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Bizarre Creations' Gareth Wilson Interview

PlayStation 3 PC Xbox 360 Interview by Oli Welsh

25 May, 2009

Page 1 of 3. Page 2 ->

Throwing off the shackles of simulation racing might sound like a good idea to some extent, but in Bizarre Creations' case, the simmy side of Project Gotham Racing was only shackling it to, er, enormous critical acclaim. Having been swallowed up by Activision, however, the Liverpool-based developer had little choice but to start over on something new - and after a decade making sim-leaning racing games for Dreamcast and then Xbox and Xbox 360, it's little wonder that Blur is such a departure.

You can read about exactly where it departs to in our hands-on preview, but as a little bank holiday bonus, here's the full transcript of our chat with lead designer Gareth Wilson.

Eurogamer: Was it difficult shifting the design philosophy of the company so radically?

Gareth Wilson: Yes, to be totally honest. You know what the biggest problem was, we were coming up with a new IP and we had the entire Gotham team just sat there. I think that was the hardest thing, that we had loads and loads of people, 50-odd artists, waiting to make stuff. S***, what do we do, it would normally take 3 or 4 years to make a new IP and it's only two years. So that was the hardest aspect of it, keeping the dev team busy while we were working out what the hell we were going to do. So lots of stuff that we normally do right at the end we had to do at the start; we had people building lamp-posts, lorries and things like that.

And then from a design perspective, it was difficult to shift from reality to what's good for the game. The team for 10 years had advocated reality and done it really well. So yeah, it was tough but everyone's on board now. But really it was the art team that found it tougher than other sections.

Eurogamer: Where's the emphasis shifted to from the "racification" - creating good racing corners on street circuits - where does that attention go now in the track design?

'Bizarre Creations' Gareth Wilson' Screenshot 1

Gareth Wilson: Variety, really. It's gone from precision to variety. We're still taking as much care, maybe even more care in the track design itself, but we're just working much more on the experience, what we want people to feel, what we want them to remember about that track, whereas in Gotham it was more, let's make a great circuit out of this city. Now we're thinking, we want people to go to this desert race and do this track in Nevada because we want them to remember doing cool s*** in 4x4s and driving along on all these different surface types. So the track design is really about memorable moments and emotion.

I'd say we've done maybe three or four times more track design work in this game than on the previous game, because in the previous game everything was locked down. You had a track and you had to make it as good as you could from what you had. Whereas now, because we're not tied down to reality, you can just move stuff out of the way. So in a way, it gives you loads of freedom, but because you don't have those constraints it does make it quite a difficult task. Now, because you can do more stuff, you do more stuff.

'Bizarre Creations' Gareth Wilson' Screenshot 2

Eurogamer: In terms of the handling - are you able to keep the tactile satisfaction while making it more accessible? Most arcade racing games, the handling can be enjoyable but it doesn't really have that sense of contact between car and road.

Gareth Wilson: Well most of them don't have the physics engine really, do they. Like, Burnout doesn't really have a proper physics engine in the same way. So this is still a proper physics engine. It's a brand new one actually, it's completely multiformat, but it's based on the same stuff we had in PGR. We've things that go over the top in the physics, so we've got this thing which is called anti-flick - if the car starts drifting out, the game applies forces to the car to straighten it out. So some of the cars, the easy cars, if they start losing traction the forces kick in to basically allow less experienced players to drift on corners more easily.

Having said that, if you pick a very drifty car like the Dodge Challenger, then you'll get a pretty much carbon-copy Gotham car. So all we've done is broaden the bookends of Gotham, so like in Gotham the Ariel Atom was quite easy to handle, but if you gave it someone who didn't play racing games they'd smack into every wall, and go this is crap, I'll go and play Halo, thank you. So all we've done is really gone that way with the usability of the vehicles. So if you want a really drifty car, it'll be there for you. We're not dumbing down at all.

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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.

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