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Crash 'n' Burn Q&A withVassos Shiarlis Conducted by Omni
What
name appears on your driver’s license? Vassos
Shiarlis. What
is your role on Crash ‘n’ Burn? Lead
Artist. And
how long have you worked in the games industry? 5
Years. Crash
‘n’ Burn reminds a lot of gamers of the Burnout series.
What separates Crash ’n’ Burn from the Burnout series? I
can understand why people would make those comparisons but once you get
your hands on Crash ‘n’ Burn you soon realize that the two titles
are very different in their approach namely in the fact that you will
never race the same race twice. As the race progresses any component or
wreck will remain on the track, fuel will ignite creating firewalls, oil
will spill from ruptured engines and it soon becomes more like a war
zone then a race track none of which are scripted allowing the tracks to
evolve of the course of any given race. You are never taken away from
the action if you crash and survive then you won’t see a re-spot
it’s up to you to flip your car back onto it’s wheels and resume the
mayhem. Is
the game engine built from scratch or has it been licensed?
How versatile is the engine? (Provide examples.) The
engine and tools used were all developed in house by Climax. Primarily
this particular engine was geared towards racing games. How
long has Crash ‘n’ Burn been in development? 12 months. How
many and what kind of vehicles will be included in Crash ‘n’ Burn? You
will have 4 vehicle classes to choose from which include a compact,
pickup, muscle and sports car, to compliment this fully customizable
body kits, paint jobs, vinyl sets and performance modifications will be
available to purchase through the game giving each and every car its
unique appearance. Nowadays,
racing games concentrate on realism.
Does the team worry about meeting a certain level of realism?
(And how was that level of realism decided on?) Making an environment look good is easy – making it look good without destroying the frame rate is another issue. The biggest problem we faced with realism was not compromising on any of the car effects, destruction, customization and number of players the title would support online, which are currently 16. This was the single |
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biggest reason why
we needed to keep the environments in check in terms of detail and
realism.
Getting
the sounds right are important for a game like this.
Is this audio team going out and capturing new sounds or pulling
elements from an existing library and mixing them? All our sounds came from actual stock car racing events that we personally captured – ranging from crashes, skids and engine sounds. |
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To
get the “feel” right has the team spent any time bombing around in high-performance sports cars? What
about watching lots of test crash footage? I
guess the biggest source of resource came from visiting stock car events
that allowed us to see first hand how cars behave in such extreme racing
conditions. I
have this picture of cardboard cities and piles of Hot Wheels, but how
are the tracks/levels designed? The
most important aspect of out track design was to insure that you were
never too far from the action. Long point-to-point tracks just simply
wouldn’t work as you would soon find yourself racing empty tracks –
not the best thing for a destruction game. Small oval’s, figure of
eights and crossovers were the order of the day allowing maximum contact
and interaction with other players and wrecks. What
racing modes will be found in Crash ‘n’ Burn?
Any online plans? Aside
from a championship career mode and straight races other modes like
Kamikaze, Last Man Standing, Bomb Tag and Assassination will be
available to play – if you want to know what the hell I’m talking
about then you know what to do. All features that are supported in the
single player game are fully supported online and yes that does include
16 players online. Will
there be different views (dashboard, helicopter, etc.) to choose from
during a race? The
user will be able to choose from either bumper cam, near or far chase
with the option to view left, right or behind at any given time. Have
there been any bumps along the road during Crash ‘n’ Burn’s
development? No
way we are pros – it was a breeze. Not
like the team has a lot of free time, but what games get played between
12-hour workdays? Whatever
FPS was fashionable at the time. What’s
one bit of trivia about Crash ‘n’ Burn’s development that no one
outside the team is likely to know? We had a pet goat called Bradley.
(November 17, 2004) |
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