The Making of Shift 2 Unleashed

How to pull a double shift.

Slightly Mad Studios wants to tell us about "the journey".

"When I talk about Shift I always talk about 'the journey'," says lead designer Andy Tudor. "It's a journey of players' growing expectations and changing play styles, and a journey chronicling car culture over the years.

"Shift was always meant to be the next step in that journey, transitioning players from the illegal street racing of Need for Speed Underground and Carbon and that Fast and the Furious mentality, through legitimate racing in ProStreet (that brought 'organisation' to the racing), and finally onto bona fide circuits for the first time."

The expansion of the series goes beyond the game focus, however. From a corporate perspective, Need for Speed is now an over-arching brand like EA Sports, and Slightly Mad views Shift as the Madden equivalent.

The franchise is heading off in a range of new directions, each providing a different experience within the racing genre. The developer's objective is very straightforward. Shift, as Tudor describes it, must become "the most authentic, realistic, visceral racing experience out there."

Having achieved excellent sales, good reviews and positive customer feedback with its first game, Slightly Mad's strategy for improvement with the sequel was also fairly straightforward: it wanted a game that was more exciting, with a lot more content, but remained true to the core focus established in the original Shift.

"The two main areas were authenticity and variety. We knew we wanted night racing - it provides variety and we wanted to add gameplay challenge there based off the personal feedback from real-world racing drivers.

"We knew we wanted to keep on top of the cockpit innovation, since competitors would no doubt start copying it. We also knew we wanted to mature the product even more with a premium presentation, a streamlining of the different currency systems (XP, stars, cash), and the inclusion of authentic real-world boss drivers and licenses (FIA GT3/GT1)."

The approach to boosting content was a realistic assessment of what was possible within the development time available, with a focus on introducing new features that the team considered they could produce to a best-in-class standard.

"At the start of any game (as most teams do) we create a wishlist of what we want to achieve and see in it. This can be features, cars, tracks, anything," Tudor continues. An overall 'roadmap' of where the studio wanted to take the series provided some features, while others came from community feedback and the studio's own wishlist.

"Now, of course, that list is very long and not focused yet [at that stage of development], but regardless we then plug that in and see what kind of schedule we'd need to complete it. Does it fit into the time we have available? Do portions of it complement each other and would therefore work as a nice downloadable content pack? What features do we know we can do 10/10 and which would need more time to fully realise to our high standards?"

The developers also spent time producing new ideas that would improve the core game experience, its basic message, or as Slightly Mad calls it, "the 'X' of the game". This was defined as being "the True Driver's Experience", so the team focused on elements such as replicating sensations caused by the extreme G-forces of high-speed racing, the panic and disorientation of being involved in a serious crash along with the career progression element of "being" the driver.

Many consider that the Shift games represent Electronic Arts' efforts in taking on the platform-exclusive simulation-based behemoths like Forza and Gran Turismo. Slightly Mad acknowledges the influence of these titles but reckons that its games are charting their own course.

"There's clear brand loyalty to those titles, a considerable consumer base, and a high benchmark in terms of quality and expectation. So we know the audience we want to reach and we know the standard required by those guys right off the bat," Tudor observes.

"Our attitude isn't one of copycatting though - you'll always be playing catch-up if that's the case. Instead we focus on questioning every aspect of the racing genre as a whole and asking why they're like that? Are they still relevant, and can they be improved or rebooted?"

Performance analysis shows that both versions have consistent 30FPS frame-rates, though night-time lighting can cause additional tearing on PS3. Slightly Mad had individual team-members dedicated to each SKU to ensure quality.

Tudor describes how Shift's cockpit view and the night racing in the sequel are examples of how important core features are championed in their game that haven't been approached with anything like the same kind of polish in Forza or GT. But it's not just about individual features; the core basis of the action in playing the game is fundamentally different.

"For Shift the analysis is very clear: other racing titles are 'car owning' games; they're about the grind for cash to then collect the available car catalogue.

"When it comes to the actual racing we feel they're lacking - cars never deviating from the racing line, unrealistic damage, lacklustre sensation of speed, feeling of 'loneliness' when driving due to a lack of atmosphere etc - so those are the areas we continue to pioneer in: the second-to-second core gameplay rather than the menus around it. The helmet cam, night racing, and Autolog speak specifically to that and are all either the best or first in their category."

