Interviews Archive - Team VVV https://www.teamvvv.com/interviews/ I came. I saw. I conquered. Thu, 19 Aug 2021 10:11:55 +0000 en-GB hourly 1 https://wordpress.org/?v=6.0.5 RiMS Racing Developer Interview Video Podcast https://www.teamvvv.com/interviews/rims-racing-developer-interview-video-podcast/ https://www.teamvvv.com/interviews/rims-racing-developer-interview-video-podcast/#respond Mon, 16 Aug 2021 10:39:22 +0000 https://www.teamvvv.com/?post_type=interviews&p=164184 RiMS Racing has been a bit of a blast out of nowhere these past few months, developed by a studio entering into its maiden project. This has been a hugely ambitious undertaking for the newly formed Raceward Studio who have signed up with NACON to build a much needed new competitor to the biking market. […]

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RiMS Racing has been a bit of a blast out of nowhere these past few months, developed by a studio entering into its maiden project. This has been a hugely ambitious undertaking for the newly formed Raceward Studio who have signed up with NACON to build a much needed new competitor to the biking market. With this in mind I sat down with Fabio Respighi (Lead Game Designer) and Alessandro Carullo (Game Designer) to learn more about Raceward studio, the challenges involved in realising a new IP, to the creation of such an enormous enterprise. We discuss many elements that make up the RiMS Racing experience and much of what you can look forward to.

You can hear the entire interview below along with my usual feedback.

RiMS Racing will release on Xbox S/X, PS4, PS5, PC and Nintendo Switch on 19th August 2021.

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Dominik Diamond – The Oral History Interview https://www.teamvvv.com/interviews/dominik-diamond-the-oral-history-interview/ https://www.teamvvv.com/interviews/dominik-diamond-the-oral-history-interview/#respond Thu, 22 Apr 2021 11:25:54 +0000 https://www.teamvvv.com/?post_type=interviews&p=159502 Recently GamesMaster presenter Dominik Diamond announced a Kickstarter for GamesMaster – The Oral History. A book that would chart the entire history of GamesMaster behind the scenes and give fans an insight into the goings on both good and bad, from its inception and production in 1991 to the shows demise in 1998. So, I […]

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Recently GamesMaster presenter Dominik Diamond announced a Kickstarter for GamesMaster – The Oral History. A book that would chart the entire history of GamesMaster behind the scenes and give fans an insight into the goings on both good and bad, from its inception and production in 1991 to the shows demise in 1998. So, I took the opportunity to interview Dominik, to learn more about the book and add my own experience from the other side, a trip down memory lane. GamesMaster was without doubt my favourite video game TV show growing up, it had a huge impact on me personally and was a driving force behind my own career in creative media.

But first I wanted to cast my mind back, it’s 1991, I had just seen Terminator 2 at the cinema and had read about a new videogame TV show coming to channel 4. At that time I was playing on my Amstrad CPC 464 and looking forward to getting a Sega Megadrive at Christmas. To say I was buzzing about this new console was an understatement. I would buy my magazines and just pour over every detail, seeing pictures of so many games I would never see in motion. The prospect of a TV show giving us a glimpse of a range of gaming was a mouth-watering prospect. But would it be any good? Did TV companies understand video games and gamers? I remember these questions were already being asked at the time.

The first showing was a big event for gamers, featuring a review of Terminator on the Megadrive, a game that would eventually be delayed for many months but to see it in action was a ball of excitement. Going to school the next day to discuss with friends every detail. The show wasn’t perfect and some challenges were more interesting than others but it was great just to see this all coming together.

Series 2 took everything a stage further, bigger sets, a rival in Bad Influence and the battle for the attention of TV gamers was on. GamesMaster went from strength to strength, Dominick Diamond became ever more popular as the soul of the show and it felt like everyone was having great fun in the process.

I grew up as the show evolved, series 3 was a non entity and rather dull with repetitive challenges, but series 4 was GamesMaster back on track. Funny, edgy, informative, and as the audience got older, so did the approach and humour. Leaving school, going to work and loving every minute of it. We’d tape it on VHS, then watch it again at weekends, laughing at the various innuendo, Dominik always had a way with words.

