By Team SimRacingWorld
19 January 2007
SRW: How long has Xpand Rally Xtreme been in development?
About a year or so.
SRW: The original Xpand Rally was well received by gamers - what changes and improvements can we expect in the new title over the original?
The main task we set when we started out with XRX was to convey the emotions, dynamics and fear that real rally drivers feel. The main problem was how to show a rally special event in a nutshell. Real world rally runs are much longer then what we've come to know from computer games. The driver's emotions are constantly escalating second by second.
SRW: Following this, which part(s) of the game are you most proud of?
I'm particularly happy with the physics of driving a car that we've conveyed, the way the tracks are made, and the simulation of car behavior on uneven surfaces.
SRW: Speaking of physics, how have you achieved a balance between the needs of "simmers" and those who prefer the arcade modes?
SRW: What in-game car set up options will there be?
There's over 800 tuning parts available in-game, and each one makes the car behave differently. Additionally, the player can play around with multiple parameters in the car's settings.
SRW: How advanced is the damage model in game?
SRW: Richard Burn's Rally is considered by many to be the greatest Rally Sim of all time - have you played this title and how does XRX compare or differ to it?
Naturally we know Richard Burn's Rally... some of us are avid fans! We don't want to make comparisons with RBRA, because it's very much geared towards hardcore simulation fans. The idea we had was to have a more arcade style of play, while retaining the simulation element at a similar level. The physics in both cases are different from what we had in Xpand Rally.
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