While there's a clear crossover, Tudor firmly insists that Shift is its own game, and that Polyphony and Turn Ten have their own separate and distinct agenda for what a racing title should be.

"They have very clear visions for their products as do we. We're not here to play a numbers game on the amount of cars or tracks we each have, as the indication from players is that that's not a high priority anyway. I've said before it would be like Call of Duty and Medal of Honor having an argument about the number of guns in their games versus the actual experience of firing a single one," he explains wryly.

Another great point of differentiation is that the Shift titles are multi-platform games, released on PC, PlayStation 3 and Xbox 360. Not only does Slightly Mad have to be competitive from a features perspective up against GT and Forza, it also needs to hand in a technologically superb title on multiple architectures - a challenge that Polyphony and Turn 10 don't have to consider.

"It was important to us that we achieve an equivalent game experience across all three platforms," says Shift programmer Tom Nettleship.

"While we do use a lot of platform-specific code to maintain a high frame-rate on the consoles, our dedication to cross-platform equivalence means that a feature we'd only be able to implement on one of the platforms couldn't be included. The only major exception to this was anti-aliasing, where we used the SPU-based MLAA approach on PS3, and more traditional MSAA on 360 and PC."

Comments (30) Latest comment 11 months ago

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  • womble #1 1 year ago

    Wow. That's a pretty exhaustive Making Of, DF. Well done.

    Getting CAD data directly from the car manufacturers! Times really have changed, haven't they!
  • metalangel #2 1 year ago

    Not a fan of the game but that's an excellent article. Trying to make the AI less irritating in particular was a good read.
  • riceNpea #3 1 year ago

    the article is better then the game. this got traded in immediately. if you own a steering wheel then this game is not for you. the input lag is horrendous
  • BloodSaint #4 1 year ago

    I thoroughly enjoyed the game,
    A must buy for Simulator fans xD
    IMO all aspects except for handling is more realistic than GT5 and Forza 3
  • Ninerfan49 #5 1 year ago

    Great read, guys. I absolutely love this game. Once I found the right driver settings for me, no other racing game even comes close to the heart-pounding feel of Shift 2. They did an amazing job of making the actual racing exhilerating, unlike most other racing titles with any ties to reality. Reading how they achieved this was very insightful! Thanks for the great article.
  • betrayerofhope #6 1 year ago

    well done to the guy who invented MLAA at sony santa monica. i wished GT used it as well
  • zisssou #7 1 year ago

    I really wanted to love this game, but the handling is so inconsistent on a range of cars! I mean you can toggle with the settings and then you think you've cracked it, but then change to another car and it's all over the place.

    Edited by zisssou at 14/05/11 @ 14:42
  • BigDaddy82 #8 1 year ago

    As if the AI was any better than the first game, I had to stop playing the career and took it back as I was getting frustrated with being barged off the track by Ai who seemed oblivious to me being on the track...also why would competitors copy their cockpit cam? The dirt series already has a better cockpit cam, none of that helmet cam rubbish. I'm perfectly capable of moving my eyes to look at a corner I don't need my virtual head turning to look at it and putting me off
  • Badassbab #9 1 year ago

    Great except for this bit-

    "While we do use a lot of platform-specific code to maintain a high frame-rate on the consoles, our dedication to cross-platform equivalence means that a feature we'd only be able to implement on one of the platforms couldn't be included. "

    So a feature is left out if the other platform cannot handle or have it. Not good.
  • SvennoJ #10 1 year ago

    I tried to like this game but eventually gave up at the FIA GT races, driving is not fun in this game. The twitchy controls together with the horrible input lag or input dampening make it a chore to drive. A minor correction on a straight to overtake car easily lead to a crash into a wall. Just driving straight is way harder then it should be. The AI regularly hits you for no good reason which seems to glue the two cars together sending you both into a wall.

    The camera is weirdly zoomed out like the boost effect in burnout. I guess to give more sense of speed. But it makes all corners look stretched out and less sharp then they are. The camera makes all real world tracks feel wrong.

    While night driving is fun occasionally, it is not if used for 50% of the races. Especially not with the underpowered headlights. Why don't any of these cars have high beams like consumer cars. The rest of the races seem to be mostly with the sun blinding your view, either at dusk or dawn. Does nobody race during the day anymore?

    Finally the graphics feel a step down from Shift Unleashed. Maybe there's more going on but the end result looked better in the first title.

    At least they fixed the weird slow down bug that the ps3 version had in the first game, the bouncy car problem and occasional track glitch. But I could deal with those better then the constant laggy input in this game. DTS sound still stutters during races like it did in the first game and there's the occasional freeze bug during car upgrading.
    The first one was a better experience over all.
  • The-Jack-Burton #11 1 year ago

    I know how to make Shift Unleashed.

    1)Talk a bunch a shit about GT5.

    2)Steal the Autolog system and tack it on.

    Hope that 1+2 = Sales (Thankfully, very few purchased this game)

    I was so pissed that I spent $60 on this crap, I joined Gamefly.
  • jtodroc #12 1 year ago

    I love the Digital Foundry articles but they haven't once mentioned the horrific input lag that totally ruins the game. It wasn't mentioned in the 360/PS3 Face-off when it was mentioned in the likes of the Killzone 2 tech analysis.

    There was a huge section of this article dedicated to the physics/handling model, but the input lag kind makes the developers work in this area pointless. Even in the video on page 5 that shows the MX-5 being driven on 3 different tracks, you can see the driver struggles to make the apex on practically every corner.
  • rojjer #13 1 year ago

    Good lord. People moaning about the fact that cars handle differently to each other need to try test driving some cars in the real world - very few will handle in the same way guys, its something you get used to through practice.
  • dr_zoidthrob #14 1 year ago

    Great, great article.

    Shame however, that helmet-cam was unplayable and the cars seem to wallow and bounce like a '70s Caddie. I felt no connection between my inputs and the cars movements.
  • riseer #15 1 year ago

    Eh look boring..will pass
  • riseer #16 1 year ago

    Eh that was ported over to the Ps3.They need to make Ps3 lead and fix this shit.
    Edited by riseer at 15/05/11 @ 00:04
  • riseer #17 1 year ago

    Parsnip,I like Gt5 i think it's a great game it was overhyped.I still love it it's GT and it is still a great game.I belive if PD used MLAA it would had make the game look even better.
  • Raconteur #18 1 year ago

    Focus is mainly on graphics, sound, and gimmicks rather than physics. So a more meaningful comparison would be with Codemasters Grid rather than Forza/GT.

    Good to know they will be continuing the series going forward in the same vein as Shift 1/2. It means I can save money by avoiding Shift 3.
  • technicianTed #19 1 year ago

    Nice article, i thought the game was great fun myself.

    It felt very polished to me(on 360 anyway, not played it on ps3).
    I nearly bought it on ps3 but judging by the face off the 360 has the slightly better version.

    I'd certainly buy shift 3.
  • Splont #20 1 year ago

    Shame they won't let me log in to Auto Log servers, can only play if I'm signed out of Live, shame EA support sucks beyond belief, shame I'll never get to play the game as was intended.
  • sinco #21 1 year ago

    Mmh, so much NFS fanboy BS. The only thing wrong about this game it's his title - NFS - just does not fit into a very clever simulation oriented game play.
    Well done, big surprise for me. Fix input lag, improve a bit tire / tarmac relationship , and FFB for fanatec gt2. And it's best racing game ever on xbox 360. Easily.
  • JensonJet #22 1 year ago

    GT and Forza are so far ahead of this game. Even selling on both consoles, this series will only generate a small proportion of the sales of GT or Forza. And for good reason.
    Edited by JensonJet at 15/05/11 @ 14:44
  • sinco #23 1 year ago

    Simbin, or something similar - Dice is ok - has made one of the best and most overlooked racing games of all times - rallysport challenge - 1/2 - should have endorsed this game. If this goes to a commercial faillure, I blame it on the mkt positioning. NFS and EA brands harm this game and misguide theyr public. Even so, I believe shift2 sales will increase in time, and will keep on selling for amlong time, as people start discovring it's true nature. It' s hard for a title like this to become evalluated by the common NFS population... They just don't understand it, or, even worse don't even care about this genre. NFS is all about flatout, irresponsable and forgiving drive - it's at the very opposite side of this barricade that shift2 stands. And it does it so brilliantly, that a GTR, R-Factor, Forza fan and follower can really enjoy and love the perspective this game offers. I say it twice, in case you didn't notice: Absolutely brilliant!! ( Elite driving mode, no aids).
    I did my private comparisons and Forza, GT5 and F 1 2010 , just feel sterile in comparison.Now I fall asleep in the worlds I once enjoyed so much. Step into shift 2. Enough said ;)
  • megurushi Verified Consultant, 2e2 #24 1 year ago

    I have this on the PC and it took me a long time to like this, had a real struggle getting the handling right. After a night of steering wheel tweaks and a couple of mods, switching to helmet cam with all HUD options off, turning all driver aids off (except steering assist, helps fix the handling)... I have to say I love this game and I think it's one of the best racers I've played. It lacks some of the depth and breadth of Forza or Race'07 and it's too technical and demanding to be called an arcade racer; but I feel it lies somewhere comfortably in-between and provides an exciting and visceral driving experience. The handling (after modding, yeah we shouldn't have to do this!) is still demanding but I like that part of the challenge. I need to drive better to do well and when I do it all comes together perfectly. Not many driving games make me feel like 2nd place is a victory, in Shift2 that happens a lot (at least for me) and I don't mind. I know with a bit more care and attention I can get a few seconds better. Most other racing games I win by racing in the best car, mostly winning every race, getting the next best car and so on... Shift 2 makes me work for it, in a good way.

    Oh, and DF "...dedicated to each SKU to ensure quality." SKU, really? Do people really talk about different ports of games as SKU's. Sometimes it feels DF tries to sound technical and industry savvy just for show. Maybe it's just my old cynical outlook...
  • megurushi Verified Consultant, 2e2 #25 1 year ago

    Oh and the mod I used was http://www.racedepartment.com/need-for-s... - there may be others now though...
  • Numbat #26 1 year ago

    Good article. I've reached GT3 on the game so far and have to say I think it's great. I got this about 2 weeks after launch and apparently a post release patch dealt with the lag, so I've had no problems. I use elite handling with FFB wheel but use the old cam, not head cam as I found I was always slower on this.

    It's not perfect - some cars handle incorrectly (eg Lotus Exige), but most are good and the game is far more fun than Forza. The AI is also a bit too aggressive at times, especially when they seem to deliberately ram you, but this is nothing compared to my only experience so far on xbl. Also find variety of tracks is great, and actually more akin to Race Driver 2 and 3.

    Looking forward to Shift 3.
  • jlch #27 1 year ago

    This game lacks on the most important thing about a racing game the PHYSICS!!! Everything else is pretty good.
    Edited by jlch at 17/05/11 @ 03:26
  • sinco #28 1 year ago

    @jlch : sorry, I have the complete opposite opinion.

    Physics is exactly where Shift 2 excels and overtakes all it's market counterparts on xbox360 and PS3.

    Yes, It's not a high-end PC simulator like iracing, GTR evo or R-factor, but even in comparison with these "beasts", shift 2 has something ( a lot ) to offer. It's almost a philosophic question: What makes the best simulator? The one that tries to emulate a precise and mathematical recreation of reality, or the one that goes as near as possible to that reality and includes the emotional factor on it - Yes you can never feel the same sensation of driving a real race car in the comfort of your game-room, shift 2 (imo) accomplished to go beyond math and physics and transmit the a bit of the FEELING of THE SENSATION of Racing.
  • BBIAJ #29 1 year ago

    Erm, EG/DF?

    You guys do realise that the thumbnail art for this article is actually taken from the box art of Need for Speed: Shift, not Shift 2: Unleashed?

    http://androidandme.com/wp-content/uploa...
  • neelrocker #30 11 months ago

    And with all that expertise, you and your professional drivers have missed the most important thing for a racing game: low input latency...

    Shift2 on PC has more than 3x the latency of its competitors, and after 2 patches it's still more than 2x.

    I wish you focused on getting that right before moving onto all the "bling bling"... All that stuff is pointless when you have to wait 15 frames (15 frames !!) for the car to react to your steering input. And that's with the game running @70+fps without vsync, and on a CRT. By that time, your 400Hz physics should have refreshed 86 times...

    Get it in soon and polish until release you said ?