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COMPANY CONTACT:
MEDIA CONTACT:
Carrie Tice
11-331-48-1852-38 Keith Sloan
ctice@ubisoft.fr
http://www.ubisoft.com
Ksloan@ubisoft.co.uk
'SPEED BUSTERS': DEVELOPERS
Q&A (Stéphanie Poulin - Project
Manager)
Background on Ubi Soft
Entertainment's New Action Racing
Game
Q: Who created Speed Busters?
How many people were on the team?
A: The original concept for the Speed
Busters car racing game was defined
by Pierre Szalowski, a former project
manager in Ubi Soft's Montreal-based
Canadian subsidiary who became the
game's producer. Marc Benoit and the
game's design team elaborated on the
concept, and Louis Turcot defined all
the artistic orientation. The project
manager, Stephanie Poulin heads a
team now consisting of nearly 50
people from Ubi Soft's Montreal office,
including seven game designers, 18
graphic designers and 19
programmers.
Q: Is this Ubi Soft's first game to be
created in North America?
A: Yes, Speed Busters will be the first
game to have been completely created
in Montreal since the opening of Ubi
Soft's North American subsidiary there
in June 1997.
Q: What platforms will the game be
available on?
A: The game will be available on PC
CD-ROM in October 1998, with
Nintendo and PlayStation versions
planned for subsequent release.
SEGA Dreamcast is also being
considered.
Q: How long has the game been in
development?
A: Since July 1997.
Q: We hear there is a real story-line,
which is unusual in racing games.
What is it?
A: The gist of it is that a policeman
wins $1 million, then wants to give his
money to the hottest of the hotshot
"speed busters" he meets. That's why
all the rules of the game revolve around
police radar and money.
Q: What is the goal of the game?
A: To blow up the police radar at the
highest speed. The faster you drive
toward the radar, the richer you will be.
Two factors will affect the money you
receive: your speed and your final
position. To walk away with the biggest
jackpot, you must finish first. The
farther from first place you are, the less
money you will be able to keep. You
can use the money to buy upgrades for
your car. Items for upgrade range from
road assistant kits, radar detectors,
road maps, car insurance and more.
Plus, you can enhance your auto with
spoilers, blowers, side exhaust, turbo
engine, nitro tank, car color, detailing,
and much more!
Q: What were the game designers
trying to achieve?
A: Says lead game designer Marc
Benoît, "We started by observing what
had been achieved in racing games in
the past, then selected elements that
brought gamers the most fun. We also
tried to take a different approach by
figuring out what would be cool to do
with our cars other than just race
against someone. We decided we
wanted to deliver a true feeling of
speeding, a feeling of ownership, the
need for driving strategy, and surprises
like jumping on a train that is running
and using it as a shortcut, avoiding an
avalanche crashing in front of you, or
being chased by water in an irrigation
tunnel.
"We also wanted to make the tracks a
lot more open so that you don't feel like
you're in narrow path anymore. The
tracks are larger than usual and they
also include different branches with
lots of secret shortcuts. We also tried to
bring back some of the management
aspects of the old 16-bit racing games.
That's why the game emphasizes
earning money and buying new
upgrades for your cars."
Q: What technological innovations will
Ubi Soft bring to Speed Busters?
A: Speed Busters is built on the
engine of Ubi Soft's F1 Racing
Simulation, but there have been many
enhancements in the engine since that
game. One of the biggest innovations
is in the area of interactive animations.
Animation is rare in racing games, and
if there are any, they are only ambience
animations that are there just to liven
up the scenery. In Speed Busters, Ubi
Soft has pushed the technology to be
able to include animations that interact
with the player. Players will be able to
drive on a train, get lifted up on a sewer,
and even struggle with King Kong,
Jaws and the dinosaurs of Jurassic
Park.
Q: What other technical advances are
here in the Speed Busters game ngine?
A: The Artificial Intelligence (AI) of
opponents has been improved to react
to player behavior, creating a more
challenging game where the player is
always in the action. Force Feedback
has been enhanced over F1Racing
Simulation and POD to provide the best
feel on the market. In addition, Internet
play has been improved in response to
input received from POD fans. (Speed
Busters is playable solo or with up to
eight players in the multiplayer mode
via Local Area Network, link, modem
and Internet.)
Q: What's new in the 3D engine?
A: First, players will be able to
customize their cars by adding new
"skins" (fancy paint-jobs). This isn't just
a change in color; this is a complete
custom paint job. (See below.) We've
also added new color light effects and
dynamic ambient light that give the
game a realistic atmosphere. In
addition, the use of blending surfaces
has improved the graphic quality by
adding transparency effects on
surfaces like water, and particles
systems are used to enhance effect
such as smoke, sparks, snow and rain.
Finally, the 3D engine is now a DLL that
has been separated from the game
engine, simplifying game installation
and upgrades. Instead of copying all
the executables, it delivers everything in
one file.
Q: How does this new technology
affect the handling of the car?
