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lupianwolf

Member
Oct 27, 2017
1,319

For PC, PS4, XB1 and Switch

Trailblazers is a fresh new co-operative racing title with an innovative on-track game mechanic: paint the track, boost on your colour and work as a team to win!

Take control of high-speed racers in unique 3v3 team races across a series of colourful circuits. Paint the track as you race, capturing key areas to dynamically change the racing line, then boost on your team's colour to dominate the race!
  • True co-operative team racing with a brand new, never-before-seen core mechanic
  • Exciting high-speed circuit racing with second-to-second strategy that is new to the genre
  • Play online, either solo or together with split screen buddies

http://www.trailblazersgame.com/
 

CloseTalker

Member
Oct 25, 2017
30,570
Interesting concept, I'd need to actually see a match to see how it works. In my mind it seems like you'd want to always be in last place, to be able to paint your color.
 

FrostyLemon

Banned
Oct 28, 2017
1,635
Why is it every time I see someone make a comparison to F-Zero the actual car physics are always closer to Wipeout. I know thats grumpy of me, but I'm so thirsty man. it's been 15 years.
 

Elixist

Member
Oct 31, 2017
1,170
painting the track looks like a fun gameplay mechanic. graphics look quite nice, the tracks modeling and colors especially. the handling of the cars seems basic and plain tho. a fun sense of weight and inertia is really important to me in a racing game. would have to play to find out for sure of course.
 

NotLiquid

One Winged Slayer
Member
Oct 25, 2017
34,754
Looks interesting. A little bit clunky in the footage though.

I always feel like these future racers that claim to be inspired by F-Zero are far more comparable to Wipeout.
 

Beartruck

Banned
Oct 25, 2017
4,939
Considering that there is ultimately an optimal way to move through a track, I see a situation where:

A. Everyone takes roughly the same path and the floor painting mechanic is made useless
B. People swerve around everywhere to avoid A and the racing ends up feeling kind of sloppy.
 

Doorman

Member
Oct 25, 2017
4,833
Michigan
Really interesting concept, though yeah the sense of speed looks oddly inconsistent when it comes to crashes and such. The sense of momentum doesn't seem there. This could be pretty cool if it gets a little polish.

The talk of "the track lines change with every lap/race" is cool, it reminds me in a more abstract way of some of the terrain-morphing stuff from ExciteTruck/Bots that I wish got expanded on and never did. Things that can make you adjust your usual lines to keep a track from feeling redundant is a welcome mechanic.
 

Dark Ninja

Member
Oct 27, 2017
8,070
I thought this was actually some sort of Nintendo title involving Splatoon and F-Zero what a disappointment. That's not F-Zero either that's Wipeout crap.
 

Xerzix

Member
Dec 1, 2017
308
I hope it delivers a good experience, if so this is gonna be a massive hit, I ain't even kidding.
 

IronicSonic

Attempted to circumvent ban with alt account
Banned
Oct 25, 2017
3,639
Considering that there is ultimately an optimal way to move through a track, I see a situation where:

A. Everyone takes roughly the same path and the floor painting mechanic is made useless
B. People swerve around everywhere to avoid A and the racing ends up feeling kind of sloppy.

It looks like a balance mechanism If the color boost can match or even surpass a perfect racing line
 

Lightning

Member
Oct 25, 2017
1,156
Pennsylvania
This is neat, but I have no idea how this could be balanced heh. Seems like last place would always have an advantage of covering the track, unless that's only a race mechanic and not the actual scoring system
 

Octopop

Member
Oct 27, 2017
85
Interesting concept, I'd need to actually see a match to see how it works. In my mind it seems like you'd want to always be in last place, to be able to paint your color.
You wouldn't be able to make use of the boost from your own paint line until the following lap during which the opponents in front would be able to overwrite your line
 

Chacranajxy

Member
Oct 29, 2017
905
Honestly, the fact that you compared it to F-Zero, and it's nothing like F-Zero biases me against the game. It looks okay-ish.
 

Ashflow

Member
Feb 13, 2018
484
US
Yoooo, if this turns out to be mechanically solid, I am super in!

I know Nintendo's stated they don't wanna do F-Zero for now because they don't know how they'd improve on GX, but this seems like a step in the right direction. They should pull inspiration from their own games, haha.
 
Jan 11, 2018
9,848
Interesting character design:

Y78lPAt.jpg
 

Jahranimo

Community Resettler
Member
Oct 25, 2017
9,007
Looks more like Splatoon x Wipeout instead of F-Zero. I'm intrigued, needs more BREAKNECK SPEED but I imagine it's still a ways off.
 

jett

Community Resettler
Member
Oct 25, 2017
44,653
It looks interesting.

Why is it every time I see someone make a comparison to F-Zero the actual car physics are always closer to Wipeout. I know thats grumpy of me, but I'm so thirsty man. it's been 15 years.
Because maybe they never played Wipeout and have no other frame of reference, I guess.
 

Vadara

Banned
Oct 25, 2017
3,565
Indie devs inability to just make a straightforward-ass racing game without any "WHA-HACKY INDIE GIMMICKS<3" is amazing. Like, jesus guys, just because indie games are stereotypically gimmicky as hell doesn't mean you have to shove some unneccessary gimmick in your game

Also echoing the sentiment that this is pure Wipeout and looks sloooooooooooooooooooooooooow as shit, like sheesh even WO is faster than this by a large margin
 

Ben Ward

Developer at Supergonk
Verified
Feb 22, 2018
25
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)
 

brainchild

Independent Developer
Verified
Nov 25, 2017
9,478
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)

The game looks fantastic so far. Can't wait to see more!