The series reached its technical peak with Road Rash 64 on the Nintendo 64. Unfortunately that's also where the series ended. Developer Bottlerocket was working on a prototype for a modern Road Rash when the studio closed a few months ago.
Positioning your character is important relative to the locations of your enemies, but not relative to the physical environment itself. You can use the same strategy on an enemy type over and over because the playspace never changes.
All of Road Rash's incredible moments are the result of a physics engine combined with unpredictable AI, and an even less predictable player. This gives the game a sense of life and infinite possibilities that make you feel like you're experiencing something new rather than.
Road Rash lets you race motorbikes through rush hour traffic, while fighting with other riders. Road Rash was released before analogue game controllers were common and so only supports digital controls in-game.
And, as I've said, Road Rash is more of an action game than a racing game. But why do we need a NEW Road Rash? I'm generally not a fan of remaking a game for the sake of remaking it.
Firstly, before describing the gameplay, I will say this: Road Rash will give you one hell of a race! It is brutal, fast and terribly fun! The three game modes allow you to earn cash, throw down your opponents off their bikes, in your way.
The Road Rash series is about motorcycle racing. It's also about fighting other racers and police with clubs, chains, brass knuckles, tire irons, and when the occasion calls for it, well placed kicks. It's a series that started on the Sega Genesis, and only improved.
You're always fighting on a flat surface. But in Road Rash, the environment is integral to the combat. A typical tactic in Road Rash is to force your opponent to one side of the road and then kick his bike as you approach a telephone.