Interview
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 on this project had been going on. 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 Slightly Mad's racing-game background, which includes more than 25 people from the GTR franchise team, and Patrick's experience as a semi-professional racer, 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 implementing it.
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 mean 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 is what it's all about. For example, what sounds do you hear 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 due to brake lockup or a failed overtaking attempt? The "racing atmosphere" is precisely about realistically recreating details like these."
By the way, about atmosphere. As far as I know, the Need for Speed series has always been a classic of arcade racing, and the shift toward the simulator genre surprised me somewhat. 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. We now strive to tailor 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 an engaging yet 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 personalities and actions of computer-controlled racers change from race to race; they have personal rivals, they make meaningful decisions. We want the emotional intensity of the race to be felt already on the starting grid, and the battle to improve positions to resemble a gladiator fight. The career system we created also contributes to immersion - the player will no longer have to master every car in succession 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, particularly 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, look 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 video recording system to the game."
Since we touched on the topic of graphics, I asked whether the rumors 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 that 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 by expressing their 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 topic 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 this topic: "In SHIFT you will find not only famous Formula 1 circuits that actually exist in various countries around the world, but also fictional tracks, such as the London one, for example, which 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 whether he could share any details about the car brands available in the game, but his answer was quite brief: "Licensed cars are another key feature of the Need for Speed franchise. Since SHIFT is all about professional auto racing, that means you'll find a rich selection of racing cars in it. There won't be any details for now, but I can say that, overall, the car brands and paint schemes will be as close to reality as possible, though players are in for a few surprises too."
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 enjoys most. "Mastering different cars; a kind of taming of each one of them in the struggle to improve your position on the track. Even if I finish ninth out of ten, the process of the struggle itself will be thrilling 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.
Source: WWW.NEEDFORSPEED.COM