VGcore.com    Forums    Blogs    PC    PS3    PS2    PSP    Xbox 360    Live    Xbox    Wii    GameCube    DS
Fuel Interview
         
 XBOX             
   News
   Games List
   Reviews
   Previews
   Release Dates
   Videos
   Screenshots
   Cheat Codes
   Editorials
   Interviews
   Hardware
   Companies
 
 RELATED       
   Xbox 360
   Xbox Live
 
 COMMUNITY 
   Forums
   Blogs
   Login
   Sign Up
   My Account
 
 SYSTEMS      
   PC
   Playstation 3
   Playstation 2
   Sony PSP
   Xbox 360
   Xbox Live
   Xbox
   Nintendo Wii
   GameCube
   Nintendo DS
 


Fuel Interview

Dreamcatcher Interactive's Fuel is a multi-versatile racing simulator with insane tracks, 10 different characters and 3 different types of vehicles that pushes each track to their limit. Few games have gone where developer, Firetoad Software, is taking the racing genre. There's a multitude of modes and features, and we have Firetoad's Nathan d'Obrenan to give us a little insight into some of the features of Fuel.

Xbox Core: We looked over the development presentation, and there were some pretty amazing things going on for Fuel. What prompted the idea for this game?

Nathan: The idea really stemmed from Everglade Rush (ER), which was a tech demo we did for Nvidia's geForce3 launch back in the day. ER was a hovercraft racing game, where you could drive on the water, land, and all different types of terrain.....so we thought “Hey, wouldn't it be great to just localize the vehicle types, and add the ability to get in and out of them individually?”. We also had some ideas for 'using' Fuel when driving your vehicle, however, we found that you really don’t want to run out of Fuel, but instead want to always be getting Fuel. So we changed the game design to what it is now, where Fuel is a boost or bonus that you get for smashing things, doing tricks, etc.

Xbox Core: Multi-versatile vehicle driving is a rare racing mechanic in most games. Not since Big Red Racing can we remember a game that actually ventured into territory to give gamers something completely different for a racing experience. Were there any games that helped influence a multi-versatile racing simulator like this?

Nathan: Very interesting you note that game. BRR was a very big influence on us…we loved and played that game to death. A lot of its design and feel is in Fuel. In a lot of ways we set out to make an updated BRR for the Xbox. Other title influences were Diddy Kong Racing, and of course Mario Kart. We really liked the wackiness of those racing games, however; we set out to make the worlds more realistic, while still having outrageous physics and gameplay.

Xbox Core: Some games tend to change significantly going from one platform to the next. Will one platform get some features the other platform won’t?

Fuel: Fuel is definitely meant to be played on the Xbox. Nothing can take the place of a controller in your hand w/ the rumble on. Fuel plays great on the PC, but it plays best on the console. As for features, there wont be that many gameplay differences between the two systems, however, there will be much more customization of features on the PC. Also Xbox has multiplayer, while PC will not.

Xbox Core: Console gamers don’t usually get racing titles all too often. Yet when they do come along, a lot of them tend to focus on graphics over gameplay. What is the general ratio for graphics and gameplay for Fuel?

Nathan:In Fuel's case I think its about 50/50. We've got a ton of gameplay (30 unique worlds, 90 tracks total), and 3 vehicle types which could be individual games on their own, as well as we're also doing a lot of really great things with our graphics engine, so the balance is certainly there.

Xbox Core: Racing physics is about the most important part of a racing game. Did the team originally decide to scrap the first physics setup because they weren’t pleased with the results, or because they were originally aiming for something better?

Nathan: The biggest challenge when developing racing physics is getting that vehicles fun factor down. Setting early parameters for what’s fun, and what isn't is probably the most important thing to get done first. We learned that lesson the hard way…which was a cause for our delay. Also being overly ambitious and trying to create 5+ unique vehicle types was simply just too much for us to bite off. So narrowing it down to 3 vehicles really helped us focus in on getting those 3 different vehicle types great.

Xbox Core: The rag-doll physics is something that’s becoming a more widely used feature. Are there any other developmental features that racing games could make good use of in the near future to enhance the general gameplay?

