Fatal Inertia EX

Lead designer Mike Bond on what's changed since the 360 release.

After the Xbox 360 original took a bit of a kicking, KOEI could have been forgiven for slinking away and giving up on Fatal Inertia - its stab at a WipEout-style futuristic racer - altogether.

Instead, lead designer Mike Bond and his team got back to work on the PlayStation 3 version, and next month will release the result - Fatal Inertia EX - exclusively on PSN. Backed up by a downloadable demo, new tracks and a host of refinements, it aims to make up for mistakes made on Microsoft's platform.

We caught up with Bond to talk about the game's chequered past and what KOEI Canada has in store for PS3 owners.

Eurogamer: When Fatal Inertia was first unveiled at TGS in 2005, it was aiming to be a PS3 launch title - what happened?

Mike Bond: Well, a lot of stuff contributed to the delays. We got a pretty late start on the project, considering the launch of the PS3 was supposed to be in early 2006. The development on the TGS demo and video started literally a month and a half before the show. Added to that, we were a relatively young team, working with new technology, on a platform that was still under development. You might say we just bit off a little more than we could chew. Fortunately, our team is very talented and dedicated and we have taken the time to make Fatal Inertia EX live up to our original vision.

'Fatal Inertia EX' Screenshot 1

Left a bit.

Eurogamer: It's been reported that the PS3 release was originally delayed due to problems with Unreal Engine 3. What kind of problems did you have?

Mike Bond: Unfortunately, due to the current legal climate, I think I'll have to decline to comment on that one. Sorry!

Eurogamer: What lessons did you take from the Xbox 360 version?

Mike Bond: I think the biggest lesson we took away from the Xbox 360 version was related to game balance. After developing and playing Fatal Inertia for so long, it became very easy to underestimate the difficulty for a beginning player. Our goal was to make FI challenging, but many players found the level of difficulty to be much higher than anticipated. With Fatal Inertia EX, we were given the opportunity to spend more time testing with inexperienced players. As a result, we've added a new venue, the Fatal Inertia Proving Grounds Facility. Not only does this include extensive new training elements, but the Proving Grounds are home to eight new racetracks as well.

Eurogamer: In terms of changes, what sort of things have you focused on? Track design? Physics? Gameplay style? Or a mixture?

Mike Bond: For FI EX, we've focused on making the game much faster, slicker, and more accessible for the player. We've made major changes to the flight model to allow for way more speed, a lot less crashes, and much more fun in general. When the player first loads the game, however, the most obvious improvement will be the new interface and menu environment. Added to this, we've designed a whole new natural world to race in (including eight new courses). FI EX's visuals have been given a substantial improvement as well, from general polish and better lighting to new water and weather effects. To make the game easier to get into, we've also overhauled the early part of Career Mode to give players a smoother introduction to the mechanics of FI.

We've also added a ton of other stuff including co-operative split-screen Career Mode, online leaderboards for best times, Sixaxis and DualShock3 support and even a new difficulty level to give elite players an added challenge!

Eurogamer: One of the original game's strong points was its physics-based weapons - will there be any additions or refinements there?

Mike Bond: Oh, we've definitely tweaked the behaviour of the weapons to make them easier to use, more effective, and to account for the game's much higher speeds. The Force Blasts and Rockets, two weapons that can be used for boosting, have been dramatically improved to give the player a lot more oomph when they use them. The Smoke Bomb is now much more effective (and much cheaper to render) and the Force Shield now causes damage when it touches an opponent. We've also made changes under the hood to the weapons to improve performance and generally smooth out behaviour.

Eurogamer: Apart, obviously, from distributing it via the PlayStation 3 Store, what kind of use will you make of PlayStation Network?

Mike Bond: We've implemented online play for up to eight players (even in the demo!) with voice chat and a skill ranking leaderboard. In FI EX, players can do single races or series races (like a mini tournament) where the original only had single races. In addition, if a player is connected to PSN while playing any mode in the game, their lap times will be uploaded to a global leaderboard. Of course, we've made sure to separate Time Trial records from other game modes to make sure that players can display their unassisted times as well.

Eurogamer: There were concerns with the 360 version about frame-rate, particularly in the demo version. How does the game perform on PS3?

Mike Bond: Yeah, the 360 demo didn't run well and we really regret releasing it when we did. The final game performed substantially better but still often dropped frames. In FI EX, we've dramatically improved the frame-rate again and I think players will be pleasantly surprised. This combined with a significantly higher game speed makes for a much, much nicer experience.

'Fatal Inertia EX' Screenshot 2

Customise your ride. That's what I'd do.

Eurogamer: Why bring Fatal Inertia to PlayStation Network rather than making it a boxed release as it was on Xbox 360?

Mike Bond: We feel that one of Fatal Inertia's greatest strengths is its online feature-set. Having watched the growth of the PlayStation Network's user base, we felt that it was an excellent fit for a game like Fatal Inertia EX. In fact, when we release the demo on PlayStation Network it will include a significant online multiplayer component.

PlayStation Network also allows us to make Fatal Inertia EX highly visible and easily accessible to a large audience for a fraction of the cost of what a retail version would be. Gamers will be able to try the demo for free and then instantly unlock the full game from the menu. The result, we hope, is that many more people will try the game and, once they play it, will be more than willing to click the purchase button.