A: The handling of the car is based on
Ubi Soft's continued development of the
F1 engine, delivering a realistic arcade
style that raises the gameplay to a new
level. If you look at other arcade racing
games, you will see that the cars have
a stiff feel and are very easy to control.
In Speed Busters, the vehicles are
more sensitive and therefore harder to
control. They behave almost like real
cars.
Q: How does this new technology
affect the tracks, cars and
environments?
A: In addition to the ability to modify,
add and exchange "skins" for the car
body, the new technology delivers
tracks that are chock-full of details,
textures and different environments.
For example, in the Hollywood track you
race on the beach, in the Hollywood
studios, on Hollywood Boulevard and in
Beverly Hills. The cars' behavior will
also be affected by the different drivable
surfaces. On the sand of the beach, for
example, a car will slide more, and
cause a decrease in speed than on the
grass or asphalt.
Q: How does Speed Busters differ
from Ubi Soft's F1 Racing Simulation
and POD racing titles?
A: Speed Busters is a very different
kind of racing game. It's not a
simulation game like F1 Racing
Simulation, and it's not futurist and pure
arcade like POD. It's a mix of the two.
Players will be able to play in
unexpected places, driving cars with
realistic behavior as in F1 Racing
Simulation, without removing all the
arcade pleasure and the shortcuts of
POD. The cars' behavior is a cross
between the handling in both earlier
games as well. The cars are more
sensitive than in POD, less sensitive
than in F1Racing Simulation. And
while they are not to hard to drive, it
requires a certain level of skill to be
able to succeed.
Q: How does Speed Busters create
more action than other racing games?
A: Start with the thrill of busting
radars, super-sophisticated AI
opponents and a heart-pounding
sound track. Then add the presence of
a nitro tank, a hand brake, cars that
sustain visual damage, and surprise
animations like a King Kong who
comes out of a Hollywood studio, and
you've got more action in five minutes
than most games have in 50.
Nitro is used to give a car a great burst
of speed, but it also makes the car
harder to control. The good news is that
this doubles or triples the feeling of
speed; the bad news is that using it at
the wrong time could mean an accident
and a bad ranking in the race. And
because nitro is available in limited
quantity, the player has to manage its
use to ensure that he has enough left
at the end of the race to leave his
opponents eating dust.
The animations add even more
tension. Most are collisionable and
can appear anywhere at any time,
adding the element of anticipation and
surprise. In multiplayer games, these
animations can be used as a strategic
advantage to distract the other players
and/or damage their cars.
Q: How many tracks does Speed
Busters have, and what's different
about them?
A: There are six main tracks and one
hidden. Five tracks are in the U.S.,
ranging from Hollywood to the Nevada
desert, the snow-covered mountains of
Aspen and the Louisiana bayou. The
others are in Canada's farm country
and Mexico's Inca temples.
The tracks were inspired by the real
thing, so you will be able to recognize
buildings and landmarks along the
way. Another unusual feature appears
in the arcade mode, which not only
gives you day, sunset, night and
rain-relatively common in racing games
today-bit goes a step further by actually
allowing you to select the settings you
prefer.
Q: How many cars does the game
have, and what are they like?
A: There are six main cars and one
hidden vehicle, all inspired by the cars
of the 50s and 90s. The cars from the
earlier era will be competitive with the
90s models because their engines
have been modified. Players will be
able to select the model and paint job
they prefer. Also, the cars will be
damageable. When you hit another car
or a wall, you'll see the results on your
vehicle. The more damage you have,
the more it will affect your top speed, so
it will be very difficult to finish the race.
Q: Are there any hidden tracks or
cars?
A: Yes, one of each. And the hidden
track is a doozy. We wanted to do
something different because it's the
reward for the best driver, so instead of
simply making three laps in a bid to
finish first, the player will be faced with
special challenges that will make it
harder to win.
Q: How will you be able to change the
look of your car?
A: When you choose a car model, you
will have the choice of six different paint
jobs. Then you'll be able to create your
own "skin" from scratch to produce a
complete custom paint job, just like the
pros. (Hello, Picasso!) You'll need a
special program that will be
downloadable from the Ubi Soft Web
site, plus a drawing program like
PhotoShop. The result: a one-of-a-kind
design that expresses you to a "T."
Q: What is different about the game's
introduction?
A: It was shot in super 35 mm, the
same equipment used for the movie
Titanic, and it was shot on location in
Drumheller, Alberta, in the same place
Jurassic Park was made. This is a
completely original idea which differs
from the competitor games. It reflects
the spirit of Speed Busters, which aims
to reinvent the whole racing genre.
Q: What advances does Speed
Busters offer in the arena of game
music?
A: A lot. Gamers are accustomed to
having either Hard Rock or Techno
music looped from the start to the end
of race. Speed Busters offers musical
themes specifically designed for a
particular track sector or even a
particular racing event . For each track,
there may be three or more different
musical atmospheres written to match
the different graphical environment that
appear on the track. This is
comparable to scoring a movie, and it's
a first in racing games.
