Colin: Now it's time to look at some upcoming releases and see what they are like. On today's show we have special guests Need for Speed Carbon, Tony Hawk's Project 8, and Guitar Hero 2. But first, please welcome Need for Speed Carbon!
NFS Carbon: Thank you, Colin.
Colin: So, Carbon, can you tell us a bit about yourself?
NFSC: Well, my developer and publisher EA Games decided they needed a new NFS Game after the success of Most Wanted. They employed Larry LaPierre and his team at EA Black Box in Vancouver to carry out the development.
Colin: What is it about you that sets you apart from other NFS games? The series has had constant success.
NFSC: Well I'm definitely not Most Wanted 2. LaPierre made that decision and stands by it. I'm focused mostly on racing. Taking inspiration from racing clubs, you are offered AI teammates that help you in various ways and can be upgraded to improve their skills. At the beginning of each race you can pick from a pool of teammates that you have recruited. There's the Blocker, who is aggressive to the other racers. There's the Pathfinder, who can tell you the best route through the track. Meanwhile, the Drafter team member helps you utilize the slipstream of other racers to slingshot in front of the pack. Off-the-street members are just as important. The Fabricator helps you trick out your ride and the Mechanic fixes up your car after you slam into oncoming traffic. There is also the Fixer, a behind-the-scenes influence who can set up all kinds of deals. But the team element doesn't affect your racing much. They help a lot, but your objective is to cross the finish line first and leave everyone else in the dust. When the Black Box team was prototyping the team element, LaPierre realized the team takes away from the game's main focus: racing. So the team is a minor thing in the finished copy.
Colin: What about the storyline?
NFSC: The storyline is again going to be a bit cheesy, but LaPierre made it intentionally. The storyline is based on the racing crews of the city You want to control all the territory in the city. To do so, you need to complete races in that area. In Risk-like fashion, some territories are more valuable than others. For example, you may want one piece of land because it has a crucial parts shop in it. The team element ties in here also, as you can get new members only by aquiring the real estate they hang at. The five main areas of the city (each has 5 to 7 pieces of territory in them) are based on the three car classes in me, Muscle, Exotic, and Tuner. Although you don't have to race a tuner in tuner territory, the tracks are designed for that car class. For example, the Exotics have the most speed, the Muscle cars have great accelleration but break loose on corners, and the Tuners take turns well. You have to beat the boss in each area and you get their car, Most Wanted style.
Colin: How about the customization, where does that come in?
NFSC: Of course customization is a huge part of me, and i take it higher with Auto Sculpting. Using a tool similar to Tiger Woods' face editor, sliders can morph the look of your ride in real time. Going back to the team element, hiring more Fabricators can unlock new customization items.
Colin: So you have a lot of neat things. But what makes you better than all the rest?
NFSC: Well, you have heard of drift racing. It's a staple of racing games. LaPierre realized this type of racing would be what makes me special.
Colin: But NFSU and NFSU 2 both had drift races. Why is your version so special?
NFSC: Instead of drift racing, i have Canyon Duels. Canyon Duels are one-one races that have two legs. The first leg is a race where you have to stay as close to your opponent without touching him. The second leg is the same, only you switch roles. Your points are calculated by how close you are as you cross the finish line. You also get bonuses for not hitting the guardrails, etc. If you pass your opponent, it's an automatic win. But remember that if you touch him, it's an automatic disqualification.
What makes Canyon Duels so awesome is not the race. It's the track. You race down the hairpin turns of California's canyons at top speed. If you break through the guardrail, you have a split second to turn back on to the track. Sometimes you make it, but mostly you will plummet 400 feet to your death. Some places dont even have guardrails!
Colin: Do you feature any online play?
NFSC: My online capability is still undecided, but imagine how much fun it would be to join an online racing clan and try to capture as much of the virtual map as you can!
Colin: Sounds great. Thanks for being on our show, NFS: Carbon!
NFSC: Thanks for having me! Look forward to me on the XBox 360, PS3, Wii, Xbox, PS2, and PSP in November.
Colin: I will!
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Colin: Ladies and gentlemen, please welcome Tony Hawk's Project 8!
Tony Hawk's Project 8: Thank you, thank you.
Colin: At E3, Activision was very protective of you. But now, a bit more info has come out. What can you tell me about yourself?
THP8: I can't say much, but i can tell you this. I am a very advanced game.
Colin: How is that?
THP8: First off, the character not only recognizes what trick your doing, but also knows what height your doing it at. Your skater's animation is much different if you ollie of a bench than if you ollie off a buildng onto the ramp below. The video is mostly in slow motion when you do tricks and pans in on your feet, showing your skater's interaction with the board. Watching you pull off flips is mezmerizing.
Colin: Are massive linked combos still present?
THP8: Yes. Also, the balance bar for manuals, grinds, and stalls is gone. It is replaced by animations that makes for some of the most realistic skating ever.
Colin: How about the map?
THP8: The map will be much like that of American Wasteland, only it is pulled off a lot more convincingly. Create-a-park is gone, but you can place props throughout the world like in Amped 3. Plus create-a-skater is still there, along with tons of pros to play as.
Colin: What can you tell us about your gameplay?
THP8: Absolutely nothing. That has yet to be announced.
Colin: Well we'll just have to hope for great gameplay. Thanks for coming.
THP8: Anytime. Look for me in November on your XBox, PS2, PS3, and 360!
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Colin: Put your hands together for Guitar Hero 2!
Guitar Hero 2: Rock on!
Colin: Let us in on yourself.
GH2: Dude, i really shouldn't. I'm still in development and i lik don't have any info for you. Play Guitar Hero. I'm going to be very similar.
Colin: Uhh, thanks anyway. That's it for me, folks, good night!
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