Need for Speed The Run - Interview on Game Physics and Sound Recording

Greetings everyone. Today we've got 2 interviews with the developers of Need for Speed The Run at once! The first of them is about the game's physics.

Todd Morin explains:

We're making the physics similar to both Shift and Hot Pursuit 2010, it should end up being something in between, that is, drifting in moderation. We want the game to be fun, but at the same time for you to feel the full power of the car. There will be tuning in the form of settings, of which there will be more than a hundred! The game will also have a driving assistant, but it won't include ABS and traction control, in our opinion, these systems make even a real car's handling very boring. Thanks to the extensive settings you'll be able to precisely choose your driving mode, whether it's arcade or leans more toward realistic handling - it's up to you! Among the new features in the handling simulation will be new physics for jumps and landings, which will depend entirely on the suspension setup. With the wrong setup you can easily flip over after a jump, and a flip can also happen from taking a sharp turn too fast. There's also new collision physics: if you're pushed off the track, you can spin out in the sand with a huge cloud of dust, and you'll feel different levels of grip on different surfaces, be it ice or mud.




The next interview is about the game's sound effects, which the sound producers of The Run told us about Charles Deenen (Charles Deenen) and Rich Adrian (Rich Adrian):

We recorded every sound from real actions taking place, for example: a Porsche Cayenne smashed into the main character's Ford. The sound was recorded at the EuroNCAPtest facility. We recorded the sound of every car in the game in all the surroundings of the USA with 8-20 microphones. We recommend you use high-quality audio equipment to experience all the dynamics and power of the sound.




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