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Bizarre Creations' Gareth Wilson Interview

PlayStation 3 PC Xbox 360 Interview by Oli Welsh

25 May, 2009

Page 2 of 3. <- Page 1Page 3 ->

Eurogamer: Power-ups - you say they have less race-deciding impact than in a game like WipEout or Mario Kart?

Gareth Wilson: Well, WipEout's an interesting one. I think in power and influence we're much closer to WipEout than we are to Mario Kart. In Mario Kart you have the big blue shell and at any point while you're in first place, you could be battered by the blue shell. But in WipEout, they all really just slow you down. If you look at WipEout, all the weapons just slow you down for a little bit, it's much more like WipEout. Even if you get completely whacked by a power-up, hand of God will kick in. You probably lose maybe four seconds.

They certainly influence the race, and when you play harder difficulties you can't win those races without using power-ups, but they're not as random or as final as some of the Mario Kart power ups are.

Eurogamer: The custom groups thing is really interesting...

Gareth Wilson: That was something that came up quite early at the start of the project, actually. Yeah, we're really excited about it. We're hoping that it - obviously we want this to be a regular franchise, so we hope that moving forwards it's going to become a massively community-driven racing property; the final thing could be that it becomes the place where people come to effectively build their racing game.

'Bizarre Creations' Gareth Wilson' Screenshot 3

Obviously because we're making a brand new IP, there's stuff we've not done in this iteration, but moving forwards we want to expand it even further. So right now we've got game modes and stuff like that, but moving forward there'll be all sorts of stuff, so you can have a massive car community that creates its own experience. So yeah, it could be really good, but the technical challenges are going to be a nightmare.

We have to have a server where you can pull down all the information about the groups and then distribute those groups between potentially 500, 600, 700,000 people simultaneously matchmaking. Xbox Live and PSN don't do this stuff right out of the box, so we're creating our own server which will basically handle distributing groups, allow people to swap liveries and pictures, all that community stuff. But it needs to be instantly accessible and work with hundreds of thousands of people using it.

Eurogamer: Is this community focus a replacement for what Bizarre's traditionally done - be a very leaderboard-driven company?

Gareth Wilson: I think the whole leaderboard thing is a bit of a red herring. I don't think the majority of people really care that much about being number one in the world. Don't get me wrong, we're still going to have leaderboards of who's the best on certain tracks... But PGR3 was a good example of this, you could download the world's best ghost, and you could race against it and at the first corner, it's gone. Mere mortals such as me couldn't keep up with that sort of thing.

'Bizarre Creations' Gareth Wilson' Screenshot 4

What's going to be much more interesting is in time attack, if you're in my friends list and you do a best lap, the social network will inform me that you've just done a fastest lap on this particular track. You can send that ghost to me and go, beat that bitch, and then I'll race it, and then I'm actually playing against someone, probably of comparable difficulty who I'll actually care about beating. You can start trading lap times, and you can have a great big leaderboard of all your friends, all with ghosts that you can play against. You can actually go and select all the people that you want to race against even though they're not online. That's so much more inclusive than just downloading the world's best ghost.

Eurogamer: It reminds me of the great friends-list integration in Geometry Wars 2...

Gareth Wilson: Yeah, well that's where we've learned a lot of stuff. Geometry Wars 2, all the friends stuff there was great. It's really just doing more of that stuff for racing games.

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Comments: 1-13 of 13 in total

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Innes
25/05/09 @ 09:55
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First
UncleLou
25/05/09 @ 10:00
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Hm, I am not convinced. I like arcade racers, but they're a dime a dozen these days, while sims/semi-sims have all but disappeared.
stephen
25/05/09 @ 10:28
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Why are all the screenshots smeared with vaseline?
waggy79
25/05/09 @ 10:44
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This is one of only two sites i visit where people post "first". Congratulations....

