NFS producer Jesse Abney answers questions about the proe

When the veils of secrecy were lifted and the upcoming Need for Speed SHIFT project was revealed in all its glory, I turned to Jesse Abney, game producer and former star of the Need for Speed series. Before our conversation, I reviewed all the questions sent to me by players and selected the most popular ones.

First of all, I asked Jesse how long work had already been underway on this project. Before answering this question, my interlocutor decided to talk a little about the core development team at Slightly Mad Studios: "These guys (SMS) are simply obsessed with cars. Thanks to this trait, they are very easy to work with. They took it upon themselves to develop a next-generation "engine", are working with Patrick (Patric Soderland, co-founder of DICE) on unique design elements, and generally pour all their passion into this project."

"Thanks to the racing-game background of Slightly Mad, which includes more than 25 people from the GTR franchise team, and the experience of semi-professional racer Patrick, the authenticity of the racing atmosphere will allow this game to be classified as a simulator. Combined with the undeniable talent of the designers at Black Box, this will take the Need for Speed series to an entirely new level." When I asked Jesse about DICE, he immediately reminded me of their role in creating games such as Rallisport Challenge 1 and 2.

SMS has been working on this game for more than two years. A fundamentally new core has already been created, using all the technological advantages of modern platforms PS3, 360 and especially PC. For most of the past year, the studio has been designing the game, researching the racing genre and defining its main properties and requirements in order to shape engaging gameplay and ensure the technical feasibility of its implementation.

When we first announced the release of this game, I began receiving letters from interested users who shared their thoughts with me. One of the most popular was the idea that the new game was similar to Codemaster’s GRID. I asked Jesse what the developers thought about this. "Of course, we classify SHIFT as a subgenre of racing simulators, but that does not at all mean that it will be a 100% simulator of extreme difficulty. Authenticity is achieved primarily through what we call the "racing atmosphere"; simulating the sensations of a real racer - that is what it is all about. For example, what sounds can be heard behind the wheel of a race car on the starting grid? How do you simulate g-forces? What is it like to miss a turn and slam into the barrier at 150 or to see your computer opponent crash because of brake lockup or a failed overtaking attempt? The "racing atmosphere" is precisely the realistic recreation of details like these."

Speaking of atmosphere. As far as I know, the Need for Speed series has always been a classic of arcade racing, and I was somewhat surprised by the turn toward the simulator genre. Would you comment? "We know that the many fans of our series are interested not only in arcade racing, but also in simulation and online play. Now we strive to tailor the gameplay to the interests of each group of users. Instead of releasing another arcade game that holds no interest for experienced computer racers, we decided to create SHIFT for those who want a thrilling but at the same time challenging and realistic game. For arcade fans we will release Nitro (primarily on Wii), and fans of playing over the Internet on PC will enjoy NFS World Online."

After doing a few laps in SHIFT, we talked about how to make the game as realistic as possible without sacrificing fun: "A realistic racing atmosphere is not only sound and visual effects, but also interaction with opponents. The characters and actions of computer-controlled racers change from race to race; they have personal enemies, they make meaningful decisions. We want the emotional intensity of the race to be felt already on the starting grid, and the fight to improve positions to resemble a gladiator battle. The career system we created also contributes to immersion - the player will no longer have to master every car in a row and receive rewards for 8th-9th places. In this, our game differs from typical "hardcore" simulators."

Perhaps the most popular feature of the game will be the return of the cockpit view. Jesse showed me the interiors of several cars, especially noting the incredible thoroughness of their modeling and explaining how the view system works: "The interior of each car was modeled to the highest standards. By enabling the cockpit view, you will be able to tilt your head, looking out the window, peer into the mirrors, or see the racer's hands shifting gears. In addition, we are glad to have the opportunity to bring back the replay and race recording system to the game."

Since we touched on the topic of graphics, I asked whether the rumor should be believed that the first SHIFT screenshot was actually fabricated. Jesse assured me that it really is a screenshot, as are all the screenshots you see here: "All images are taken directly from the game without any changes."

If the emphasis in this game is on realism, how will this affect the possibilities for exterior and interior tuning? "Car tuning is a key feature of the entire Need for Speed franchise. In SHIFT, like all other aspects, it serves the racing atmosphere. Exterior and interior visual tuning will allow the player to immerse themselves more deeply in this atmosphere through expressing individuality. The car's characteristics can be changed both through bodywork and by installing parts kits and replacing individual components."

Many of the letters I received touch on the subject of tracks. In particular, players ask how many tracks and which ones will be available in the game. Fortunately, Jesse had something to say on the subject: "In SHIFT you will find not only the famous Formula 1 circuits that actually exist in various countries around the world, but also fictional tracks, such as the London one you see in the screenshot. This approach provides more creative freedom and gives players a huge variety of tracks for a wide range of game modes."

I asked Jesse if he could share any details about the car brands available in the game, but his answer was rather brief: "Licensed cars are another key feature of the Need for Speed franchise. Since SHIFT is dedicated to professional auto racing, that means you will find a rich selection of racing cars in it. There are no details for now, but I can say that overall the car brands and paint schemes will be as close to reality as possible, but players can also expect a few surprises."

Our conversation time was coming to an end; Jesse began getting ready for his next meeting. Before he left, I managed to ask him one more question: which aspect of the game he himself likes most. "Mastering different cars; a kind of taming of each of them in the struggle to improve your position on the track. Even if I come in ninth out of ten, the process of the struggle itself will be exciting and engaging. That alone is enough to turn away from arcade racers and feel the full appeal of realism." That's all, thank you for the time you spent on our conversation.

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