Jump to navigation
Advertisement

Crash Bang Wallop Interview

Xbox 360 Interview by Tom Bramwell

31 January, 2006

"Had the Crash demos not turned heads at GDC and E3 2004, I genuinely believe the destiny of Full Auto would have been significantly changed," says Cord Smith.

After getting to grips with Full Auto across a preview build and a Live demo, we were talking to Pseudo Interactive via email about whether there was much relationship between the car crash demo it produced to help demo Microsoft's "XNA" development platform and Full Auto, its Xbox 360 racing game. So apparently that's "yes".

Pseudo's was always going to be tricky task. Entering the arcade driving genre nowadays is a daunting prospect; trying to introduce a potential genre-bender like unwreck, its time-rewind technique, didn't exactly simplify matters. What's more, the idea was to do all this in the traditionally difficult 'driving shooter' area. Bit of an ambitious mix. "We've done much to ensure that they all work in harmony, although we'll be the first to admit that perfect balance is a difficult thing to achieve in a brand-new IP," says producer Smith candidly.

The XNA thing was a bit of a break though. "The Crash demos allowed the studio to prototype both realistic car modelling as well as realistic procedural destruction," he says. It served as a springboard. A year after the second Crash demo aired at E3 2004, Pseudo was back with a fully working two-level 360 playable demo - one of the only publicly playable 360 games at the show that marked the console's actual unveiling. In it, players raced around a city smashing through shopfronts, street furniture, other cars, even walls, firing rockets and machineguns and the like at rivals and using unwreck to undo mistakes. We were among those impressed.

'Crash Bang Wallop' Screenshot 1

'Are you saying my gun's small?' ... 'What?' 'Are you saying-' 'No no, it's good.' ... 'What?' 'A good size.' 'Not too small.' 'Noooo. Well. No.'

"We had unwreck working in prototype form way back in August of 2004. Even back then - with no visual effects and sparsely populated game worlds - it showed great promise.

"We entered full production in late October of 2004, but initially we were building tracks from a very layered approach. We were also busy prototyping our gameplay mechanics and attempting to understand just how far we'd be able to take our vision given the new hardware," says Smith of the development process.

Indeed, whether they've taken it too far is actually a point of contention following previews like ours that pointed to a bit of slowdown, and performance issues with the demo that appeared on Live Marketplace on January 25th. Smith says not to worry. "During the final phases of development, we made every effort to utilise all three cores through threaded rendering and other techniques.

"I believe you'll notice a very large improvement in overall performance, although we plan to push the limits much further now that the hardware is finalised and we have time to re-engineer our technology to maximise the benefits within each area of our codebase." Which is the developer for "it'll be quicker out of the box, guv".

He agrees that games like Burnout and Twisted Metal formed part of the inspiration for the game, but suggests it went wider. "I suppose Full Auto is still a simmering stew of ideas and inspirations," he says. "We planned to hybridise what a number of racing games had established in the past."

And hybridise, apologies to the Queen's English, it certainly did. As well as arcade handling, a range of weapons and an impressive time-rewind feature, Full Auto also presents an enormously destructible environment.

'Crash Bang Wallop' Screenshot 2

THERE! THAT'S WHAT I THINK OF YOUR SKYLIGHT! HAPPY NOW?

"For all of our modes we had to be very thoughtful about retaining a proper raceline and not trading the intensity of attaining first place into boring free-roam exploration," Smith says of the carnage. "With multiplayer, our biggest constraint was in perfectly duplicating and transferring each and every piece of debris to all clients. We ensure the most relevant objects and events sync directly, but ignore the inconsequential for the sake of performance." Which is presumably why we couldn't get the 360 debug to "see" Kristan in a competitive context last week.

But yes, multiplayer. How come there's no unwreck there? "It was more of a question of game design than just tech. As we played more and more multiplayer, we decided that [unwreck] was not core to Full Auto multiplayer. Focus was then turned to balancing the core elements and getting a fair and fun experience." That said, "you shouldn't count out the possibility of it in the future". Hrm.

