Super Bikes 3: A Major Disappointment for Arcade Racing Fans

It’s become increasingly clear that Super Bikes 3 is facing some significant challenges. For a multitude of reasons, primarily stemming from a noticeable lack of depth in content, this latest installment in Raw Thrills’ “Fast and the Furious/Super Cars/Super Bikes” lineage feels not just underwhelming, but almost disrespectful to the heritage of the series.

Back in March, when I first touched upon this title on my blog, concerns were already brewing regarding the limited selection of tracks and characters. Questions arose about the potential absence of robust single-player modes and the uncertainty surrounding features like bike upgrades and player profile saves. Since then, more details have surfaced, and unfortunately, they only solidify the initial worries. Buckle up, because what follows is a deep dive into the shortcomings of Super Bikes 3.

However, it’s not all negative news. In a direct conversation with a Raw Thrills representative, it was confirmed that the development team responded to early feedback by increasing the number of race courses from a meager five to a more respectable eight. While eight tracks might not seem like a grand total, it’s a definite improvement and demonstrates that Raw Thrills is listening to its fanbase and making efforts to address concerns. This responsiveness is certainly appreciated.

The updated track list now features locations like Nepal, Tanzania, Hong Kong, and Hollywood, alongside three “Xtreme” tracks and one additional unnamed course. These “Xtreme” tracks are essentially enhanced versions of existing standard courses, boosted with more intense visual effects and a ramped-up difficulty level. If these Xtreme tracks echo the kind of transformation Chinatown X brought to Chinatown in the original Fast & Furious game, there might be a glimmer of genuine excitement here.

Despite the promise of “added difficulty,” there’s a nagging feeling that the fundamental track design will remain overly simplistic. Cruis’n Blast, a game many remember, lacked the challenging, winding track designs that were a hallmark of earlier Cruis’n and Fast & Furious titles. It barely required using the gas pedal, let alone drifting. Early reports from those who have played Super Bikes 3 suggest a similar, disappointingly straightforward track layout.

To compensate for the perceived lack of challenge, Raw Thrills has opted for an abundance of flashy, over-the-top set pieces. While these visual spectacles can be entertaining, they don’t compensate for courses that are essentially straight lines. Neither past experiences with Cruis’n Blast nor feedback from other players inspires much confidence in the core gameplay depth.

The mechanics of Super Bikes 3 also raise concerns. In what seems like an attempt to cater to the most casual players possible, the game omits a manual transmission mode and even brakes. Rumors even suggest that holding the accelerator isn’t necessary, as if the game is designed to play itself. This simplification might strip away the engagement and skill-based gameplay expected in racing arcade games.

On a brighter note, the trick system remains, likely functioning similarly to its implementation in other Raw Thrills racers. A more intriguing addition is the “takedowns” feature, allowing players to aggressively remove CPU opponents from their bikes. While not revolutionary, takedowns inject some novelty into what was becoming stagnant gameplay and add a potentially exciting, aggressive edge to the races.

The profile system, or rather the absence of one, is a significant letdown. Despite initial hopes for online saves enabling progress across different cabinets, it seems even a basic machine-dependent PIN system is missing. This lack of profile saving severely impacts replayability for players who value tracking stats and progression.

Furthermore, the upgrade system has been drastically altered, effectively gutted. Instead of earning free upgrades with each play and progressing through upgrade paths for each bike, players are now presented with the option to “swipe again” for an “Ultra” enhancement. This change transforms a content-rich feature into a blatant monetization tactic.

Compounding the issue, the absence of a profile system renders bike upgrades almost meaningless. Players must pay for upgrades each time they play, making it a superficial, pay-to-win element. The appeal of spending extra money for a temporary performance boost in a short arcade session is questionable, especially when it may only amount to a cosmetic change.

It’s highly doubtful these paid upgrades will significantly affect gameplay. Based on observations and experiences with Cruis’n Blast, the likely presence of rubberbanding will neutralize both player skill and any advantage from paid upgrades. It seems designed to be nearly impossible to finish last, even without actively trying, suggesting a homogenized and less rewarding racing experience.

In older Fast & Furious games, rubberbanding was acceptable because it contributed to the challenge. A single mistake could ruin a race, making each first-place finish and the subsequent free race feel earned and satisfying. However, when rubberbanding ensures everyone is a winner, seemingly at random, the incentive to improve and strive for victory diminishes considerably.

Speaking of free races for first-place finishes, this reward also seems to be a casualty in Super Bikes 3. The official Operator’s Manual reveals that free races are restricted to “H2H” (head-to-head) games and are disabled by default in standard gameplay modes. This further reduces the incentive for skilled play and long-term engagement.

The operator’s manual provides further insight into the game’s design philosophy. Features like “Name Entry and High Scores,” which are fundamental to the arcade experience, are enabled by default but can be disabled by operators, further stripping down the core gameplay. Even QR code score sharing, a key element of Raw Thrills’ online infrastructure, is disabled by default, seemingly discouraging competition and replayability.

Interestingly, even the already underwhelming upgrade system can be disabled by operators. Whether this would make the game even more barebones or less predatory is debatable, but it highlights the extent to which core features can be removed or altered.

Beyond these core issues, there’s little to redeem Super Bikes 3. It lacks single-player content like ghost races, time trials, or a campaign mode. The achievement system seen in Super Cars is absent. In essence, Super Bikes 3 offers minimal reasons for repeated play, relying instead on initial novelty and superficial thrills. Even the inclusion of eight licensed motorcycles from brands like Yamaha and Ducati seems insufficient to compensate for these fundamental shortcomings.

The most disheartening aspect of Super Bikes 3 is that it’s not just a mediocre game; it’s a weak sequel that damages both its own reputation and the legacy of the Super Bikes series. It mirrors Cruis’n Blast’s detrimental impact on the Cruis’n franchise, establishing a concerning trend of simplifying and diluting once-respected arcade brands. A bad game is a lasting mark, and once released, its negative impact is irreversible.

Regrettably, Super Bikes 3 appears destined to be precisely that: a bad game. Raw Thrills has seemingly created a title even more disappointing than Cruis’n Blast, one that caters so aggressively to the casual FEC (Family Entertainment Center) market that it lacks genuine value as a piece of interactive entertainment.

To add insult to injury, and perhaps the most telling sign of its design priorities, Super Bikes 3 incorporates a ticket redemption mode. This feature further emphasizes its shift towards casual play and prize redemption over deep, engaging gameplay, solidifying its position as a significant misstep in the Super Bikes franchise.

Comments

No comments yet. Why don’t you start the discussion?

Leave a Reply

Your email address will not be published. Required fields are marked *