What new features have been afforded by the superior Xbox 360 hardware?
Rawles: We're pushing the hardware as far as we can and so far everything is holding together. From a memory point of view, we've upped the number of dynamic objects you can crash into from approx 5,000 to somewhere between 7 and 8,000 objects.
And these objects stay on the track and can influence gameplay, they don't get reset or fade away over the course of a race.
With the increased GPU power, we can now render more cars (12 in-game), at higher resolutions, with thousands more polygons.
All the cars have real-time environment mapping and real-time shadow mapping including self-shadowing. In fact, the entire scene, not just the cars have a real-time shadow map. All buildings, trees, cars, characters, and every single one of the 8,000 objects have a proper shadow.
Have you taken any influence from PS3's Motorstorm, and do you feel motivated by the increased competition?
Rawles: In all honesty no, we've not been influenced by Motorstorm. Looking at some of their features, perhaps they've been influenced by FlatOut.
We've obviously kept an eye on it to see what they're doing but it's not a direct competitor to FOUC since they are PS3 exclusive and we are Xbox 360 exclusive. But competition in general is always a good thing.
You have to stand out in this competitive genre and we're making sure FOUC does exactly that. If you think destruction, damage and carnage, we want FOUC to be the first game that comes to mind.
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Technically the game sounds very impressive for what it does and i love their attempt for"a bit of photorealism" graphics, if those screens are any indication of how the final game will look.
I add it already in my favs and (can't) wait for some footage.