Nick Phillips who demonstrated the simply incredible detail within each car, indeed the DBR9 being shown was made up of more than 70 pieces, this enables the superb crash damage modelling and taking into account that at least 5 versions are made of every car (cars with lower levels of detail are used depending on their distance from the player) and you get an idea on the vast amount of work involved. More than 40 days just designing and building the outside and at least 20 days on each interior. Add to this the handling refinement and agreeing licensing with manufacturers and its more than 2 months in realising one car. “We’ve been making cars for over two years” comments, Nick ”I couldn’t say the exact number of artists involved due to the way the work is outsourced but its considerable.”
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VVV: “GRID, how would you describe it?”
Clive: “Our whole philosophy is it’s about the racing, that’s what’s we’re all about. When we first set out to make the game we took a long hard look at what was happening in the world of racing games at that time and what we saw was a lot of games doing modding, a lot of games were about creating your car, putting pretty patterns on the side of it and none of them appeared to be focusing on the core which was fast, exciting, aggressive racing so we pretty much decided that was what we wanted to do and wanted to try and distil that into your 5 to 6 minute experience, so take everything from where the lights go on the start grid right through to the chequered flag then make an exciting experience for the gamer and get back to what racing is all about.”...
VVV: “So we’ve got this super competitive game but let’s talk about the handling, now this issue has been very contentious between the hardcore racing community and mass market requirements, you’ve definitely moved into a much more arcade style. Was there a big design decision to be made at the beginning of this project?”
Clive: “Definitely it’s always a hard decision knowing where exactly to pitch this title and we had to try and appeal to the widest possible audience and you know I think people will say we might be a little bit more arcade-like but I think we’ve tried to retain realistic handling, a sense of realism within the game but just try and make it a little bit more assessable to a wider audience and that is important to us, we want as many people as possible to enjoy our games, especially our racing titles. So yes conscious but not to the point where I feel we’ve left behind a lot of our core audience we’ve had from previous titles and I’m always keen to point out to people that the options are there to turn off the assists that perhaps make the game more assessable from a driving point of view and open it up to those that perhaps like a tougher driving challenge.”....
VVV: “So you’ve got this big package and loads for racing fans to explore, but the graphics are clearly very special and have blown us away on some courses, now we always see them making steps forward, are we seeing any limits of the EGO graphics system here, or can we look for even better to come from it in the future?”
Clive: “It’s a good question and EGO is evolving all the time, what you’re seeing now is EGO as of today and it’s been in development for over two years. We first saw it in Colin McRae DiRT and I think we’ve taken a real step up from what you saw in that, even with just a year between the two titles. I think you can say, never say never in terms of things getting better, there’s always going to be new features and improvements in terms of things we can make. We’ve had 50 to 60 engineers working on EGO over its two years so if we can continue at the rate the sky is almost the limit. I’m of the opinion that it is absolutely the finest racing game engine in the world today and I think that if you look at the visuals in GRID it’ll be hard for anyone to argue...
VVV: “It’s a massive package but if there is a key feature you’re most proud of, what is it?”
Clive: “I would say it’s the flashback feature which had to be carefully thought out, it’s one of those features that could have gone either way, making the game appear too easy or a bit of a cheat but I think with a game like GRID it is tough, we have got terminal damage in there, it is aggressive there is a lot of car on car, you do get damage, you do wipe out on occasion. To have that opportunity just to replay a section, I think its great and not only that but I see it as a good learning tool for people as well, if people take a corner badly, they don’t hit the apex, they run into a wall, there’s that opportunity and they can try it again. They can go back and get the line better so I think not only does it let people progress through the game and help them, I think it’ll help people learn to be better drivers as well and I think that’s a great thing for any racing game.”...