Maplassie
AK47 Pew Pew
Given the upheaval surrounding Black Box, many gamers have been pondering the fate of the Electronic Arts' subsidiary's signature series. Today, EA announced that one of the partially shuttered Canadian operation's franchises, Need for Speed, will continue to be developed.
Indeed, not only will the street-racing series carry on, it will be expanded and split into three different franchises. The first, Need for Speed: Shift, is a hardcore racing simulation in the works for the PC, PSP, Xbox 360, and PlayStation 3. It is being developed by Slightly Mad Studios, in collaboration with executive producer Michael Mann at Black Box and EA Games Europe senior vice president--and Digital Illusions CE cofounder--Patrick Soderlund. Slightly Mad Studios was founded earlier this month by former GT Legends developer Ian Bell
With NFS being challenged for racing gamers' dollars by Microsoft's Forza Motorsport, Take-Two's Midnight Club, and EA's own Burnout series, why did the publisher decide to mix up its winning formula so drastically? Keith Munro, Electronic Arts' vice president of marketing, laid down some informational rubber with GameSpot in an exclusive interview.
GS: Shift development is being overseen by EA Games SVP Europe Patrick Soderlund and EA Black Box's Michael Mann--where is it being developed?
KM: Shift is being developed in the UK by a collaborative team including Slightly Mad Studios, senior vice president Patrick Soderlund from EA Games Europe, and exec producer Mike Mann from Black Box. Slightly Mad Studios includes developers that worked on highly acclaimed PC simulation racing titles GT Legends and GTR 2.
GS: You say the game is "built by racers for racers." Does that mean this game will be EA's Gran Turismo or Forza?
KM: There are a couple of levels to this. First, we have a number of people working on Shift that have real racing and motorsport backgrounds. We'll get into more details on this later, but as an example, Patrick Soderlund is a driver and part of the racing team that recently competed in the 4th edition of the Toyo Tires 24H Dubai 2009, the first major race event of the year. His team ranked 5th in this high-profile race. He is very passionate about and committed to bringing the on-the-track experience to players around the world.
Second, regarding other games in the sim racing genre. We see Shift joining the ranks of the world's top simulation racing games with authentic cars and tracks, but it definitely offers its own signature look and feel. Shift represents the true driver's experience. Traditional simulation driving games tend to focus on replicating a car's performance, Shift moves beyond that by combining a player's unique driving style with accurately modeled cars to really drive home what it feels like to be behind the wheel.
We're also bringing the built-by-racers authenticity via core technology. Need for Speed is renowned for capturing speed and a unique style of racing. Shift continues that through an all-new sophisticated visual interface. For example, there is a three-dimensional HUD that mimics driver head movement, inertia, and G-forces. The depth of field also adjusts based on the speed of the car; so when the car is traveling at high speeds, the perspective will shift to the distance, putting the car/cockpit out of focus.
Need for Speed Nitro
And we're bringing a brand-new perspective to the action with a cockpit view. This view highlights the authenticity and lavish detail on the vehicles and provides a more realistic and immersive vantage point of the action. This "first-person mode" also comes with a free-look camera on the right thumbstick so the player can really appreciate their surroundings and also get the lowdown on their on-track competition.
GS: Will it take any cues from the new Burnout series, in terms of crashes and damage?
KM: There will be crashes and damage, yes. A realistic simulation racing experience should include the consequences involved when things go bad on the road, so incorporating realistic damage is definitely a critical aspect of this game. There will be a slight impact on your car's performance, but the real consequence for collisions will not be the damage to the car but rather our all-new crash dynamic. This crash dynamic will disorientate the player similar to a real-life impact, but it will not hinder the experience, and it is represented in an exciting manner.
GS: Will the game be open-world or more event-based like Pro Street?
KM: Shift is about competition rather than exploration, featuring a mix of street and track locations. We have some of the world's most recognizable tracks designed to appeal to the most hardcore driving enthusiast. We're not disclosing the complete track list right now, but we have over 15 immersive real-world locations including a London street course and the world-famous Brands Hatch circuit.
GS: What kind of race events will the game feature?
KM: We're not revealing all the race modes and details at this time, but I can say that every maneuver a player performs on the track is a reflection of their driving skill and style--precise, stylish, or aggressive. The evolution of these skills will determine how a player navigates through the game.
GS: Any new car licenses we should know about?
KM: We are not discussing specific licenses, yet but the car list currently represents numerous decades and car styles. Players will be tasked to select cars that are suited to the race event and their overall driving style. We have definitely created a car list that will appeal to everyone. It spans the spectrum of performance vehicles from domestics, exotics, imports, muscle, and everything else in between.
GS: I noticed the game is coming to the PSP--has the platform been successful for the NFS series?
