Need for Speed Carbon

  • Platform: PC, Xbox 360, Xbox, Playstation 2, GameCube, Nintendo DS, Sony PSP, Playstation 3, Nintendo Revolution
  • Published by: EA Games
  • Developed by: EA Black Box
  • Release Date: Fall 2006
  • Genre: Racing
  • Multiplayer: Yes
  • Online: Yes

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Trailers and Footage


 

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Need for Speed Carbon Q&A

-- July 28, 2006 by: David Craddock

Not being much of a racing game fan, it usually takes quite a bit of fun and innovative game play to keep me interested in one title for long, let alone one series. Time and time again, EA has seen fit to nudge open my wallet for each successive iteration in its long running Need for Speed series, and for the most part, I've always been pleased with what I've been given.

Given that the new installment, EA Black Box's Need for Speed Carbon is approximately four months away, I thought it a good time to learn a bit more about the game and what it will prepare to offer racing enthusiasts this time around. I spoke with the game's producer, Kristian von Fersen, in order to find out how Carbon is gearing up.

Shack: It's been said that Carbon is a reinvention of the NFS franchise. How so? Please elaborate.

Kristian von Fersen: We’re always looking to be on the cutting edge of street racing culture and put a lot of time and effort into our research to try and identify new and compelling game modes that take their inspiration from what is happening in the real world. Fairly early on in our research it became obvious to us that there were 2 big things currently happening in the street racing scene that Need for Speed hadn’t yet tapped into and, if done correctly, would translate into a phenomenal game experience. Those two things are Canyon Racing and Crews.

In Need for Speed Carbon, players will have to build up a crew and challenge rival crews for control over the entire city and the surrounding canyons. The Canyons represent some of the most dangerous and illicit courses that you can imagine. Picture your car flying down a narrow two-lane road with a steep mountain wall rising up to the heavens on one side and a sheer drop down to the valley below on the other side. We’ve teamed up with some of the most extreme canyon racers to try and capture this experience and bring it to life in Carbon.

Much like Most Wanted was an evolution from Underground 2, Carbon will similarly be an evolution from Most Wanted. I think fans are going to have as much fun playing the game as we had making it!

Shack: What are canyon duels? Tell us all about them, please.

Kristian von Fersen: The Canyon Duel is a 2 stage race. The player's car is in the "follow" position during the 1st stage and his goal is to stay as close as possible to the lead car without going over the edge of the cliff. The closer you can stay to the bumper of the car in front of you, the more points you'll score during this run. If you successfully reach the finish line, you will end up with a total score.

During the 2nd stage, the player's car is in the "lead" position and you are trying to get to the bottom of the run as fast as possible while putting as much distance as you can between you and your opponent. Your goal is to defend the score you put up in the 1st stage against your rival when the roles are reversed. Passing the lead car and staying in front for a specified amount of time results in an immediate win for the car that made the pass. On the other hand, falling too far behind the lead car for a specified period of time will result in an immediate win for the lead car.

Shack: Lots of questions about the AI teammates! First, what types (as in, do they have a name/title?) assist in the street, and HOW do they assist? Second, what types assist in the garage, and how do they assist? And of course, thirdly, what types assist behind the scenes, and how do they help the player?

Kristian von Fersen: The crewmembers that you bring into your crew will benefit the player both in and, more importantly, out of the race. You will have a limited number of spots available in your crew and lots of people to choose from. Each crewmember is unique and will offer different advantages to the player if they choose to bring that person into their crew. They can help you in a race if you choose to bring them in and activate them and they will also play a major role outside of a race with regards to visual and performance customization as well as having influence over the way that you interact with the cops.

The meta-game revolves around you and your crew going out and challenging rival crews for control over territory that they currently own both in the city and out on these crazy canyon courses. The best players will be able to actually dominate all of their rivals and control the entire world map!

All of the different crew characters have distinct personalities and have driving styles which suit their specific skill and the type of car they drive. Choosing which crew member to bring into a race will really depend on a player’s driving style and the way they like to use their wingman to help them win races.

Shack: What sort of skills do the AI teammates have, and can they be upgraded over time?

Kristian von Fersen: Apart from the in-race skills of the Blocker, Scout and Drafter, each wingman will also have a secondary ability which will help the player in various areas of the game. Some of the skills will give you advantages in visual or performance customization; while others will help you manage your heat level when encountering cops. As the player progresses through the game, they will be able to add wingmen to their crew that will bring different skills to the table.

Shack: How does the player go about selecting their crew? Also, how do they earn crew members in the first place? Do they hire them, beat them in races...?

Kristian von Fersen: All of your crew management takes place in the Safehouse. Your crew is slowly built up as the player earns respect by winning races and defeating bosses. There are a few that will join up with you right off the bat and others will join you later on if you choose to hire them. It’s really up to you who to take with you and that totally depends on your playing style and what you think are the most important skills to take advantage of.

Shack: How many teammates can the player have during a single race?

Kristian von Fersen: The player can take one crew member with them during a race. They’ll be able to choose which one they’d like to take from their Safehouse at any time before entering into races.

Shack: How are the teammates controlled? Does the player give them commands, or are they on "auto-pilot," or perhaps a combination of both?

Kristian von Fersen: Your wingman is controlled by giving them commands through a button press on the controller. We’ve tried to keep the system simple and intuitive so that it’s easy to do while still keeping your eyes on the road.

Shack: Can other racers (AI or human) have teammates as well?

Kristian von Fersen: Opponents in races will be made up primarily from the crew that owns the current track. They will race as a team and will be very recognizable with their crew colors and logos.

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