Project Gotham
Racing 4 on Xbox 360 -- and was still working on promised add-on
content for Microsoft at that point. However, after preparing four
titles in the franchise over the course of several years, Wilson
explains that the studio was ready to approach the racing genre in a
completely different manner.
"We're always thinking of new concepts for racing games, but we'd been
working on Project Gotham Racing for a long time. So we'd always wanted
to do a game kind of like this. Like, 'Let's release the shackles and go
crazy with something that's really, really exciting,'" says Wilson.
"It's something that's been kicking around for a while. We always wanted
to make a game where there's constant overtaking and constant action.
And that's really when we got acquired by Activision. They said, 'Make
whatever you want, guys. If you want to make another PGR-style game, go
for it.' But we really wanted to make a game that was exciting all of
the time."
While Blur strongly embraces the "action" end of the action-racing tag,
with its powerful weapon attacks and even a demolition derby-like
multiplayer mode, it's clear that the game doesn't completely abandon
the realistic driving models seen in the studio's previous racing
franchise. However, adapting that approach for 20-player online battles
with wicked firepower proved an interesting process.
"The main difference that you'll see is in track design," explains
Talbot. "We've retained the realistic-looking locations [...] but we
made the decision to do 20-car racing, and 20-car racing means that you
can't have 90-degree corners. You can't have a lot of the things that
would make a normal racer skillful -- it would get in the way of a game
where you've got to think about power-ups and shooting other people. We
wanted track designs which were fun, where you could explore the tracks,
and which would challenge you to a point, but wouldn't get in the way
of powered-up racing. So by making changes to the circuits to open them
up, that allowed us to keep the same dynamics and handling."
"I forget that people see us as a simulation studio, because we really
don?t see ourselves as that," asserts Wilson. "We thought PGR was closer
to Tony Hawk than Gran
Turismo , because we thought it was all about being cool, [earning]
Kudos and points, and showing off in your car. For us, Blur wasn't as
big a stretch as other people thought."
Click the image above to check out all Blur screens.
But even if Bizarre doesn't see the game as a night-and-day
transformation, many of the studio's longtime fans are likely to do so,
at least at first glance. And while Blur does include a weapons-free
online playlist, Wilson hopes the multiplayer beta test convinces any
doubters, and makes it clear that this it the game Bizarre truly wanted
to make.
"I think that's why the multiplayer beta is so important for us. I want
to reassure the hardcore gamers that this game isn't a toy, and dispel
the rumor that Activision forced us to make this game. They absolutely
have not forced us to make this game. They would've been absolutely fine
with us making a simulation game," asserts Wilson. "We wanted to make
this game because we think it addresses some of the issues with some of
the games in the racing genre; the fact that after the start of the
race, it can get really boring when you can't see anyone in front of you
or behind you."
Wilson believes the emphasis on action and the fact that a last-place
lingerer can fight his/her way back into the race with skillful use of
pick-ups sets Blur apart from the pack. "That's the difference between
Blur and a more traditional racing game," explains Wilson. "And this
isn't a problem with racing games -- this is a problem with racing. Even
Formula 1 can be quite boring, unless you're a car geek like me."
Hitting the Brakes
But when Blur appeared at E3 and GamesCom last summer, it was clear to
many who played it that this combination of high-speed racing and
powerful attacks wasn?t quite ready to be a primetime player. Wilson
says the need to create a new, multiplatform game engine from scratch
set the project back from the start, and admits the version displayed
last summer, "was OK -- it was functional." But when the decision came
to push the essentially completed game from its original fall release
date, even the designers were shocked.
"At first we were quite surprised that they decided to do that, because
it's a very unusual thing. In fact, I don't think it's ever been done
with an Activision title before," says Talbot. "It was unprecedented and
we were really taken aback, but the way management sold it to us was,
'Everybody at Bizarre believes in it, everybody at Activision believes
in it, but it's not quite there yet. It's a new franchise. We need to
make a franchise that's going to last forever, or at least last for many
years to come, and you can't do that with a false start. You have to
make the best of what you've got, and you have to make what you've got
the best that it can be.' So it was very late in development, but we're
very happy with the decision, and Activision is very happy with the
results."
Click the image above to check out all Blur screens.
And while Blur escaped the typical holiday release glut, its May 25
release date in North America puts it within days of anticipated titles
like Super
Mario Galaxy 2 and another action-oriented racer, Disney
Interactive's Split/Second .
According to Wilson, it's just a symptom of the industry focusing on
better titles throughout the year.
"It's difficult, isn't it? There's never a good time to release a
game -- because if we'd released it at Christmas, we would've been
battered by Call
of Duty . If we'd released it in January, then that's sort of like
the graveyard for games, right? And even then, you've got games like Mass Effect 2 coming out," explains Wilson. "I think what's happening now is that
there's so many games coming out that your game needs to be awesome. It
needs to be really good. You can't put a crap game out or you'll just
not sell anything." And in a last poke at Activision's biggest
franchise, he adds, "There's never a good time to do it, unless you're
Call of Duty, I suppose. [Laughs] Then people run away from you."
As for what we might expect from Bizarre after Blur ships this May, the
aforementioned discussion of launching it as a franchise indicates that
future iterations are certainly a consideration, but Wilson says the
studio is also intrigued by the possibility of developing games for the
iPhone. "The iPhone has become the third handheld console, hasn't it?
It's fantastic," he admits. "I know it's something Bizarre is interested
in doing in the future, and Activision is definitely starting to get
into it as well. So yeah, maybe we'll do something like that in the
future, but right now we haven't got any definite plans."
And what about the status of Bizarre's fiendishly addictive Geometry
Wars franchise? Unfortunately, the lead designer is currently occupied
with less thrilling ventures, but a revival remains probable. Just don't
count on a set timeframe.
"Steven Cakebread, the lord of Geometry Wars, is currently locked away
in the core tech room, doing core tech tools so we can build games. He's
working on something so boring -- he's working on the database that
handles all the game data, basically. He's making tools for me," says
Wilson with a laugh. "It's funny, the thing with Geometry Wars
development -- it's a prime example of a game which, when left alone, is
just done when it's done. So he's got loads of stuff he's mucking
around with, and then one day he'll just go, 'Hmm, what do you think of
this?' It'll be finished, but we have no idea when it'll be. Could be
next week, could be next year."
Originally posted at 1UP .
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