Ultimately, it does all come back to that core playability. As good as it all sounds on paper, people are only going to spend their money if it's as good as or better than Burnout, Ridge Racer, Gotham, Need For Speed, etc. There's lots of competition. Settling on a handling model in a field of such diversity and refinement sounds like it posed real difficulties.

"Our real concern with handling came down to being mindful that we place players in a dynamic world where they not only have to drive fast but also aim and shoot," says Smith.

"Although we've experimented with a much more complex and 'touchy' driving model to draw out the personality and challenge of each of our vehicles, we needed the control to be more responsive and accessible to stay in line with our 'arcade' sensibilities.

'Crash Bang Wallop' Screenshot 3

Laughing crying jumping and sing-iiiiiing!

"As for other arcade racing games, without need to concern themselves with environmental destruction or weapon-based combat, they can obviously offer up a greater sensation of speed along linear tracks. We don't begrudge them that, and we're all huge fans of the top contenders, but it should be publicised that our game has different tendencies and therefore different needs." Consider it publicised.

As for those who had a bit of a pop at the demo last week, Smith insists that the game's deceptively deep. "Witnessing people play it for the first time is riveting because almost everyone has fun from the very start. That said, there's no lack of depth to how players combine their racing, unwreck, and combat skills. It takes mastery of each and an understanding of the game's subtleties to truly become a pro.

"Speaking of subtleties, we're also extremely proud of just how much we've packed into the world. Pay close attention within the one-touch replay feature and you'll continuously notice small elements and interactions that you've never realised before. As late in development as the day before final submission, I was still witnessing unique moments that I didn't know were possible."

We'll let you know whether they're magic moments closer to the game's European release on February 10th. And if we're wrong, you can shoot us in the face with a missile launcher, presumably.

Full Auto is due out on, you got it, February 10th, exclusively on Xbox 360.

Advertisement

Are you excited about Full Auto on Xbox 360?
View Eurogamer readers most anticipated games

Thanks!

Want to comment on this article? Log in, or register!

Comments: 1-22 of 22 in total

Poster
Comment Low-scoring comments hidden. Log in to see them!
Bezzy
31/01/06 @ 08:22
#1
0
You buried this comment
Comment below viewing threshold
Show
More games should be made under the name "Pseudo Interactive", just for honesty's sake.

Ironically, Full Auto isn't one of them.

(I mean that in a nice way, incase this is all whizzing over your head).
reality_cheque
31/01/06 @ 08:35
#2
0
You buried this comment
Comment below viewing threshold
Show
I look forward to playing a version better than was given away with OXM360 mag, the demo was god awful.
Dizzy
31/01/06 @ 08:50
#3
0
You buried this comment
Comment below viewing threshold
Show
The demo wasa bit "meh"... if they have fixed the framerate problems it could be fun. Not really my cup of tea though, but yes, the technology certainly is pretty cool.
a_random_gnome
31/01/06 @ 09:31
#4
0
You buried this comment
Comment below viewing threshold
Show
Meh... But it sure is a looker...
bivith
31/01/06 @ 09:34
#5
0
You buried this comment
Comment below viewing threshold
Show
shame there is nothing like that crash demo in the game demo
Darren
31/01/06 @ 09:46
#6
0
You buried this comment
Comment below viewing threshold
Show
I thought the OXM360 demo showed great promise and is fun to play - causing mass destruction IS fun, no doubt about it - but the stodgy framerate and slowdown seriously spoilt it. If they've ironed that out as well as sorted out the numerous pop up/draw in issues then it should be a half decent game.

The graphics seem nice enough and at least do use anti-aliasing so they look super-sharp running in 720p but it doesn't really look next-gen and certainly doesn't look anyway near as advanced as that XNA Crash demo shown a couple of years back.
Eighthours
31/01/06 @ 09:47
#7
0
You buried this comment
Comment below viewing threshold
Show
This needs a lot of work still done on it, based on the demo. I hope that build was from several months back.
Darren
31/01/06 @ 09:47
#8
0
You buried this comment
Comment below viewing threshold
Show
"Shame there is nothing like that crash demo in the game demo"

