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Road Rash Retrospective Pt. I

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    >>Rafael Fernandes: Motorcycles, violence, subversion.
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    The Road Rash series became a huge success in all the consoles which it passed through
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    until it was abandoned by EA, which never released a new game since 2003.
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    For this reason, come to remember the characters, races and especially the beatings in the classic Road Rash series.
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    The first game of the series was released on '91 for the Mega Drive, with a very innovative premise.
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    The player is put in control of a bike, running clandestinely on the roads of California.
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    And for clandestine you can understand it as a real illegal race on the streets, with the option to punch,
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    kick and run over your opponents,
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    and at the same time you have to fight for space with the other cars on the track,
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    and the police who're behind you.
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    This concept puts the game ahead of the other racing games of the time,
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    because in this manner each race is a completely different thing,
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    with cars appearing in other stretches, enemies knocking you down,
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    other obstacles, anyway, if you let it, the game will never let you tired due to the complete chaos of some stages.
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    For every completed race, the player accumulates a certain amount of money that allows buying a faster bike,
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    that will serve to compete at the following levels, which have larger tracks and, of course, even more obstacles.
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    And this money can be lost in two ways:
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    one is falling near a police officer during the race,
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    so the player is required to pay the bail to get out of prison;
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    or breaking the bike by crashing it out there on the stage,
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    forcing you to pay a mechanic to fix it.
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    The game over really occurs when the player has no money to pay any of these two,
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    forcing you to start all over again from the first stage;
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    which is not a big problem for those who noted the password properly, right.
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    Another nice detail of Road Rash is that each of the opponents have a name and an individual personality,
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    as if they had a unique artificial intelligence.
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    Before each race, a message showing a provocation or hint from one of such rivals appears on the screen,
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    which is something pretty cool because somehow it creates a story, certain personality to the game.
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    Road Rash also innovated with its graphics engine:
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    while several racing games for the Mega Drive released until then only had a largely flat surface track,
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    the EA game brought hills, bumps, and various other types of slope,
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    throwing away the player according to the physical limitations at the time, of course.
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    All this having a very reasonable frame rate, although sometimes not very efficient.
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    This helped Road Rash to be acclaimed with these innovations in relation to the scale perspective through software;
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    remembering that the Super Nintendo and the Mode 7 only would come a little later in '91,
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    where the scale effects through hardware made possible that the cars could slid as soap at 60 frames per second.
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    Oops, my bad.
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    >>Shigeru Miyamoto: Toasty!
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    >>Rafael Fernandes: The game's songs were produced by Rob Hubbard, considered the Commodore 64 wizard.
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    The rock-based arrangements are very well made and make good use of the FM sound chip of the Mega Drive,
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    and is easy to get out there murmuring the themes for anyone who has played for a long time.
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    The sound effects of crashes and voices are reasonable, and there is nothing special about this.
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    I believe it was quite common for the players to put the sound on mute
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    and listen to more interesting music, which is up to each person, right?
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    However, despite all these qualities, the game has its flaws.
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    Sometimes the controls are a little too loose,
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    and in the final levels is almost impossible to control the bike.
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    The menu interface is also a bit complicated, quite inexplicably.
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    The only way to access the bike shop is pressing C on this screen there,
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    which makes it very difficult for those without the game's manual to find out, right?
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    But, in short, the Road Rash series debuted as something unique and incredibly fun,
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    thanks to its fun and very refined gameplay,
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    making the game excel in relation to all others similar in the market at the time.
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    The success of the game has made Electronic Arts produce ports for the Amiga, which is excellent, by the way,
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    and the 8-bit consoles like Master System, Game Gear and Game Boy, which are reasonable.
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    For the Game Boy, there is the original port launched in 1996,
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    and then an enhanced version compatible only with the Game Boy Color,
