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Articles -
Interview with Michael Mann
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GC 2006: Need for Speed Carbon Chat
Producer Michael Mann pops the hood on EA's latest street racer.
by Alex Simmons
UK, August 24, 2006 - Need for Speed Carbon was taken out for a spin
during Electronic Arts' press conference at the Leipzig GC, with
developer Black Box showing how the next-gen street racer will spew
exhaust fumes in the face of its rivals when it rolls onto the tarmac
this winter. A brief downhill race -- or canyon duel as they're known in
the game -- demonstrated the advanced car physics and hyper-realistic
graphics employed in NFS Carbon, but when the public viewing came to an
end, IGN was invited for a beneath-the-bonnet look by Michael Mann,
producer at Black Box.
IGN: Let's start by talking about the cars...
Michael Mann: There are over 50 licensed cars and all are
completely customizable. There are specific parts for each of the three
car factions, so the type of ride a player chooses determines the car
parts they have access to. We've also introduced a new physics system
that's specific to each type of car, so a modded Mustang will handle
very differently from a custom Golf.
The cars are broken into three categories which are tied to a curve
progression. So you'll start in different areas of the map depending on
whether you choose a muscle, tuner or exotic car. There's rivalry
between crews too and you need to build up your team before you can send
them out to race against other crews and attempt to take their turf.
Certain tracks suit certain cars, which is why the player must use his
crew and choice of cars to make the best decision. A car that doesn't
handle so good will be hard to race on the canyon tracks, so players
will have to customize their cars to suit the tracks they're racing on.
IGN: After a player has picked their car how much can they
customize it?
Mann: When Need for Speed Underground came out it was at the
forefront of car customization -- there were hundreds of different car
parts and ways to use them together. So over the last two years we
thought about what we could do to take it to the next level and what we
came up with were "morphable" body parts -- sections of the cars that
can be pulled, pushed and twisted to create an almost limitless number
of ways to customize a car. Each car is broken into ten zones that can
be changed, so a player can alter the size and shape of anything, from
adjusting the size, depth and angle of spoilers down to small details
like changing the number of spokes on the rims. At the moment these
modifications are purely visual, they don't affect the handling or
performance of the car, but we are looking into how we could incorporate
it.
IGN: It's not just body shaping that's been improved either,
right?
Mann: We've also introduced vector-scoping for Carbon, which
allows the player to put decals on any part of the car, not just certain
sections. They can be scaled, rotated and merged together, plus there
are over 900 to choose from, as well as 90,000 paint combinations, so a
player really can create any look they want.
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