Q: How were the graphical
environments created?
A: We wanted the tracks to have real
scenery with recognizable landmarks
and accurate local characteristics, so
we hired a picture researcher, Sonia
Menard, to research the various
geographical areas we had chosen
and compile a picture database. Then
we selected the major elements we
wanted to have in our circuits and
included them in the storyboard of each
track. From there, everything went to
our graphic studio, where our graphic
artists worked in teams of two. Each
team created the track together. Then
one team member handled the
modelization of all the 3D objects in the
scenery; the other was responsible for
creating the textures and mapping the
3D elements to give life to the track.
Q: How were the cars were created?
A: Since we didn't want to have
licenses for our cars, we had the
freedom to do what we wanted. We
started by analyzing well-known cars
from the 50s and the 90s. The graphic
designer then selected his favorite
parts of each car and pieced them
together. To design the upgrades that
will be available for "purchase" by the
players who earn the most "money," we
looked at the skins and other
components of modified racing cars
and incorporated the elements we
liked.
Q: How were the animations created?
A: Typically, any animations in racing
games are small ones that don't affect
the gameplay. We wanted to change
that. Some ideas we had were not
technically feasible at first, but our
programmers developed an editor that
permitted us to do three kinds of
animations: collisionable, ambience
and sector. The sector animations
were the greatest triumph because they
allow the player to drive on an
animation in motion, something that
has not been possible before. That's
what allows a gamer to drive a Speed
Busters car on a moving train.
The ambience animations are smaller
animations that bring life to the circuit.
In this category, there are birds, a cable car,
a snow bike, Indians dancing
around a fire, an airplane and many
others. The collisionable animations
are bigger and more impressive. These
are the surprise animations like
King Kong, Jaws, a UFO and others
that spring upon the driver with no
warning. The challenge is to avoid
them, because if you don't, you will lose
time and damage your car.
Q: With French-speaking designers,
is the game geared to Americans or
Europeans?
A: The spirit of the game is very
American. The action takes place in
American cities with inspired models of
American cars. But that doesn't mean
players from all over the world won't like it.
If you like speed, you'll love Speed Busters.
Q: Is Speed Busters a multi-player
game?
A: Yes, it will be possible to play on
link, modem, Internet and network, with
the ability to play up to eight players
simultaneously over a LAN or the
Internet.
Q: Will a game service be offered?
A: Yes, and this is a very significant
point. Not many racing games on the
market today are playable on a game
service.
Q: What is unique about this new Ubi
Soft Game Service?
A: It's universal, which means it is
usable for a variety of different games
rather than being developed for one
game in particular. In addition to
Speed Busters, the free game service
will be released with a poker game and
a board game called Blobwars, with a
Tarot card game next on the list.
Eventually, it will encompass
shareware games that will be
downloadable from Ubi Soft web sites
or from the Ubi Shop. Ubi Soft also
plans to partner with other companies
to make their games available through
the Game Service.
The Game Service client (or software)
itself will also be downloadable from
these sites, so that even gamers who
have no multiplayer games will be able
to participate. The service will include a
pager that allows you to send a
message to another player who is
connected at the same time you are,
and it will also enable you to page a
group of friends simultaneously. In
addition, players will be able to choose
from Ubi Soft's servers around the
world to select the server with best
response time. This will ensure the
most exciting game.
Q: What is different from the POD
game service?
A: In POD, the game service was
integrated into the multiplayer menu. It
is now completely outside the game,
making it possible to connect to the
game service even if you don't have a
game from Ubi Soft. Additionally, the
entire interface is much more
user-friendly and easier to navigate.
Q: Will new tracks and cars available?
A: New cars will be downloadable
directly from the Internet. These will be
special upgrades to the 50s- and
90s-inspired cars already in the game.
New tracks will not be available,
however, because each track takes
about four months to make and
involves a commitment of staff
resources that we would rather channel
into designing new games.
Q: In what other ways will Speed
Busters utilize the Internet?
A: Like other games from Ubi Soft,
Speed Busters will be directly
connected to a special Web site via a
Ubi Online button on the first page of
menus. This is where players will be
able to download or upload new skins
for their cars, download new cars, and
access any news on the game itself.
This site is completely separate from
the Ubi Soft Game Service.
Q: What are the system requirements
for Speed Busters?
A: Minimum requirements include a
Pentium 166MHz with 16MB of RAM
and optimized for a 3DFX card. It will
be compatible with all 3D cards on the
market.
Q: Which 3D accelerator will the
game be optimized for?
A: It will be compatible with all 3D
cards but optimized for Voodoo2 and
AGP.
Q: What is the game release date?
A: October 1998.
Q: Will there be a multiplayer demo
available prior to the release?
A: Yes, there will be a larger
multiplayer demo distributed via
magazines and other promotions, as
well as an online demo available for
download at www.ubisoft.com at the
end of August.
Q: What is the target audience?
A: Primarily males, ages 10 to 30.