Nathan: There’s still a ton that can be done on the Xbox. I do think it’s a little bit sad that there’s a big push to move onto the next-gen consoles, because developers can still squeeze oh so much more out of the Xbox. There are some more ideas we have but didn't have time to implement. But I can't be giving away all our secrets now can I? *smiles*

Xbox Core: Fuel’s architecture is pretty amazing. Did the team intend to have a racing title with so many different elements? Or were some things added in as the project made progress?

Nathan: I think that if we knew the requirements for what we've created to date at the beginning of the project, we all would have said screw it, and gone and made a Flash game or something. Heh, just kidding. *smiles* It really was an evolutionary process that certainly didn't happen overnight, but rather just constantly kept our eyes on the prize and kept trying to make good development choices. Thanks for the compliment, though. *more smiles*

Xbox Core: There’s various characters the player can choose from, will each character have different stats that affect the driving and/or outcome of the race?

Nathan: Nope, the characters just add flavor to the game. We really didn't want to be racing around with 'masked riders' as we thought those games that do are missing out on some fun personality. So that’s exactly what we did; we just came up with the most funny, stereo-typed characters we could think of that just say funny things as you race.

Xbox Core: What sort of multiplayer modes will be available, and will there be a difference between the multiplayer features on the Xbox and PC versions?

Nathan: We've got your standard Quick Race and Tournament multiplayer modes, as well as Chase, Tag, Fuel Grab, and Elimination. My favorite is Elmination, what happens is it’ like a regular race, except each lap one player gets eliminated from the race until it’s a heads-up race on the last lap. It's good stuff.

Xbox Core: Has the team considered the possibility of working on a sequel?

Nathan: The possibility exists. Whether or not it’s already in production…hmmm that has slipped my mind, however. *smiles*

The multi-versatile racing title will be hitting store shelves on May 16, 2006 for the Xbox and PC. For more information regarding Fuel, be sure to stay tuned in with Xboxcore.com.



Article By: VGcore Staff

 Xbox News
 
Microsoft and Bungie Split Up
Microsoft today announced a plan for Bungie Studios, the developers of the Halo franchise, to embark on a path to become an independent company.
 
More Microsoft Hirings
John Schappert to Head Microsoft Interactive Entertainment Live, Software and Services Businesses
 
Peter Moore Leaves Microsoft
A week after rocking it out at E3, Peter Moore has left Microsoft for EA as the new President of the EA SPORTS Label.
 
Two New Halo 2 Maps Available on April 17th
Bungie announced today that the new pair of Halo 2 maps are makeovers of Derelict and Hang 'Em High, two long awaited maps from the first game to be remade.
 
Burnout Band Slam Searches for Bands on MySpace
Electronic Arts and MySpace, the world’s leading lifestyle portal, have today announced an international search for the hottest new bands in the United States and Europe, in collaboration with Virgin ...
 
Electronic Arts Aquires SingShot
Electronic Arts today announced the acquisition of SingShot Media, a San Francisco-based online karaoke community.
 
Gaming Is 34% More Popular
Due to the plethora of games, consoles, hardware, and content that has become available, and not to mention the imminent Christmas holiday, video game retail sales have jumped 34% since the beginning ...
 
Pimp My Ride Now Available
High-RPM racing meets outrageous car customization with MTV's Pimp My Ride, available now in stores.
 
Scarface Sells a Million Copies
Vivendi Games Sierra Entertainment division is proud to announce that Scarface: The World Is Yours, the blockbuster video game based on the 1983 classic film from Universal Pictures, has sold more tha...
 
Superman Returns Ships to Stores
Electronic Arts ships Superman Returns: The Videogame today to retail stores nationwide.
 
Hot Games: Halo 3 | Super Smash Bros. Brawl | Crysis | Dead Rising | Metal Gear Solid 4
About Us | Contact Us | Staff | Join Staff | Advertise
Copyright ©2003-2007 VGcore. All Rights Reserved. Privacy Policy | Terms of Use