Tye: Will the number of cars in PGR 3 be greater than Project Gotham Racing® 2?
Chris: PGR 3 will include an incredibly deep collection of fast, exciting, and unique street cars. We'll have more than 75, and the number that players can use to succeed is way up—they were selected to be finely balanced against one another. We raised the speed range as we selected cars, which were picked to offer variety, the experience of owning the coolest street cars ever produced, and speed. What's more, they all clear at least 170 miles per hour in the real world. One might be surprised at the variety of vehicles which clear this bar, especially considering that we represent a car's true performance, removing electronic speed limiters. Every car in PGR 3 will be one you'll want to use. The reference gathering team set themselves on fire to get us access to so many unique vehicles. The interiors are incredible. It's a take-no-prisoners set; the cars rock.
Neil: How many players will be able to play in one game on Xbox Live?
Chris: It's safe to say that we're looking to expand it from PGR™ 2, so more than eight.
Wayne: Will there be realistic vehicle damage like we saw in the XNA demo?
Chris: We've expanded and improved the damage for PGR 3. We know gamers like damage (and you should see Bizarre's audio team beat on cars when they gather reference!), but the kind seen in the XNA demo "Crash" was a little much—the cars weren't drivable.
Tom: Will there be a Cat and Mouse mode?
Chris: Cat and Mouse is fantastic, and what Bizarre really wanted to do for PGR 3 was to give players the freedom to create their own game types, with a route creator and the ability to create game rules. So we've built a collection of features which players can use not only to play Cat and Mouse, but much, much more.
OG Dr Malice: How many spectators will be allowed per session?
Chris: Everyone in the Project Gotham Racing 3 community will be able to watch feeds and tournaments simultaneously.
Lamborghini Diablo wheels make a nifty table.
Achzrine: What are some new online features?
Chris: Here are a few of my favorites:
Gotham TV: We're broadcasting what's going on with your friends, the world's best players, and special events. You'll be able to peer into the PGR 3 community.
Gotham News Ticker: This runs at the bottom of your screen and alerts you to what's going on in the Gotham world. For example, you might see a message like, "Your friend just crushed your lap time."
Route Creator: As I mentioned, this allows you to host races on routes that you've created within the cities.
Greg: What types of options will there be for customization?
Chris: Martyn wanted to do something new, which is to offer customizable game features. We're providing a racing toolbox. Build what you want. Play how you want.
Samuel: What frame rate will be used? What resolution?
Chris: Likening PGR 2 to PGR 3 is like comparing Polaroid to Imax. Bizarre's graphics devs have posted a number of goodies on their website, and what's ironic is that their "in development" in-game shots are currently the subject of much debate on a few game sites: "That can't be in-game." It is.
Wayne: What can we expect from the A.I.?
Chris: There has definitely been a focus on A.I. for PGR 3. It will be harder to tell when you're racing against A.I. and against humans—good humans, that is, not people driving backward! You'll see A.I. cars respond to pressure: for instance, when you close in on them they make mistakes. They move away from where you are. The added processing power of Xbox 360™ allows us to have the A.I. look at the track differently. It knows when it can go flat-out and when it needs to slow down for traffic. It understands various racing lines better, and so on.
Matthew: What's the hardest thing about developing PGR 3 for Xbox 360?
Chris: Staying at the forefront is tricky from both the design and development standpoints. Bizarre agonizes over which cool elements make each version and which don't, otherwise there would be so many things to do the development would never finish! New hardware is always the single toughest thing to adapt to from a production perspective. Every functional area (dev, design, audio, graphics, online, etc.) has its own challenges, each quite hard. But, it's a larger challenge to take all these new ideas from cradle-to-grave and make them kick ass together; keeping the Gotham Racing franchise fresh, unique, and able to drop peoples' jaws to the floor is tough! Bizarre is quite experienced with platform transitions and new technology, and it's the community which will benefit from this. Bizarre always delivers "above bar," and it's why we wooed them into partnering with Xbox.
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