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    released in 2000, which featured graphics and scale effects much better than before.
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    With the receptivity of the game, it is clear that Electronic Arts could not miss the opportunity to launch a sequel,
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    that happened in the following year with Road Rash II,
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    which slightly improves the graphics over the previous game, and brings a little more navigable menu.
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    Furthermore, the gameplay was refined,
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    bringing tighter controls and game physics more fun than ever.
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    This time, the clandestine tournament goes through the roads of the United States, and is not limited to California anymore.
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    In total, there are 25 tracks representing Alaska, Hawaii, Vermont, Tennessee and the state of Arizona.
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    Another nice detail is that, at the end of each race, there is a funny small animation,
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    which varies according to your performance in the race.
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    The game also has a two player mode in split screen with two options:
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    or they play cooperatively, where the two can compete in the tournament,
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    or one on one, with the two on a single track only.
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    Road Rash can even be considered an addition to the first game than a true sequel,
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    since, apart from the improvement in controls, a greater balance in difficulty,
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    and a mode for two players, the other new features are more cosmetic,
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    and represent no big deal compared to the original.
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    Still, the game is as or more fun than the first,
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    like a new gaming experience.
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    The guaranteed success of the franchise could bring many opportunities for Electronic Arts to screw some money from the players
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    and release several sequels as they always did, right?
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    But in 1994, the company surprised with the release of…
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    SKITCHIN'!
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    Skitchin' is not an official game in the series,
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    but it is clear that uses the same graphics engine of Road Rash II – with the same rate of frames per second.
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    The premise is also almost the same, but far more creative:
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    this time the race is between skates, and the player must always be alert to passing vehicles on the street.
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    Thus, he can take a ride in these cars and proceed the race in this way,
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    and can stay there until he reaches the end, or pick up momentum to go ahead behind another car.
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    Another nice detail is that you can get up ramps and do some tricks,
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    and also has some bonus stages, in order to break the ice between the tracks.
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    Is also worth mentioning the sound,
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    whose music has real guitar sounds played by a special driver that puts the Mega Drive sound chip on the limit,
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    creating a pretty cool result.
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    And the graphics, as I said, are practically the same thing as those of Road Rash,
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    but with some improvements and a more expansive setting.
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    Also comparing with the bike game, Skitchin' is a much more difficult game,
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    since the player has to pay attention to passing cars,
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    the other runners on the track, and the ramps and obstacles that appear in the scene.
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    But it's still a great, let's say, spin-off of the original racing series,
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    bringing a good alternative of fun without escaping from the original formula.
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    In 1994, the 3DO was in the market as one of the first 32-bit consoles,
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    thus Electronic Arts decided to upgrade the franchise to the new hardware from Panasonic.
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    First released for this console and then ported to the Playstation,
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    Sega Saturn and also for Windows 95,
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    Road Rash benefited greatly from the increased storage capacity of the CD to put several FMVs with real actors,
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    which can be good or bad, depending on your point of view.
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    These little videos have the same function of those animations in the Mega version, and,
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    as well as there, it's likely that after a certain time it'll get a little boring to watch them all the time.
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    The game mixes digitized sprites with a 3D scenario plan,
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    which ensures 60 frames per second during almost all the time,
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    but while at the time it seemed something really cool,
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    this graphic style has aged badly, as we can see from the video.
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    Yet, it is very playable, although apparently
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    this union affected the physics of the game to some extent, since they are not very efficient,
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    as you can see in this frontal crash with a car where nothing happens,
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    and other a bit imbecile falls as, for example, with a mailbox.
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    Another innovation of Road Rash is in relation to the sound,
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    inaugurating a trend in the gaming industry that continues until today.
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    The soundtrack is full of licensed music, that is,
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    compositions from real bands, as Soundgarden,