Not only did GamesMaster grow with the gamers, it grew with the industry, which expanded massively in this period in the transition from 16-bit to 32-bit systems, culminating in PS1, N64 and Saturn. But this was the core time of gaming, maximum excitement, PR and Marketing were all along for the ride, games developers had relative free reign. We were all enjoying the party, and the industry parties were huge. It was great that games were getting out there, that the industry could finally show its value and gamers moved our of that nerdy shadow that had covered mass market opinion for so long. But that’s where everything changes.

GamesMaster’s swift demise was unexpected at the time, and its loss felt like an enormous hole. A time of excitement and wonder was over. The corporate control was creeping in, and over the years that followed that hole was never filled. Gaming was off prime time TV for good, the jokes no longer appropriate, gamers being forced elsewhere for their info and support of their passions. GamesMaster felt like that community talking point which brought gamers together, took the piss out of us, had fun doing it, but ultimately respected gamers more than anyone.

Eventually in the years that followed I had my various forays onto TV but nothing could quite capture that special time and nothing ever will again. But I hope this interview gives an insight into the time that was, while the book enables us to relive and appreciate those special moments, because they’ll never come again.

You can enjoy my full two-hour interview with Dominik below and support the Kickstarter here: https://www.kickstarter.com/projects/darrenwall/gamesmaster-the-oral-history/comments

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OVERPASS developer interview https://www.teamvvv.com/interviews/overpass-developer-interview/ https://www.teamvvv.com/interviews/overpass-developer-interview/#respond Tue, 10 Mar 2020 17:23:40 +0000 https://www.teamvvv.com/?post_type=interviews&p=74366 As we cover dozens of racing games every year, we always appreciate it when we stumble upon something fairly unique. OVERPASS fits this bill perfectly with its slower-paced and technical rock and hill-climbing which require an altogether different approach compared to most racing/driving titles especially so in the console market. The simulation-focused title released recently […]

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As we cover dozens of racing games every year, we always appreciate it when we stumble upon something fairly unique. OVERPASS fits this bill perfectly with its slower-paced and technical rock and hill-climbing which require an altogether different approach compared to most racing/driving titles especially so in the console market.

The simulation-focused title released recently across PlayStation 4, Xbox One, PC and Switch platforms, to learn more about this intriguing driving title we caught up with Joakim Eriksson Game Producer at Zordix Racing.

OVERPASS is an off-road racing game that focuses on precision, strategy and technique rather than speed,” explains Eriksson. “It’s about conquering obstacles and finding the best way through tough relentless terrain. It’s hard and sometimes unforgiving, but putting in the hours it can also be rewarding as you advance your learning curve.”

Indeed, the learning curve in OVERPASS is almost as steep as some of its hill climbs, Eriksson recalls the time when a journalist referred to the title as “the Dark Souls of racing games”.

With its vast challenges on offer, it would be unfair if you didn’t have one or two tricks up your sleeve. Fortunately one such weapon in your arsenal – the differential lock – can make all the difference.

The differential makes it possible for the wheels to rotate at individual speeds, distributing the engine’s power between them accordingly,” states Eriksson. “In most situations this is a good thing but for example if one of the wheels loses contact with the ground, it will trick the differential to transfer the power to that wheel, leaving the other powerless since the differential by design uses a kind of inverted load balancing to distribute it.

Fortunately, this problem is overcome with a differential lock – something which most off-road vehicles have. You’ll need to disengage the differential lock once you’re through a particularly tight spot, however, as utilising it will reduce your vehicle’s turning radius to that of a supertanker.

Another weapon you have at your disposal (in most vehicles) is the ability to shift between four-wheel drive and two-wheel drive on the fly. While using rear-wheel drive over all four wheels may not always be the best way forward, Erikson explains that some may prefer using the rear wheels on the flatter areas to assist controlled power slides when negotiating the tighter bends.

OVERPASS features two vehicle types: quads and buggies (or ATVs and UTVs if you prefer).  Those looking to dive into the action will be better off with the more robust buggies, however, those looking for a bigger challenge will find it using the quads.

