00:05:20.957 In total, there are 25 tracks representing Alaska, Hawaii, Vermont, Tennessee and the state of Arizona. 00:05:21.261 --> 00:05:25.898 Another nice detail is that, at the end of each race, there is a funny small animation, 00:05:25.899 --> 00:05:28.657 which varies according to your performance in the race. 00:05:28.658 --> 00:05:33.038 The game also has a two player mode in split screen with two options: 00:05:33.039 --> 00:05:37.098 or they play cooperatively, where the two can compete in the tournament, 00:05:37.099 --> 00:05:40.009 or one on one, with the two on a single track only. 00:05:56.000 --> 00:06:01.356 Road Rash can even be considered an addition to the first game than a true sequel, 00:06:01.357 --> 00:06:05.676 since, apart from the improvement in controls, a greater balance in difficulty, 00:06:05.677 --> 00:06:09.405 and a mode for two players, the other new features are more cosmetic, 00:06:09.406 --> 00:06:11.839 and represent no big deal compared to the original. 00:06:11.840 --> 00:06:15.569 Still, the game is as or more fun than the first, 00:06:15.570 --> 00:06:17.906 like a new gaming experience. 00:06:19.210 --> 00:06:25.110 The guaranteed success of the franchise could bring many opportunities for Electronic Arts to screw some money from the players 00:06:25.111 --> 00:06:28.685 and release several sequels as they always did, right? 00:06:28.815 --> 00:06:33.648 But in 1994, the company surprised with the release of… 00:06:33.649 --> 00:06:34.749 SKITCHIN'! 00:06:35.895 --> 00:06:38.075 Skitchin' is not an official game in the series, 00:06:38.076 --> 00:06:43.265 but it is clear that uses the same graphics engine of Road Rash II – with the same rate of frames per second. 00:06:43.665 --> 00:06:46.522 The premise is also almost the same, but far more creative: 00:06:46.523 --> 00:06:52.100 this time the race is between skates, and the player must always be alert to passing vehicles on the street. 00:06:53.087 --> 00:06:56.222 Thus, he can take a ride in these cars and proceed the race in this way, 00:06:56.223 --> 00:07:00.731 and can stay there until he reaches the end, or pick up momentum to go ahead behind another car. 00:07:01.789 --> 00:07:04.820 Another nice detail is that you can get up ramps and do some tricks, 00:07:04.821 --> 00:07:08.338 and also has some bonus stages, in order to break the ice between the tracks. 00:07:08.960 --> 00:07:10.468 Is also worth mentioning the sound, 00:07:10.469 --> 00:07:16.884 whose music has real guitar sounds played by a special driver that puts the Mega Drive sound chip on the limit, 00:07:16.885 --> 00:07:18.929 creating a pretty cool result. 00:07:19.564 --> 00:07:23.098 And the graphics, as I said, are practically the same thing as those of Road Rash, 00:07:23.099 --> 00:07:26.200 but with some improvements and a more expansive setting. 00:07:27.581 --> 00:07:31.385 Also comparing with the bike game, Skitchin' is a much more difficult game, 00:07:31.386 --> 00:07:33.902 since the player has to pay attention to passing cars, 00:07:33.903 --> 00:07:38.045 the other runners on the track, and the ramps and obstacles that appear in the scene. 00:07:38.530 --> 00:07:42.925 But it's still a great, let's say, spin-off of the original racing series, 00:07:42.926 --> 00:07:46.841 bringing a good alternative of fun without escaping from the original formula. 00:07:56.037 --> 00:08:01.931 In 1994, the 3DO was in the market as one of the first 32-bit consoles, 00:08:01.932 --> 00:08:06.631 thus Electronic Arts decided to upgrade the franchise to the new hardware from Panasonic. 