I totally agree and it does show how superb tech demos don't mean graphically superb games right, Sony? Right, EG? /wink/
myrmican
31/01/06 @ 09:47
#9
0
You buried this comment
Comment below viewing threshold
Show
Er... what's 'unwreck' and how does it work?
darkmistx
31/01/06 @ 09:52
#10
0
You buried this comment
Comment below viewing threshold
Show
It is just me or is anyone else get immense slowdown on this page with all those ridge racer ads?
Edited 1 times, most recently on 31/01/06 @ 09:54
DarthCheesiest
31/01/06 @ 10:07
#11
0
You buried this comment
Comment below viewing threshold
Show
My cursor is flickering like mad but, no slow down. These more detailed flash adverts coincided with our upgrade to broadband about a year ago, I wonder if we went back to dial up the adverts would get smaller. Less adverts, that used to be one of the good things about Eurogamer.

As for the game, More shite PC type games, Great.
bionutz
31/01/06 @ 10:40
#12
0
You buried this comment
Comment below viewing threshold
Show
use opera, press F12 and deactivate plug-ins . that easy!
reality_cheque
31/01/06 @ 10:58
#13
0
You buried this comment
Comment below viewing threshold
Show
If this game is in the final weeks of dev, then it's very broken. If this game is NOT in the final weeks of dev, then what the hell do they think when they decide to release a demo?

I don't understand game companies sometimes. Do they not sit down and play the demo before it's released? Does nobody think "this is not a good representation of our game. this demo makes us look like untrained monkeys who decided to throw a large poo at the world in general. we should fix this and this and this before we show it to the world"?!?

[Edited to add that] I would not show this demo to my mother even if it was the first thing I ever coded at the age of 5 and had some kind of mental illness where I demand attention and praise constantly. I'd rather tell my girlfriend that I've been banging her sister than show product of this quality.
Edited 1 times, most recently on 31/01/06 @ 11:01
tef89
31/01/06 @ 11:21
#14
0
You buried this comment
Comment below viewing threshold
Show
This is horrendous, I only hope in time the memory of how bad this game is will fade into my sub-conscious only to be replayed occasionally in my darkest nightmares and serve as a timely reminder why I should NEVER buy a new console at release ....
Troutio
31/01/06 @ 12:44
#15
0
You buried this comment
Comment below viewing threshold
Show
I am failing to imagine how an 'unwreck' could work in multiplayer in those future versions - surely if time rewinds for one player, it does it for all? Unless it rewinds for only the car concerned - but that throws up other problems.

Nice idea for single player, though.
reality_cheque
31/01/06 @ 12:53
#16
0
You buried this comment
Comment below viewing threshold
Show
I'm a coder, and I test my code before I let anyone else loose with it :P

It wasn't just the frame rate that pissed me off, it was the playability of the game itself - although I suppose it might have been a game that I would dislike anyway... but that doesn't change the fact that nobody so far on this thread has had a good thing to say about the demo other than "Nice concept" or "It looks pretty".
therev
31/01/06 @ 13:54
#17
0
You buried this comment
Comment below viewing threshold
Show
Well, I liked the demo.

So there.
Feanor
31/01/06 @ 14:03
#18
0
You buried this comment
Comment below viewing threshold
Show
If Forza can come good at the last minute, so can this game.
reality_cheque
31/01/06 @ 15:29
#19
0
You buried this comment
Comment below viewing threshold
Show
Ok, so ONE person liked the demo :P

If they do manage to pull off miracles, then fair play - but that doesn't change the fact they released an extremely dodgy demo!
Inquisitor [mod]
31/01/06 @ 16:01
#20
0
You buried this comment
Comment below viewing threshold
Show
If its anything like mashed then it should be really fun, on that note does this game support multiplier for 4 players (on one console)?
reality_cheque
01/02/06 @ 08:20
#21
0
You buried this comment
Comment below viewing threshold
Show
It's nothing like mashed, aside from the cars with guns.

Mashed was a pleasure to play.
therev
01/02/06 @ 13:51
#22
0
You buried this comment
Comment below viewing threshold
Show
Oddly, I hated Mashed.

Hmm.

Comments: 1-22 of 22 in total

Want to comment on this article? Log in, or register!

X View gallery