“They demand more of the player in terms of skill as they are harder to balance, but in return they offer a distinct ATV-specific advantage with its possibility to lean by using your body as counterweight. The shorter wheelbase of ATVs can in certain obstacle situations be useful too, as it reduces the risk of getting stuck on your belly”, says Erickson.

The star of OVERPASS is unquestionably the environments which are teeming with complex geological geometry which capture the ruggedness of the great outdoors extremely well. Ericksson tells us the environments were inspired by real-world locations without trying to replicate them. The development team created ‘mood boards’ using a range of image sources which helped to inspire them to create the range of environments the off-road title has to offer.

A title like OVERPASS needs to hit the correct balance between being challenging but not to the point where it becomes obnoxiously so.

“This was one of the biggest challenges, and to be honest the game isn’t a good fit for everyone”, concedes Eriksson.  “This is a game for players that take their gaming seriously and are prepared to invest many hours in order to get good and master the tracks. It demands a good amount of patience and is quite the opposite of casual racing games.”

Erickson goes as far as to say players will have to “endure” the first hours before it gets truly rewarding as they get to grips with the title’s steep learning curve. OVERPASS is certainly a title that knows what it wants to be and the development team is not frightened to take a risk.

Finally, when we asked if Ericksson had any tips for new players he stressed the importance of the title’s tutorial – which itself is…you guessed it…very challenging.

“The tutorial is actually quite hard to get through by itself, but the difference is you get guidance and explanations along with the opportunity to practise specific situations and driving techniques. The tutorial also helps you find the mindset and pace to start exploring the levels and tracks of the game.”

“The last checkpoint of the tutorial has a sandbox area where you can get to know the different vehicles. Lastly, arm yourself with a good amount of patience. The game has an initially quite steep learning curve and you need to first go through the process of unlearning the instinct to go full throttle before you can fully embrace the more technical and strategic driving style that embodies the gameplay of Overpass.”

You can hear our thoughts on OVERPASS courtesy of our team chat video right here.

 

 

 

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Isle of Man 2 Gameplay & Davey Todd Interview https://www.teamvvv.com/interviews/isle-of-man-2-gameplay-davey-todd-interview/ https://www.teamvvv.com/interviews/isle-of-man-2-gameplay-davey-todd-interview/#respond Mon, 02 Mar 2020 15:48:58 +0000 https://www.teamvvv.com/?post_type=interviews&p=74051 We’re already into the third month of 2020 which can only mean one thing: the release of TT Isle of Man – Ride on the Edge 2. Launching on March 19 across PC, PlayStation 4 and Xbox One, the sequel to the successful new IP from Nacon (formally Bigben) shakes up the formula with all-new […]

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We’re already into the third month of 2020 which can only mean one thing: the release of TT Isle of Man – Ride on the Edge 2.

Launching on March 19 across PC, PlayStation 4 and Xbox One, the sequel to the successful new IP from Nacon (formally Bigben) shakes up the formula with all-new physics which drastically changes the handling of the bikes featured.

This equates to more precise steering, better balance around bends and the inclusion of ‘speed wobbles’ to alert players that they may be about to suffer a fall. Brakes and shock absorbers now respond appropriately to all bumps and you’ll need to manage wear and tear of various bike parts and monitor your bike’s brakes, suspension, engine and tyre temperatures to get ahead of the competition.

Needless to say, with all these changes we’re more than a little excited to get our hands on the game. However, putting our own selfish needs to one side for a moment, we thought the best way to learn more about the upcoming officially licensed TT game was to catch up with the 2020 Honda Racing rider and Game Consultant Davey Todd.

Todd talks us through his amazing career so far to the backdrop of his own hot lap on the game –  a must-see. Check it out below.