00:08:07.044 --> 00:08:10.606 First released for this console and then ported to the Playstation, 00:08:10.607 --> 00:08:12.968 Sega Saturn and also for Windows 95, 00:08:12.969 --> 00:08:19.562 Road Rash benefited greatly from the increased storage capacity of the CD to put several FMVs with real actors, 00:08:19.563 --> 00:08:22.821 which can be good or bad, depending on your point of view. 00:08:23.665 --> 00:08:27.295 These little videos have the same function of those animations in the Mega version, and, 00:08:27.296 --> 00:08:32.561 as well as there, it's likely that after a certain time it'll get a little boring to watch them all the time. 00:08:33.357 --> 00:08:36.831 The game mixes digitized sprites with a 3D scenario plan, 00:08:36.832 --> 00:08:40.389 which ensures 60 frames per second during almost all the time, 00:08:40.948 --> 00:08:44.251 but while at the time it seemed something really cool, 00:08:44.253 --> 00:08:48.211 this graphic style has aged badly, as we can see from the video. 00:08:48.212 --> 00:08:51.447 Yet, it is very playable, although apparently 00:08:51.448 --> 00:08:55.576 this union affected the physics of the game to some extent, since they are not very efficient, 00:08:55.577 --> 00:08:59.570 as you can see in this frontal crash with a car where nothing happens, 00:09:00.899 --> 00:09:04.854 and other a bit imbecile falls as, for example, with a mailbox. 00:09:18.842 --> 00:09:21.282 Another innovation of Road Rash is in relation to the sound, 00:09:21.283 --> 00:09:24.418 inaugurating a trend in the gaming industry that continues until today. 00:09:24.686 --> 00:09:27.696 The soundtrack is full of licensed music, that is, 00:09:27.697 --> 00:09:30.421 compositions from real bands, as Soundgarden, 00:09:30.422 --> 00:09:33.211 Hammerbox, and other artists of A&M Records. 00:09:34.650 --> 00:09:37.692 The game even contained video clips of some of these songs, 00:09:37.693 --> 00:09:39.587 however, a major problem comes up: 00:09:39.588 --> 00:09:43.212 licensed songs only play during the menus, that is, 00:09:43.213 --> 00:09:46.292 what play during the game are just MIDI style songs, 00:09:46.293 --> 00:09:49.572 which are not as good as the music from the Mega Drive, for example. 00:10:03.213 --> 00:10:06.391 This probably occurred due to a technical limitation of the time, 00:10:06.392 --> 00:10:10.909 since the scenarios were loaded directly from the CD and constructed during the race, 00:10:10.910 --> 00:10:13.029 which would be a problem if, in addition, 00:10:13.030 --> 00:10:16.007 the console also had to read the sound tracks of the media, 00:10:16.008 --> 00:10:20.335 further with the super slow CD reader that most video games had at the time. 00:10:20.581 --> 00:10:21.836 But, anyway. 00:10:22.292 --> 00:10:23.225 Anyhow, 00:10:23.226 --> 00:10:28.335 the 32-bit Road Rash serves as a sort of series reboot for the latest consoles, 00:10:28.336 --> 00:10:31.804 and it is really fun, mainly due to these innovations. 00:10:32.179 --> 00:10:35.446 Unfortunately, the game does not excite as much as the versions of the Mega Drive, 00:10:35.447 --> 00:10:38.793 but it is a good alternative for those who did not have the video game console from Sega. 00:10:38.794 --> 00:10:42.246 >>Chris Cornell: …mother says that's the only life 00:10:42.247 --> 00:10:44.086 ♪ So do it right 00:10:45.381 --> 00:10:46.582 ♪ Do it right 00:10:47.240 --> 00:10:49.729 >>Rafael Fernandes: Still, the Mega Drive was not forgotten, 00:10:49.730 --> 00:10:54.846 with the launch of Road Rash 3: Tour De Force in 1995. 