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The Criterion Tech Interview: Part One Comments by Richard Leadbetter

17 June, 2009

Meet the team behind Burnout's engine evolution.

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paketep
17/06/09 @ 04:59
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Since we are talking tech, tell me... How the fuck do you excite people about finally having Burnout on PC, show videos of your team playing 8-player LAN and... finally release the game with NO LAN support in fucking 2009?.

Thanks for opening the way to Activision with the Ghostbusters idiocy!. And don't come later complaining about low sales and piracy!. It's your own fault!.
MeBrains
17/06/09 @ 07:18
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DF: as mentioned in the retrospective comments: these are very very very interesting reads.

keep 'em coming. about one interview every two weeks?! :D
toy_brain
17/06/09 @ 16:51
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Very, very interesting article.
Even though I cant write code for toffee, I still find these in-depth 'techy' articles fascinating.
Really interesting to read about what happend to Renderware when they merged with EA as well.

Can't wait for part 2.

(And its also got me wondering what other developers stand out as 'gods of code' that would be good to hear from. Some of the mainland-europe codeshops would be interesting, and perhaps a handheald dev like Renegade Kid to throw some light on the other end of the tech-spectrum. I'd love to hear from some Japanese developers as well, but they tend to be annoyingly vague in all their answers even though they pull off visual miracles - which is a pity).
lukaz
18/06/09 @ 12:54
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60fps always rock.

Yes, LAN support is missing from too many games: Burnout Paradise, Ridge Racer, Motorstorm 1&2, GT5P
Once the servers are dead, mutliplayer is gone :(.
f01re
18/06/09 @ 13:48
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"Plus: the team talk Black, the ultimate festival of first person destruction on the previous generation platforms."

You tease ! I'm guessing the line "No, we're not doing Black 2" is in there ;)

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