Si quelqu´un veut reprendre j´étais rendu là :
Harvey: A lot of racing games are really fast – but all you normally have to do is avoid the competition, and follow the race track. In Burnout 3 you are racing on busy city streets, through markets, across plazas, along motorways etc. and besides avoiding the competition you need to avoid the traffic all around you. It means you need to be hyper-aware, and even though you see something you have to think to react. Besides your car going at speeds upwards of 200mph, you’ve also got the motorway traffic coming at you at 70mph - so you really need to develop lightning reflexes!
The biggest change in Burnout 3 over the previous games is the way boost works. We wanted it to feel really immediate, so as soon as you’ve earned it, you can start using it. If you can take big enough risks while boosting you should be able to boost all of the way around the tracks, which is going to be pretty intense!
Micheal: Burnout 3 really is a game for the movie-generation as crashes look like those you´d see in the movies. While crafting the design for the game, what great movie chases and crashes most inspired you?
Harvey: The best thing about car chases and crashes is that Hollywood has been doing this in films for years. We looked at hundreds of films for reference, including Ronin, French Connection, The Rock, Smokey and the Bandit, Fast and the Furious etc. etc. etc. etc…
The interesting thing we learned is that they use loads of great techniques for making a crash feel bigger, but most of the techniques only work when you’re looking at a crash in a particular way, or from an artistic angle! Also, we needed to make our crashes interactive – we use crash ‘aftertouch’ to allow the player to steer their wreck after crashing – so we had to develop a whole load of new approaches to make them look awesome.
Micheal: So I´ve only gotten 10 takedowns in a game so far. What´s the highest number of takedowns that any of your team members have attained?
Harvey: Obviously we’re all very busy finishing the game, so we’re not trying to set virtually unbeatable records ( yet) so for now the record stands at 26 – it was on a lap eliminator event ( which is 5 laps instead of the normal 2 or 3) in Downtown. The next best was 24 on a Road Rage event. I’m sure someone will blow these numbers out of the water soon! The only rule for us when we’re setting these records is that we still have to win the event – otherwise you’d just spend all the time taking out cars!
Micheal: While my first take of the game was a slightly less-twisted version of Ballard´s infamous book " Crash", one has to wonder how twisted your team really is... do you give out awards for best dings or accidents at work and stuff like that?
Harvey: We certainly do take special notice of any crashes people have, but since developing Burnout 3 everyone seems to be crashing less in real life – it’s either that they’ve taken all their aggression out in the game and not real life, or that they’re too busy getting the chance to drive anywhere!
Micheal: I´ve seen about 5 levels in the game so far, how many levels will gamers see in the final game? Care to list or detail them?
Harvey: We’ve got over 40 tracks in the game, which are spread throughout the U.S., Europe and Asia – and each has multiple different events taking place on them – apart from races and grand prix, you can enter a lap eliminator where the last place racer gets wiped out each lap, or Road Rage where you try and take out as many of the opposition in the time limit. There are also 100 crash junctions in the game, the point of which is to crash as many cars as possible to cause as much damage as you can. We’ve got awards based on reaching pre-set milestones, and these unlock new cars and vehicles to use in the events.
Micheal: Burnout 3 will be the first EA GAMES title to support the newly signed Xbox Live agreement, something gamers have been waiting for. Will there be any Xbox-live specific content that will be in the game or can gamers expect new levels or vehicles over the Xbox Live network?
Harvey: We are so pleased to be able to fully support Xbox Live with Burnout 3, and we wanted to make sure that players on Xbox get absolutely everything that PlayStation 2 owners would get from that online arena.
Micheal: Online is turning out to be a big selling point of all this year´s games. What online game features can gamers expect to see? Head-to-head? Support for more players...
Harvey: We support up to six players online in any race events. The most critical thing for us is that the online game didn’t suffer any loss of quality over the offline game, so we’ve made sure that we still have just as much traffic in the online modes.
We´ve also been able to expand Crash Mode in its online form to allow 2-player cooperatively or competitively playing the same junction – it’s particularly cool if you can takedown someone before they even hit the traffic! We also have a new online mode called Party Crash, where 8 players all play the same junction and the replay of the person who gets the most damage gets sent to all the other players.