Eurogamer: How much will it cost?

Mike Bond: This hasn't been set in stone yet but I can assure you that there certainly won't be another title that has a comparable amount of content for a similar price.

Eurogamer: Will you be supporting the game with downloadable content post-release?

Mike Bond: No plans have yet been made for providing downloadable content. FI EX already contains much more content than other games (59 tracks in seven huge environments!) at the same price point so we think players will be entertained for a very long time. However, if gamers really demand additional environments or tracks, I wouldn't entirely rule it out as a possibility.

Fatal Inertia EX is due out on PSN at the end of May.

Comments (18) Latest comment 4 years ago

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  • Scimarad #1 4 years ago

    I'm very curious to see how this comes out but I suspect it's always going to be compared unfavorably to WipeoutHD.
  • seasidebaz #2 4 years ago

    thank god there's a demo!

    at least then i can see if it's as dire as the 360 version...

    and if it is, koei should stick to dynasty warriors :)
  • JediMasterMalik #3 4 years ago

    Making it a PSN release makes this a slightly more attractive proposition.
  • Xerx3s #4 4 years ago

    All the tuning in the world won't save this. One of the worst games I have ever played, the game feels wrong on so many levels.
  • HermitArcader #5 4 years ago

    Post deleted at 09:17:39 22-12-2011
  • Machetazo #6 4 years ago

    I'm not averse to this. It seems they've taken the steps needed to help their game achieve its potential. I look forward to it, having wondered where the PS3 version had gotten to. (spring08lol)
  • DFawkes #7 4 years ago

    In a thread about worst game you've played I chose the original Fatal Inertia, so unless they've changed the gameplay, controls, soundtrack, visuals and Wipeout is cancelled, I won't bother. I could give the demo a chance, but I really hate FE!
  • Miths #8 4 years ago

    Since it sounds like it will be out before WipEout HD, I guess I'll end up buying it - but solely to tie me over until the real thing arrives.
  • SeesThroughAll #9 4 years ago

    Making it a PSN release makes this a slightly more attractive proposition.

    No, they're just hoping people will download it by accident, thinking it's Wipeout HD, or because they grew too impatient.

    ^ Above post proves my point.
    Edited by 1 at 29/04/08 @ 20:54
  • Hughes. #10 4 years ago

    It sounds like UE3 licensees are under legal instruction not to say anything that would add fuel to the SK vs. Epic bonfire.
  • Tiel #11 4 years ago

    I wanted to like it, and am prepared to try again.

    But will not pay over 15 quid for a download, however good.

    If it was 9.99 they would probab;y sell it by the bucketload. For me that is in the impulse/disposable zone like xbla and psn games should be.

    Gripshift had a lot of content, and I think that was 6.99
  • IronGiant #12 4 years ago

    "Koei's upcoming futuristic racer, Fatal Inertia EX, is coming out next month. But don't look at retail store shelves. It'll be distributed exclusively via the PSN at the end of May. The downloadable title will cost $29.99, according to MTV Multiplayer."

    Hmmm if that means it'll be 15 quid then i'll give it a miss, at 9.99 i would be tempted.
  • DFawkes #13 4 years ago

    Pixeljunk Monsters is £3.49. Motorhead is £3.49. Bishi Bashi Special is £3.49. Heck, the original Wipeout is £3.49, and I like it better. get all them and it's still only £13.96, with lots of varied gameplay, even if the visuals won't be as good.

    I can't see me ever paying for it, especially on PSN. At least in stores no-one would buy it and you could get it cheap in a couple of months.
  • ShiftyGeezer #14 4 years ago

    Warhawk's £20, and well worth it. If people are unwilling to support pricier (but still cheap) titles on PSN or other download networks, they'll seriously limit how adventurous developers can be.
  • Buggs #15 4 years ago

    Facial Inertia
    Edited by 1 at 30/04/08 @ 15:57
  • DFawkes #16 4 years ago

    Don't get me wrong, I'm all for more expensive PSN games - being able to but the likes of Warhawk, Tekken, or GT5P on the spur of the moment, even if it's pissing down with rain outside is brilliant. But those games have a good reputation, Fatal Inertia was of a significantly inferior quality to even the PS1 games, so unless it's a whole lot better, I could never bring myself to pay that for it. Plus those games can all be bought on disc too (admittedly Tekken only on PSP).
  • Devil-_-King #17 4 years ago

    I think the PS3-version is better than the Xbox360-version.

    At the PS3-version there are a lot of innovations...
  • Stepharneo #18 4 years ago

    IIRC the developers original comments were that it could only be done with the power of the PS3. Now i know as well as anyone that that was an advertising ploy, but after playing the revamped demo i can't help but feel its almost too much of a coincidence how bad it was on the 360. i don't mean to sound like a fanboy, i've played many good games on the 360, but is it possible that this really can only work on the ps3...i dunno, maybe Sony has finally gotten to me, but i can't help feeling it would be an amusing advertising ploy at the very least "Fatal Inertia, it really can only work with the power of the PS3"...even if they would very likely get raped through the teeth by sueing from microsoft.