Anyway i trust Bizarre, i believe they're talented enough to pull it off. I want this to be good.
squarejawhero
25/05/09 @ 11:16
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/points UncleLou in the direction of Forza/RacePro
UncleLou
25/05/09 @ 11:30
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Well, yeah, but Race Pro is just a console port of a game I've been playing for years (in various, not too different versions). So there's Forza left.

That ain't a lot. As opposed to Burnout, Fuel, Blur, Grid, Pure, NfS, etc.

Maybe NfS: Shift does the trick.
Colonelkurtz
25/05/09 @ 12:06
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I'm very hyped for this. PGR is probably my favorite racing series, but after the fourth one it got kind of stale. Read in one of the earlier articles comments-section that Amon Tobin is probably gonna be responsible for the music, so i've got a feeling it will at least have the style down.

I'm a little mixed about the weapons, on one hand i can actually see how they could work if put directly into PGR where the AI have a nasty tendency of just driving away without ever being seen again. Maybe this can even out the playing field a little. On the other hand i have a hard time seeing how they're supposed to create the same competitiveness that the Kudos-system induced, if the power ups are random it's hard to take a high score serious.

I think a good way of doing it would be to have kudos earn power ups, which in my opinion would actually strenghten the gameplay of PGR immensely. I'm a big fan of both Mario Kart and futuristic racers, but do think the best system so far is the one found in F-Zero (and Star wars: Racer) where using turbo lowers the HP of your vehicle, which really adds a tactical aspect.
Arwin
25/05/09 @ 12:53
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Wonder how the guys like (or dislike ;) ) the PS3 hardware, and if they're tempted to do a Geometry Wars type game using the SPUs for PSN - could be pretty crazy, but they probably won't and make something multi-platform instead.
myke6699
25/05/09 @ 15:33
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Midnight Club:LA has a pretty decent driving physics. It's also one of the few arcade racer that actually supports steering wheel and in the case of MC:LA even the 900 deg wheel like the Logitech G25. The handling is decidedly more arcade than it is sim but it is closer to GT4 than it is to Burnout.
My main staple in gaming is either sims like GT and Forza or arcade racers like Burnout and NFS and of all the new titles coming out soon, NFS: Shift is at the top of my list because of the developer (Slightly Mad Studios aka Blimey Studio known for their PC racing sim GTR2). Blur, I'm afraid is the one that I'll probably be skipping over beacuse of their past games- PGR was never my cup of tea. But I'm more than willing to be proven wrong.
VandelayIndustries
25/05/09 @ 17:05
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Since I no longer have the patience for sim racers anymore, and along with my love for Burnout Paradise, Blur and Split/Second are the two racers I'm most excited by. (plus I'm not going anywhere near a Codemasters racer).

Also interested by the Wipeout influence as I've been playing the PSN one a lot recently.
Rodney
26/05/09 @ 00:34
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I’m a little confused, do people consider PGR a sim? I always thought of it as more arcadey.

I loved the handling model in the PGR’s they made drifting brilliant fun (I’m rubbish at drifting in Forza and GT) and I liked the Kudos system. I think the handling model would be perfectly suited for a pure drifting game, point to point mountain roads, loads of Japanese custom cars

I have mixed feelings on this new one though, weapons sounds a bit shit. But like someone else has said, it was starting to become a bit stale after PGR4, so I guess they need to do something new (please no bikes)

I like the sound of the community features.

Pasco
26/05/09 @ 21:40
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For some reason I liked the objectively worse Gothams better. I liked the first one but I didn't like the second one, although it had more variety and better course design because the graphics were too grey and the framerate dropped. I liked the third one because it looked fresh but didn't care about the fourth one because the bikes were a turn-off and it was still running with 30 fps.

A more arcadey game is welcome as long as we get an arcade framerate. Hint: it's not 30

Also, anybody who uses the phrase "going forward" should automatically get jail time
m0thr4
29/05/09 @ 21:33
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"we should be going back to the reason play racing games... get back to that sort of OutRun, Road Rash golden age of racing."

Would love to, but EA seem totally uninterested in making any more games in the Road Rash series. Quite why that is completely eludes me.

Comments: 1-13 of 13 in total

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