00:10:55.074 --> 00:10:57.832 This time, the races run throughout the planet, 00:10:57.833 --> 00:11:00.139 having also included Brazil as one of the tracks, 00:11:00.140 --> 00:11:04.333 with a very interesting scenery and a song mixing rock with carnival percussion. 00:11:12.875 --> 00:11:16.333 Moreover, the soundtrack of the game, composed by Don Veca, 00:11:16.334 --> 00:11:19.854 does not have such a remarkable instrumentation as the previous games, 00:11:19.855 --> 00:11:26.216 but does a great job in mixing supposed sounds of the country where the race takes place with rock and metal arrangements. 00:11:26.839 --> 00:11:30.042 Check out this version of the Tarantella, which plays in the stage of Italy. 00:11:42.226 --> 00:11:43.072 Cool, eh? 00:11:43.636 --> 00:11:46.706 The big problem of Road Rash 3 is in the graphics. 00:11:47.047 --> 00:11:51.939 Digitized sprites from the 32-bit Road Rash were recycled, and as we know well, 00:11:51.940 --> 00:11:57.118 the use of this graphic style on the Mega Drive can bring some consequences, which are very present in this game, 00:11:57.119 --> 00:12:00.828 as excessive granulation and fully sparse and strange colors, 00:12:00.829 --> 00:12:05.190 which repeled a lot of people from the game and made the critics of the time 00:12:05.191 --> 00:12:09.044 consider the graphics of this game worse than previous versions! 00:12:09.598 --> 00:12:12.614 But, as the focus of Road Rash never was the graphics, 00:12:12.615 --> 00:12:17.167 the third game in the series proves to be a lot of fun, with more exaggerated physics, 00:12:17.168 --> 00:12:21.567 a more insistent police, which also has a helicopter to take down the bikers, 00:12:21.568 --> 00:12:27.892 and more speed than the previous ones, which can sometimes be something uncontrollable, as in the first game of the series. 00:12:32.726 --> 00:12:38.039 The surprise is up to this release for the Sega CD, in 1995 too, 00:12:38.040 --> 00:12:40.558 which at that time was already an abandoned console. 00:12:40.958 --> 00:12:43.992 Road Rash CD is like a hybrid game, that is, 00:12:43.993 --> 00:12:49.037 it takes the very best in all previous incarnations of the series and try to mix everything up, 00:12:49.038 --> 00:12:53.791 including the little videos (at a much lower quality, of course), the menus and, 00:12:53.792 --> 00:12:57.084 as you can see, the graphics from the Mega Drive ports, 00:12:57.085 --> 00:13:01.262 which is quite disappointing considering the power of the Sega CD video processor, 00:13:01.263 --> 00:13:03.708 that would allow better scale effects. 00:13:04.355 --> 00:13:07.101 But the differential is really in the licensed soundtrack, 00:13:07.102 --> 00:13:09.616 that this time plays during the race, 00:13:09.617 --> 00:13:12.917 although the sound quality of the songs is not a big deal. 00:13:30.655 --> 00:13:34.558 >>Chris Cornell: ♪ I got up feeling so down 00:13:35.185 --> 00:13:39.087 ♪ I got off being sold out 00:13:39.711 --> 00:13:41.694 >>Rafael Fernandes: Although it doesn't take much advantage from the add-on 00:13:41.695 --> 00:13:46.257 in addition to the more than 500 MB of multimedia content that the game's cover itself discloses, 00:13:46.258 --> 00:13:50.956 Road Rash CD is another option for those who're tired of playing the first three games for the Mega Drive, 00:13:50.957 --> 00:13:54.706 offering new tracks and a good soundtrack that plays during the menus, 00:13:54.707 --> 00:13:58.217 while not adding much in relation to these previous games. 00:13:58.218 --> 00:14:02.904 >>Carrie Akre: …now ♪ We've only got this moment 00:14:02.905 --> 00:14:04.104 ♪ And some would say about it 00:14:06.079 --> 00:14:10.750 CLICK TO WATCH PART 2