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Adam Enticknap interview https://www.teamvvv.com/interviews/adam-enticknap-interview/ https://www.teamvvv.com/interviews/adam-enticknap-interview/#respond Fri, 14 Feb 2020 13:38:25 +0000 https://www.teamvvv.com/?post_type=interviews&p=73113 Adam Enticknap is a professional Supercross racer competing in the AMA Supercross Championship and the face of Milestone’s latest title Monster Energy Supercross – The Official Videogame 3 thanks to fronting a music video with lyrics highlighting the game’s features. As with many professional sportspeople, Adam’s career started at a very young age. “I quickly […]

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Adam Enticknap is a professional Supercross racer competing in the AMA Supercross Championship and the face of Milestone’s latest title Monster Energy Supercross – The Official Videogame 3 thanks to fronting a music video with lyrics highlighting the game’s features.

As with many professional sportspeople, Adam’s career started at a very young age.

I quickly got involved into [sic] BMX racing around 7 years old and won a national championship at 9. Around 13 I transferred over to riding full time.”

Adam’s amateur career didn’t exactly set the world alight but luckily it all came together in the nick of time.

I wasn’t a very good amateur rider and never had great results. As I came to the spot in my life where it was either make it or break it, something clicked. Arenacross was my calling! I raced there, got my points, and the rest is history!

Supercross is such a demanding sport on your body, you’ll be taking knocks so consistently that you need to be in absolute top shape to perform. Adam explains he does “lots of cardio” exercises and in particular uses skiing and rowing machines as well as spending time on his mountain bike and performing circuit training to build up his strength and fitness levels.

Learning the tracks in Monster Energy Supercross – The Official Videogame 3 can be a case of trial and error. We asked Adam what he recommends players should do to gain track knowledge:

watch what the riders do and the races and try to replicate that! Other than [that], work on lots of throttle control! Don’t just be on or off the gas, use some finesse.”

Scrubbing in Monster Energy Supercross – The Official Videogame 3 can be performed by pushing the two analogue sticks in opposite directions.

Scrubbing was invented so you could go into jumps faster and Scrub off speed”, explains Adam. “When to scrub all depends on how much speed you have! If you’re going WAY to [sic] fast, start at the base of the lip, if you’re a little bit too fast start in the middle of the lip“.

Granted, videogames can never truly capture the real-world sport to its fullest, however, when we asked Adam which was his favourite aspect of Monster Energy Supercross – The Official Videogame 3, he had this to say:

I can really appreciate the little details they have done to the tracks that make them just like the real ones. My favourite thing translated is getting to play as the real guys and it’s unbelievable how realistic they made it!

Adam is a keen rap artist and after watching his video which promoted Monster Energy Supercross – The Official Videogame 3, we were keen to learn more.

The music I produce is so much fun. I love doing it! It’s my get away from life. Being able to do the music and video for Supercross 3 was a bucket list item for sure.”

The promotional video highlighted the game’s newest features through its lyrics which were put together by Adam himself which presented some challenges.

Doing the song wasn’t easy! We had to fit all the new features of the game in a song! I spent days and nights really trying to write something that would capture how rad this game is! If you want to check out more music, you can go to Apple Music or Spotify and search 7deucedeuce!

Finally, Adam reveals that his goal for the new season is to take each week as if it’s his last and that he really wishes to make all the main races from here on out. “I want to keep improving is [sic] my starts hands down! In Supercross, it’s almost the entire race!“.

 

 

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Fordzilla Esports launch UK auditions & Emmanuel Lubrani Interview https://www.teamvvv.com/interviews/fordzilla-launch-uk-auditions-vvv-interview-emmanuel-lubrani/ https://www.teamvvv.com/interviews/fordzilla-launch-uk-auditions-vvv-interview-emmanuel-lubrani/#respond Wed, 11 Dec 2019 12:35:10 +0000 https://www.teamvvv.com/?post_type=interviews&p=70943 Last week Ford invited Team VVV to the launch announcement of the new UK division of their ever-expanding Fordzilla Esports Team. Ford revealed their UK Captain ‘Leah’ as well as giving us a general overview of their plans as they enter the competitive world of Esports. Ford has been around video games for many years […]

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Last week Ford invited Team VVV to the launch announcement of the new UK division of their ever-expanding Fordzilla Esports Team. Ford revealed their UK Captain ‘Leah’ as well as giving us a general overview of their plans as they enter the competitive world of Esports.

