Europe has a rich heritage of motorsport, and it’s still a massively important part of our game. We wanted to make a game about a whole world of motorsport and the three regions we’re focussing on – Europe, the US and Japan – each offers us a completely different racing culture to draw upon.The Race Driver series is known for varied racing style - what kind of race types are you planning for this game? However, for those who like their car handling more challenging there are a number of handling assists which can be turned off – like Traction Control, Anti-lock braking and steering assists – in order to make the experience much more realistic. So I guess the answer to your question is that our handling is towards the PGR end of the spectrum. ![]() We’ve gone for as accessible a handling model as we felt comfortable with on default settings – we want everybody to be able to pick up the controller and enjoy the way the car feels.How realistic are you going to make the driving model? Will it be more simulation like Forza or more arcadey like PGR? Note: The interview consist of questions submitted by different websites. Interview made by: Graeme Boyd, Xbox EMEA Community ManagerĪnswered By: Ralph Fulton, Chief Game Designer The cars in these races control exceptionally badly, and the race lasts 24 excruciating minutes! Thankfully, they happen only once every racing season, so you can skip them altogether.Codemasters nous lâche ce trailer 100% synthèse de Race Driver: GRID, à sortir cet été sur PC, PS3 et 360. The only annoying race mode I encountered was the “24 heures Du Mans” or the 24 hour long Le Mans race. There are a many types of events that the game has to offer that extend from Muscle car races, to Destruction Derbies and of course, there’s Drifting, which is done even better than most of the Need for Speed games that sort of pioneered it way back in the day. Apart from this, the environments look gorgeous to the point that you’d pause your game just to ogle at the realistic looking crowd or just watch the sun rise during those 24 hour long races. Even the motion blur has been refined to capture the sense of speed in a much better way than DiRT did. While it looks a lot like DiRT in many aspects, a ton of improvements have been made where particle effects and reflections are concerned. GRID uses a modified version of the Neon engine (that powered DiRT) called Ego. Speaking of cosmetics, the game looks better than any racer that’s blessed the PC before. In this mode, you can rewind time up to 10 seconds, and use one of your Flashback points to continue from then onwards – simple, seamless and efficient! To ensure that the feature isn’t abused too much, you only get a limited amount of Flashback points per race, depending on the game difficulty you’ve selected. To do this, all you have to do is pause the game and go to the Instant Replay Mode. What I mean to say is that it's so much more more than a mere gimmick - in a game like GRID where ramming your car into the railing can actually break a wheel, Codemaster has managed to cut us ‘not-so-talented-racers’ some slack by allowing us to move back in time every time we screw up. I was wrong again – the flashback feature does an amazing job by helping you correct your erros and cope with the fiendishly high speeds, while acting like a buffer between the blurring speed and detailed damage mechanics of the game. When I first heard of it, this mechanic sounded like a complete gimmick and a desperate attempt on setting the game apart from the half-assed crowd. This game mechanic allows you to rewind time (much like Prince of Persia – Sands of Time) in case you make a horrid turn and total your car. The factor that set GRID apart from other racers right from its conceptualization was the ‘flashback’ feature.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |