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)."
Shift 2 Unleashed on PS3. The introduction of deferred rendering on all platforms added a great deal to the game's look and offered up new gameplay opportunities, such as the night-time racing where the sheer volume of active light sources really makes a big difference.
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."
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Comments (30) Latest comment 11 months ago
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Getting CAD data directly from the car manufacturers! Times really have changed, haven't they!
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A must buy for Simulator fans xD
IMO all aspects except for handling is more realistic than GT5 and Forza 3
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"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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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
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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...
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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.
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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.
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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...
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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 ?