KM: We have had excellent results on the PSP with Need For Speed, and with the continued global growth of that platform, we have high expectations for Shift PSP.
Indeed, not only will the street-racing series carry on, it will be expanded and split into three different franchises. The first, Need for Speed: Shift, is a hardcore racing simulation in the works for the PC, PSP, Xbox 360, and PlayStation 3. It is being developed by Slightly Mad Studios, in collaboration with executive producer Michael Mann at Black Box and EA Games Europe senior vice president--and Digital Illusions CE cofounder--Patrick Soderlund. Slightly Mad Studios was founded earlier this month by former GT Legends developer Ian Bell
With NFS being challenged for racing gamers' dollars by Microsoft's Forza Motorsport, Take-Two's Midnight Club, and EA's own Burnout series, why did the publisher decide to mix up its winning formula so drastically? Keith Munro, Electronic Arts' vice president of marketing, laid down some informational rubber with GameSpot in an exclusive interview.
GS: Shift development is being overseen by EA Games SVP Europe Patrick Soderlund and EA Black Box's Michael Mann--where is it being developed?
KM: Shift is being developed in the UK by a collaborative team including Slightly Mad Studios, senior vice president Patrick Soderlund from EA Games Europe, and exec producer Mike Mann from Black Box. Slightly Mad Studios includes developers that worked on highly acclaimed PC simulation racing titles GT Legends and GTR 2.
GS: You say the game is "built by racers for racers." Does that mean this game will be EA's Gran Turismo or Forza?
KM: There are a couple of levels to this. First, we have a number of people working on Shift that have real racing and motorsport backgrounds. We'll get into more details on this later, but as an example, Patrick Soderlund is a driver and part of the racing team that recently competed in the 4th edition of the Toyo Tires 24H Dubai 2009, the first major race event of the year. His team ranked 5th in this high-profile race. He is very passionate about and committed to bringing the on-the-track experience to players around the world.
Second, regarding other games in the sim racing genre. We see Shift joining the ranks of the world's top simulation racing games with authentic cars and tracks, but it definitely offers its own signature look and feel. Shift represents the true driver's experience. Traditional simulation driving games tend to focus on replicating a car's performance, Shift moves beyond that by combining a player's unique driving style with accurately modeled cars to really drive home what it feels like to be behind the wheel.
We're also bringing the built-by-racers authenticity via core technology. Need for Speed is renowned for capturing speed and a unique style of racing. Shift continues that through an all-new sophisticated visual interface. For example, there is a three-dimensional HUD that mimics driver head movement, inertia, and G-forces. The depth of field also adjusts based on the speed of the car; so when the car is traveling at high speeds, the perspective will shift to the distance, putting the car/cockpit out of focus.
Need for Speed Nitro
And we're bringing a brand-new perspective to the action with a cockpit view. This view highlights the authenticity and lavish detail on the vehicles and provides a more realistic and immersive vantage point of the action. This "first-person mode" also comes with a free-look camera on the right thumbstick so the player can really appreciate their surroundings and also get the lowdown on their on-track competition.
GS: Will it take any cues from the new Burnout series, in terms of crashes and damage?
KM: There will be crashes and damage, yes. A realistic simulation racing experience should include the consequences involved when things go bad on the road, so incorporating realistic damage is definitely a critical aspect of this game. There will be a slight impact on your car's performance, but the real consequence for collisions will not be the damage to the car but rather our all-new crash dynamic. This crash dynamic will disorientate the player similar to a real-life impact, but it will not hinder the experience, and it is represented in an exciting manner.
GS: Will the game be open-world or more event-based like Pro Street?
KM: Shift is about competition rather than exploration, featuring a mix of street and track locations. We have some of the world's most recognizable tracks designed to appeal to the most hardcore driving enthusiast. We're not disclosing the complete track list right now, but we have over 15 immersive real-world locations including a London street course and the world-famous Brands Hatch circuit.
GS: What kind of race events will the game feature?
KM: We're not revealing all the race modes and details at this time, but I can say that every maneuver a player performs on the track is a reflection of their driving skill and style--precise, stylish, or aggressive. The evolution of these skills will determine how a player navigates through the game.
GS: Any new car licenses we should know about?
KM: We are not discussing specific licenses, yet but the car list currently represents numerous decades and car styles. Players will be tasked to select cars that are suited to the race event and their overall driving style. We have definitely created a car list that will appeal to everyone. It spans the spectrum of performance vehicles from domestics, exotics, imports, muscle, and everything else in between.
GS: I noticed the game is coming to the PSP--has the platform been successful for the NFS series?
KM: We have had excellent results on the PSP with Need For Speed, and with the continued global growth of that platform, we have high expectations for Shift PSP.