Infogrames\' popular series adopts some interesting RPG elements for the latest incarnation, while GameCube and Xbox versions wait in the wings. New screens inside
18:16 Earlier this week, Infogrames held the first ever public showing of V-Rally 3, the latest in Eden Studios\' critically acclaimed rally driving series. With a fully playable version on show, complete with numerous tracks and vehicles we were able to get a very good idea of what to expect from the final version, due for release in Europe this June.
The first thing you notice is that although the game resembles V-Rally 2\'s visual style, the move onto next-gen has been accompanied by a dramatic leap in performance, with the game boasting stunningly detailed vehicles zipping through large, complex environments, all at a rock solid 60fps. Impressive. With 24 tracks, each of which can be raced in reverse, set in six distinct countries from Sweden to Kenya plus a massive range of real-world rally cars in either 2l or 1.6l class, V-Rally 3 has a robustly authentic flavour.
Indeed, changing the focus from the previous title, V-Rally 3 goes down the simulation route, providing a challenging, realistic racing experience. Two modes of play were on display - Time Attack and Challenge - but the third was shrouded in mystery. This third mode is the V-Rally Mode, which Infogrames is flagging up as the title\'s unique selling point. At the event, we spoke with Stephane Baudet, MD of Eden Studios, who lifted the lid on the secret mode, while hinting at the possibility of Xbox and GameCube versions of the game:
What\'s new for V-Rally 3
Baudet: It\'s tougher than V-Rally 2. The gameplay will be more real but it will keep the same essential visual style.
Why did you choose to move towards simulation?
Baudet: Because we see PS2 players are older and more mature: players who have evolved on from PSone want something more real. We\'ve seen with Gran Turismo that people are more interested in things that are more realistic.
How do you view your title in relation to the competition?
Baudet: The visuals and car physics will always be different from the likes of McCrae. What we\'re also trying to create is a game mode where you can race, but also do things around the race - you won\'t be playing V-Rally 3 in the same way you\'ve been playing other rally games.
One of my biggest disappointments with WRC is that it does nothing new: it\'s quite boring. I think the player wants to have different experiences - I don\'t see where WRC provides this.
What can you tell us about the mysterious V-Rally Mode?
Baudet: What you can expect from the V-Rally mode is sections other than racing. You will experience the same things a rally driver experiences. You have to switch teams, sign contracts, work with the mechanics and work with the team. It\'s based on multiple seasons rather than just one.
You\'re introducing RPG-like elements, then?
Baudet: Yes, and we also have elements like rivals and specific goals where you might not simply have to win a race; it might be different depending on the team you\'re with.
How much involvement have real rally teams had?
Baudet: We have good access to them. It\'s not like Formula One; they\'re really keen to give us information. They play videogames more than we expected, and they know all the games so they can tell us exactly what\'s good and what\'s wrong with each of them.
What\'s your opinion of the PS2?
Baudet: It\'s difficult hardware. The early days were difficult, but now it\'s OK as most of the libraries have been done and there\'s also third-party middleware. To do a title like V-Rally 3 with middleware would have been difficult though, because technique is very important. We had to make sure our engine was better than the one you can buy on the market. The problem with middleware is that all games that use it will look the same. By doing our own engine we can have special effects the others won\'t have.
The lack of multiplayer will come as a disappointment to many. Is this down to technical issues?
Baudet: It\'s more a question of time. We could do a very decent split-screen mode on PS2, but for this particular game we already had a lot to deal with. For the next one though, that could be the next evolution. Given the right time we can provide almost the same quality in split screen in one or two years time, which is good because it means PS2 will keep providing new and different games. Right now we\'re using between 85-90 percent of PS2\'s power, which is equivalent to Gran Turismo 3.
Do you already have plans for V-Rally 4?
Baudet: We have plans for many games. I\'m pretty sure there\'ll be a V-Rally 4 - unless this one isn\'t a success. V-Rally 4 will probably be based more on multiple players.
Will we see V-Rally 3 on Xbox and GameCube as well?
Baudet: It is more of an Infogrames, Microsoft or Nintendo decision. For that kind of title it\'s more a strategy and marketing decision. It\'s very easy to do an Xbox version - I already have one if anybody wants it! We have versions already running on Xbox and GameCube, but those are to learn the machines and nothing has been decided as to whether to bring them to the market or not.
How do the other versions compare in terms of performance?
Baudet:
Xbox is far better than the two others. Things are running smoothly without any effort, so with a little effort I\'m sure we can do much better. I think games on the Xbox at the moment really aren\'t pushing the hardware: I don\'t think there\'s anything other than Halo that takes advantage of Xbox. With GameCube, it looks OK but sometimes you are disappointed with the drawing capabilities. We are still very new to the console, but we have encountered disappointments - it\'s no Xbox. If you get the green light for other versions, how long would it take to turn them around?
Baudet: Given the time, Xbox could be much better than the PS2. If you want the exact same game as PS2, it would be very easy to have an Xbox version. Is V-Rally 3 going to be released in North America?
Baudet: Yes, I think so. I believe it will be pushed by Subaru in the US, whereas it\'s Peugeot in Europe. We\'re also in discussions with various publishers in Japan.
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