![]() The game's crew members physically portrayed the characters and were digitized into sprites. Reception to the ports was more middling, as they were considered dated by the time of their release.Īn example of gameplay from the 3DO version. Road Rash was released to critical acclaim and commercial success, with reviewers commending the 3DO version's advanced visuals and grunge-based soundtrack. The arrival of fifth-generation game consoles influenced EA to incorporate character sprites digitized from real-life actors, 25 minutes of live-action full-motion video footage and a soundtrack primarily consisting of licensed grunge music courtesy of A&M Records, including Soundgarden, Monster Magnet and Swervedriver. The game is the third installment in the Road Rash series, and is centered around a series of motorcycle races throughout California that the player must win to advance to higher-difficulty races, while engaging in unarmed and armed combat to hinder the other racers. A version for the Sega CD was developed simultaneously and released in 1995 to act as a "bridge" between the 3DO version and the Sega Genesis title Road Rash 3, and the game was subsequently ported to the PlayStation, Sega Saturn and Microsoft Windows in 1996. There isn't a good excuse for how little effort they put into the most important part, the actual gameplay.Road Rash is a 1994 racing and vehicular combat video game originally published by Electronic Arts (EA) for the 3DO Interactive Multiplayer. And it's not a port of a Genesis game, it's new. It's not exactly from early in the system's life. The same bad framerate of the Geneiss games, no splitscreen multiplayer unlike Road Rash 2 or 3 on the Genesis, absolutely no graphical enhancements.Īnd it's a 1995 game, too. It's absurd that it didn't, the Genesis Road Rash engine never was that great (the scaling's only mediocre, and the framerates terrible!), when they finally had a chance for something better they should have taken it! But not only is it running on the old engine again, but for no apparent reason the 2 player mode is gone? What happened there? I mean, I like that the music's from the 3DO game - and you actually can hear the rock music ingame, unlike the 3DO version and its ports - and it's cool that the videos, menus, and interface are as much like the 3DO game as they could get on the Sega CD, but when you get to the actual gameplay, it completely falls apart, pretty much. Road Rash CD? Yeah, what it needed to do is actually use the Sega CD's scaling hardware. Something closer to the 3DO game, while "better", would be less interesting to me, because it would never be as good as the 32-bit versions (and therefore not the one to own). ![]() I see it now as the best version of the original Road Rash - and therefore the one to own (over the Genesis version). In a weird way, though, I think I prefer it the way it is. If they had done it a year earlier, it might have gotten the attention needed. Ostensibly, it was just a last minute, throw-together type release, with very little effort involved. This is speculation on my part, but I think also that it had a rather short development cycle - judging by the fact that it was a late release for Sega CD, was released to zero fanfare (even compared to other late Sega CD games), and is comprised almost entirely of recycled material. Sega CD couldn't handle the 3DO version's polygonal engine. I think Sega CD could've handled something with identical gameplay to the 3DO version, just with a downgrade in background/environment graphics. Sega CD has sprite scaling in hardware, but Road Rash CD appears to simply use the original Genesis Road Rash engine. While Sega CD may not have been capable of a port, with effort they could've done something halfway between in quality. My main disappointment was that the gameplay was pretty identical to the original Road Rash, when everything else (the between-race stuff) was all ripped from the 3DO game. The bands you listed wouldn't really fit the Road Rash style IMO.
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