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Lest it sound easy, this approach isn't quite like publishing a new dictionary where you just manage to keep all the good words from previous works and add any new words that have been invented and don't make any spelling errors along the way. No matter what choices are made, Simon first must guide the game into a coherent experience, balancing the technical and creative possibilities with schedule, budget, technical and talent limitations. This is the true dance of development. When he showed us the state of the game at the Liverpool offices of Rage in January, Simon bore all the signs of the fully immersed, truly fanatical producer/designer, noting the game's current strengths and weaknesses, yesterday's triumphs already ancient history when compared to the challenges of today. Sleep is already a rationed commodity.
Nevertheless, Simon can go on for hours about the subtle changes in gameplay that come with the tradeoffs between a true racing simulation and an arcade style racer. He came to Rage last summer from Psygnosis to pick up the reins on an undefined simulation racing game. Starting with a 'really cool' engine, he decided to fashion the game after the adrenaline fueled Japanese underground (read 'illegal') street racing he had seen in a TV documentary. The sport is designed around street legal cars that have been "enhanced" and takes place late at night (to avoid school kiddies and grandmas becoming unintended hood ornaments) hence the name, Midnight GT.
"The key thing was to aim to produce something that would be nearly real, a good balance between a game and a real simulation. Midnight GT is definitely biased towards the simulation route, the car acts and reacts like the real thing . . . our physics model is 100% correct. For example each wheel and suspension rod reacts differently dependent on what stresses and strains are placed upon them by the player. For instance, if the player has one wheel on gravel or an icy patch on the road whilst the other three are on tarmac, the wheel on the slippery surface will have less tractive resistance than those on tarmac."
Rage Software's typical approach to fast playing gorgeous graphics are well represented as is their usual tendency towards taking full advantage of cutting edge technology. Minimum system requirements will be on the high side: a Pentium II, 266MHz with something like an 8 Meg Voodoo2 in attendance. So, on with the game particulars...
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