- Aug 24, 2001
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Link - Granted, most previews make a game sound promising. Still, the screenshots in the link look nice. Reeallly nice. And then you read details like this:
Whether or not these camera tricks make the game more immersive or are just distracting we'll have to wait and see. Still, after reading the entire preview, I'm looking forward to at least trying out a demo of the Need for Speed series' turn into sim racing while at the same time anxiously awaiting Turn 10 to make some kind of Forza 3 announcement. Grid and Race Pro have been kind of disappointing. Both of the demos turned me off but that's likely because I'm just so used to Forza.
edit: Joystiq also got some hands on time and were impressed.
What Suzi is talking about is making you feel like you're actually driving a car, which is SHIFT's primary goal. Tied into this are G-Forces, which the team has attempted to simulate with a variety of clever camera techniques. You'll know what she's on about if you've ever been in a car that's had to slam on the brakes quickly, perhaps because of a surprise red light - you're catapulted forward. Or if you've been a tad too "enthusiastic" with your acceleration - your head is pushed back.
In the game, when you accelerate the camera will pull back, and when you brake it'll zoom in, simulating the driver's head movement in real-time. The camera will shake about when you drive over bumper strips, and, at higher speeds, will almost rumble, giving you a sense of hurtling along the track full throttle. In SHIFT, the camera isn't just a tool through which you get the best view of the action, it's intrinsically tied into the shifting G-Forces at play in the car.
Simulating G-Forces isn't the only gaming mechanic that helps put the sim in SHIFT. Crashes have been paid plenty of attention, too. In games, Suzi says, crashes don't mean much. "In games you don't care. You bounce off the wall, who cares. We want you to be afraid of crashing." In SHIFT, crashes will trigger all sorts of clever visual jiggery pokery in order to simulate the affect they have on your ability to drive properly. Slightly rub against the side of a track, for example, and you'll see very slight smearing of the side of the screen. Smash head-on into another car and the camera will grab you by the neck and virtually shake the eyeballs out of your head. The camera has a fit, there's loads of blur and post-processing effects and you'll even hear your driver's heart beat as his life flashes in front of his eyes. If you crash at a high enough speed you'll even wind your unfortunate driver, and you'll hear him panting for breath as he attempts to recover. The idea is to disorientate the driver and actually punish you for crashing, something we're not particularly used to in the Need for Speed series.
Whether or not these camera tricks make the game more immersive or are just distracting we'll have to wait and see. Still, after reading the entire preview, I'm looking forward to at least trying out a demo of the Need for Speed series' turn into sim racing while at the same time anxiously awaiting Turn 10 to make some kind of Forza 3 announcement. Grid and Race Pro have been kind of disappointing. Both of the demos turned me off but that's likely because I'm just so used to Forza.
edit: Joystiq also got some hands on time and were impressed.
Developed by UK-based Slightly Mad Studios -- home to many of the folks who worked on the critically acclaimed GT Legends and GTR 2 -- the game is 95% pure racing simulation, with a bit of arcade feel thrown in so as not to totally alienate players who aren't actual race drivers. (Though EA Games Euro SVP, Patrick Soderlund, is intimately involved with its development -- and he races for real, having most recently placed fifth in the TOYO 24 Hours of Dubai endurance event.)
At first glance, the game reminded us of Forza 2 -- at least from its visual style (and we don't just mean the real cars on an actual track). NFS tried this route with its ProStreet installment, but the gameplay (and a whole lot more) just wasn't there.
Sitting down to play, we were already sold on the look; gorgeous highly detailed car models, tracks that have a sort of Sega arcade racer vibe to them, a rock-steady framerate. But what, we wondered, would help this game stand on its own? So far we can point to two things: the focus on the "driver experience" (more on that in a sec) and really good opponent A.I. (ditto).
As an advisor on the game, Soderlund says he's not just interested in how cool the cars look or how you can tune them; he told us he wants to make a racer that makes players feel like real race drivers. Neat idea, impressive in execution.
Like PGR and GRID, the game has a very detailed cockpit view. Working gauges, hands on the wheel -- the usual. There's an extra layer of pretty in the form of realtime reflections from within the car. For instance, you can see your driver model's movements in the driver's side window. Another neat touch: the driver actually grips the wheel more tightly at the appropriate moments. This level of detail is important because Soderlund and the dev team want this to be a racer that is, first and foremost, played from inside the car.
We noticed the windshield, while it will crack, doesn't place a sort of screen over the graphics, something that's caused us to opt for the third-person in many others racers. A small detail, but it's good to know the team is thinking of stuff like this. There's also a nice looking and helpful effect when driving very fast -- the dash and car interior begin to blur out so that your eyes focus only on the track.
In an early -- but still extremely powerful -- Pagani Zonda, the sense of speed was pulse-quickening. That was combined with opponents who realistically fought for positions, nudged back and would even slip up under pressure, causing a wreck. This didn't only happen when we were "engaging" them; at one point, we came around a turn into a straight-away and narrowly missed a pileup that had occurred moments earlier out of our view.
Even in its early state, SHIFT feels really good. The cars seem to have appropriate weight and noticeable performance differences. There's a perceivable hint of assistance -- hence the dash of arcade-ness -- in the steering beyond the usual traction control and braking assists. We were told that the game will essentially have a driving model that eases new sim drivers into the concept and one for seasoned pros.
What can we say -- we were really impressed by what we played. The two tracks were well designed and looked great in various times of day and weather conditions, the cars handled solidly and the cockpit view was intense and immersive. We're still waiting to learn of a complete car lineup, track selection and, well ... a whole laundry list of gameplay details. But if the team continues down this road, racing buffs are looking at a very good year indeed.