Ford has been around video games for many years and with an extensive automotive history that stretches back to the heydays of motorsport, it’s only logical to see to Ford expand into digital racing.

We are always keen to see where companies see the value and return on investment in this scene which can currently seem like one-way traffic. Traditionally, the marketing aspect has always been strict on its perceived return and with that in mind we caught up with Emmanuel Lubrani, Senior Manager, brand communications and content development, at Ford of Europe to learn more about Ford’s current plans and how you can get involved in being part of the team, take a look in the video below.

If you want to audition to become part of the Fordzilla Esports Team, get yourself down to RedBull Gaming Sphere in Central London on Wednesday 11th or Thursday 12th of December between 12pm–10pm to stand a chance to getting picked and the opportunity to win either an Xbox One X or PlayStation 4 Pro. You can find out more about Fordzilla here and check out the latest blog updates and activity on the Team here.

 

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Art of Rally gameplay and developer interview https://www.teamvvv.com/interviews/art-of-rally-gameplay-and-developer-interview/ https://www.teamvvv.com/interviews/art-of-rally-gameplay-and-developer-interview/#respond Tue, 12 Nov 2019 14:09:46 +0000 https://www.teamvvv.com/?post_type=interviews&p=69960 Art of Rally is an upcoming retro-inspired top-down racer from the makers of Absolute Drift. Art of Rally will be a more predictable and forgiving experience than its predecessor, however, don’t get too comfortable as you will not be afforded the luxury of a co-driver. Instead, you’ll have to react to the ever-changing road conditions which […]

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Art of Rally is an upcoming retro-inspired top-down racer from the makers of Absolute Drift.

Art of Rally will be a more predictable and forgiving experience than its predecessor, however, don’t get too comfortable as you will not be afforded the luxury of a co-driver. Instead, you’ll have to react to the ever-changing road conditions which will take some mastering.

We recently caught up with Dune Casu, developer at Funselecktor to find out more about this intriguing top-down racer.

Like many of you reading this, Casu grew up playing games such as the Colin McRae Rally series from Codemasters which left a lasting impression and provided some inspiration for Art of Rally.

Dune explains the handling in Art of Rally is built on the same physics engine as Absolute Drift albeit with lots of improvements which should make the title a little easier to get into.

Despite the adorable art style, Art of Rally is very much a simulation title that requires gentle use of the throttle, braking and steering to be successful. Most stages clock in at around 5-6 km although there are some stages that are as long as 10-12 km which are going to require a high level of concentration.

Art of Rally features a career mode which will see you race over 30 iconic rally cars from the ’60s, ’70s, and ’80s, Group A, Group B and Group S car classes also feature. You’ll race across the globe in a range of different conditions (tarmac, gravel, snow, dirt) at 50 rally stages with Finland, Sardinia, Norway, Japan, and Germany all featuring.

You can also expect to repair your rally car’s damage in-between stages, and test your skills in the daily and weekly challenges, along with leaderboard support. Art of Rally also features a full original soundtrack.

Art of Rally is expected to launch on Steam in 2020, the developer is currently deciding whether or not to have a simultaneous console release. To learn more on Art of Rally check out our developer interview below.

 

 

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EGX 2019: Pacer gameplay & developer interview https://www.teamvvv.com/interviews/egx-2019-pacer-gameplay-developer-interview/ https://www.teamvvv.com/interviews/egx-2019-pacer-gameplay-developer-interview/#respond Fri, 01 Nov 2019 19:03:57 +0000 https://www.teamvvv.com/?post_type=interviews&p=69201 Pacer, formally known as Formula Fusion and before that Slamjet racing, first came to our attention all the way back in late 2014. With a developer that has at least one individual that has previously worked on the original WipEout series, hopes for Pacer are high. We recently attended EGX to speak to Lead Designer […]

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Pacer, formally known as Formula Fusion and before that Slamjet racing, first came to our attention all the way back in late 2014. With a developer that has at least one individual that has previously worked on the original WipEout series, hopes for Pacer are high.

