Thanks for the feedback you guys. Feels great to finally talk about our game!
Don't know where the F-Zero comparison came from - it wasn't from us, although I'm flattered by it!
Regarding speed, most futuristic racers rely on speed as a core part of their gameplay to make it exciting. Trailblazers isn't really like that. We are about second-to-second strategy, first and foremost. Our core gameplay and track design tenant is about giving players real strategic decisions to make every few seconds. The game throws decisions at you every 5 seconds or so, for example: do I drive on my paint and boost now, or instead paint a fresh part of the circuit and get more boost for later? Do I take the left or right split-route, based on my knowledge of which one was captured on my last lap? Maybe I veer off course to paint off-line for a teammate who is coming up fast behind me. Do I paint over the enemies colour now because I know there's a bad dude following me closely, looking to overtake... But if I paint, that cancels my boost... giving the other guy the potential to drive smart, avoid my paint and boost around me. Do I blast the guy in front of me with a forward-firing paint attack, or save my paint supply to cover the big straight at the end of the circuit? Anyway, you get the idea...
We're injecting a level of strategy into the core gameplay that's pretty different to other arcade racers. Speed is obviously a factor in this, but it's not the only thing that makes our game fun. Hope that goes some way to explaining our thinking!
Ben (Supergonk)