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    Hammerbox, and other artists of A&M Records.
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    The game even contained video clips of some of these songs,
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    however, a major problem comes up:
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    licensed songs only play during the menus, that is,
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    what play during the game are just MIDI style songs,
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    which are not as good as the music from the Mega Drive, for example.
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    This probably occurred due to a technical limitation of the time,
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    since the scenarios were loaded directly from the CD and constructed during the race,
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    which would be a problem if, in addition,
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    the console also had to read the sound tracks of the media,
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    further with the super slow CD reader that most video games had at the time.
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    But, anyway.
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    Anyhow,
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    the 32-bit Road Rash serves as a sort of series reboot for the latest consoles,
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    and it is really fun, mainly due to these innovations.
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    Unfortunately, the game does not excite as much as the versions of the Mega Drive,
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    but it is a good alternative for those who did not have the video game console from Sega.
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    >>Chris Cornell: …mother says that's the only life
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    ♪ So do it right
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    ♪ Do it right
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    >>Rafael Fernandes: Still, the Mega Drive was not forgotten,
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    with the launch of Road Rash 3: Tour De Force in 1995.
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    This time, the races run throughout the planet,
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    having also included Brazil as one of the tracks,
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    with a very interesting scenery and a song mixing rock with carnival percussion.
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    Moreover, the soundtrack of the game, composed by Don Veca,
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    does not have such a remarkable instrumentation as the previous games,
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    but does a great job in mixing supposed sounds of the country where the race takes place with rock and metal arrangements.
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    Check out this version of the Tarantella, which plays in the stage of Italy.
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    Cool, eh?
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    The big problem of Road Rash 3 is in the graphics.
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    Digitized sprites from the 32-bit Road Rash were recycled, and as we know well,
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    the use of this graphic style on the Mega Drive can bring some consequences, which are very present in this game,
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    as excessive granulation and fully sparse and strange colors,
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    which repeled a lot of people from the game and made the critics of the time
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    consider the graphics of this game worse than previous versions!
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    But, as the focus of Road Rash never was the graphics,
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    the third game in the series proves to be a lot of fun, with more exaggerated physics,
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    a more insistent police, which also has a helicopter to take down the bikers,
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    and more speed than the previous ones, which can sometimes be something uncontrollable, as in the first game of the series.
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    The surprise is up to this release for the Sega CD, in 1995 too,
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    which at that time was already an abandoned console.
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    Road Rash CD is like a hybrid game, that is,
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    it takes the very best in all previous incarnations of the series and try to mix everything up,
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    including the little videos (at a much lower quality, of course), the menus and,
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    as you can see, the graphics from the Mega Drive ports,
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    which is quite disappointing considering the power of the Sega CD video processor,
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    that would allow better scale effects.
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    But the differential is really in the licensed soundtrack,
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    that this time plays during the race,
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    although the sound quality of the songs is not a big deal.
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    >>Chris Cornell: ♪ I got up feeling so down
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    ♪ I got off being sold out
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    >>Rafael Fernandes: Although it doesn't take much advantage from the add-on
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    in addition to the more than 500 MB of multimedia content that the game's cover itself discloses,
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    Road Rash CD is another option for those who're tired of playing the first three games for the Mega Drive,
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    offering new tracks and a good soundtrack that plays during the menus,
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    while not adding much in relation to these previous games.
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    >>Carrie Akre: …now
    ♪ We've only got this moment
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    ♪ And some would say about it
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    CLICK TO WATCH PART 2
Title:
Road Rash Retrospective Pt. I
Description:

In this episode of Passagem Secreta's Videocast, we remember all the games of the racing series from Electronic Arts.

Games reviewed in this part:

Road Rash (1991, Mega Drive)
Road Rash II (1992, Mega Drive)
Skitchin' (1994, Mega Drive)
Road Rash (1995, 3DO/Playstation/Saturn/PC)
Road Rash (1995, SegaCD)

To check out part 2:

http://www.youtube.com/watch?v=mLlU6xKHxhw

more » « less
Video Language:
Portuguese, Brazilian
Duration:
14:12

English subtitles

Revisions