We recently attended EGX to speak to Lead Designer Carlton Gaunt to chat all things Pacer as well as getting hands-on with the title that is gearing up for its release across the PlayStation 4 and Xbox One consoles as well as a re-release on PC.

Gaunt explains that Pacer is inspired by racers such as WipEout, F-Zero and Star Wars Racer – games which rewarded player skill.

Pacer has a definite grittiness to it with environments which look intimating and highly detailed. The finished game will feature a total of 14 tracks which also come in nighttime and mirrored options to help keep the game as fresh as possible.

The futuristic racer features full craft customisation which will enable you to alter the way your crafts handle as well as alter their offensive and defensive capabilities. This equates to targeting more opponents at once and the ability to sustain more damage amongst other things. Customisation also extends to how your ship actually looks, with alternate skins, trials, spoilers, jet engines and more on offer.

Pacer has a fully-fledged single-player campaign mode as well as online multiplayer support for up to ten players and even dedicated servers. You can find out lots more on Pacer with our interview with Lead Designer Carlton Gaunt in the video below.

 

 

 

 

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EGX 2019: Warp Drive developer interview https://www.teamvvv.com/interviews/egx-2019-warp-drive-developer-interview/ https://www.teamvvv.com/interviews/egx-2019-warp-drive-developer-interview/#respond Fri, 25 Oct 2019 13:28:49 +0000 https://www.teamvvv.com/?post_type=interviews&p=68847 Warp Drive is the very latest creation from Supergonk – the developer that gave us the unique track-painting arcade racer Trailblazers in 2018. Warp Drive is an anti-gravity racer with an interesting warping mechanic. Players can warp to other areas of the track to find new routes, shortcuts, secrets and extra boost pickups. The striking […]

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Warp Drive is the very latest creation from Supergonk – the developer that gave us the unique track-painting arcade racer Trailblazers in 2018.

Warp Drive is an anti-gravity racer with an interesting warping mechanic. Players can warp to other areas of the track to find new routes, shortcuts, secrets and extra boost pickups. The striking art style was inspired by games such as Jet Set Radio; there’s no denying Warp Drive has an impressive look and feel.

After spending some time with the game, we felt that as much fun as it is, improvements to the depth of vehicle handling were needed. That said, we can certainly see the potential of the title and we look forward to getting our hands on the final version.

Currently it’s unclear which platforms Warp Drive will launch on, however, the developer has launched its previous game on a multitude of platforms so its likely Warp Drive will also release across all major platforms.

Warp Drive is currently slated for release in “the near future”, making a 2020 release a likely scenario. We spoke with Jon Kelliher, Audio Developer at Supergonk to find out more about Supergonk’s latest racing game project which you can view in the video below.

 

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EGX 2019: Inertial Drift first look & developer interview https://www.teamvvv.com/interviews/egx-2019-inertial-drift-first-look-developer-interview/ https://www.teamvvv.com/interviews/egx-2019-inertial-drift-first-look-developer-interview/#respond Tue, 22 Oct 2019 16:07:59 +0000 https://www.teamvvv.com/?post_type=interviews&p=68730 Inertial Drift is (funnily enough) a drifting game which very much reminds us of Initial D and Auto Modellista. Developed by Level 91 and published by P-Qube, Inertial Drift stands out from the crowd with its interesting drifting mechanic which utilises both analogue sticks to control the slide of the car. As a matter of […]

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Inertial Drift is (funnily enough) a drifting game which very much reminds us of Initial D and Auto Modellista.

Developed by Level 91 and published by P-Qube, Inertial Drift stands out from the crowd with its interesting drifting mechanic which utilises both analogue sticks to control the slide of the car. As a matter of fact, there are 16 (!) different driving styles enabling players to experiment before finding their favourite techniques.

Inertial Drift’s drifting mechanic will certainly take some mastering thanks to a surprising amount of depth: it’s just as much about coming off the throttle and using your brakes as it is squirting the gas.

Inspired by arcade games such as Ridge Racer, Inertial Drift puts the focus firmly on drifting rather than collecting boost giving it a classic vibe.

We had a chat with the Designer and Lead Programmer Michael O’Kane who talks us through the game’s unique features which you can view below.

 

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