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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Need for Speed Carbon Q&A Continued..
-- July 28, 2006 by: David Craddock
Shack: Tell us about territories: how many are there, and are there sub-areas in each territory; what exactly does having a territory do for the player (e.g., do you progress in the game, do certain territories have special shops, etc); who do you compete against to win a territory (or are there other ways to win turf besides racing); and do certain territories favor certain car types (if so, do I have to use that special car type on that territory, or can I use whatever car I wish)?
Kristian von Fersen: There are numerous territories in each area that the player will conquer with their crew. Each territory will obviously give the player more control of the map but it will also give them access to specific parts, cars and various other rewards. To take control of a territory, you have to take control of a majority of tracks in the area by beating the crew that controls the area. Certain territories will slightly favor a certain class of car and this is reflected in the major crew that holds the area of the city. Call it “home field advantage”. That being said, the player can stick with their preferred car class throughout the game and take control of the entire city.
Shack: Tell us about the 3 car class types: Exotics; Muscle; and Tuners. What makes each unique; what are pros and cons; etc.
Kristian von Fersen: We’ve really spent a lot of time this year differentiating the three car classes. So much so that we’ve based part of the game around this fact and allow the player to choose their allegiance right at the start and play through the career in one of three different flows according to which class they’ve picked. Each class will have certain strengths and weaknesses that the player must balance against their driving style or car preference. There is no single class that will be consistently at the top. Given the right driver, any of the 3 classes can be equally competitive.
Shack: What is Auto Sculpting? Tell us all about it! Also, what other methods besides Auto Sculpting are available to players who wish to customize their cars?
Kristian von Fersen: Autosculpt is truly a revolution of visual customization in racing games! Our Autosculpt system allows the player to take certain visual parts and actually pick a huge number of target areas and use slider bars to customize the part to their liking. This can be done with wheels, hoods, body kits, spoilers, and more. Without a doubt, this has greatly expanded the already huge amount of customization in previous Need for Speed titles and given the player an unprecedented level of control and personalization.
Apart from Autosculpt, players will find many of the same options available in previous games but improved in countless ways. I think fans will be very excited when they see what’s available.Shack: Tell us about drift racing: a bit of the history behind it; why it was determined that NFS: Carbon should make use of it; how does it work in the game; all that.
Kristian von Fersen: Drift racing will be back bigger and better than ever in Carbon. We’ve spent a lot of time this year increasing the sense of speed in drift races and capturing the feel of balancing your car sideways as you finesse the steering to avoid hitting the wall. Fans of drift from Underground 2 as well as newcomers to the mode are going to be blown away. It’s totally addictive.
Shack: Why was drag racing cut from Carbon?
Kristian von Fersen: We are currently re-imagining what the Drag experience should evolve into and, much like Drift Racing last year, we felt it best to take the proper amount of time to get it right. Fans can expect to see Drag make again in future Need for Speed titles.…
Shack: What other special race types are planned for the game?
Kristian von Fersen: There are probably three key new areas that I think fans of the franchise will find very exciting. The first is our new mode, Canyon Duel, where you and an opponent are going head to head in the ultimate game of cat and mouse. The first run has you following the opponent’s car trying to stay as close as you can without going over the edge or slamming into the cliff face. The closer you are, the more points you accumulate. On the second run the roles are reversed and he is chasing you eating away at your score – make it down to the bottom in one piece with points left and you have proved your mettle.
Second, our physics has been a big focus this time around. Last year we had feedback from fans of the franchise that they were looking for more differentiation between the car classes and we have certainly taken that direction this year. Fans will immediately feel a difference in the handling, acceleration and driving techniques the moment they drive any car from each of the different car classes – Tuner, Exotic and Muscle.
Finally, the territory acquisition meta game experience will offer fans a whole new way to play through the game. Tied in closely to the story and building out your crew, racing for control of the city will make up the core experience of the game.
Shack: What can you tell us about online play?
Kristian von Fersen: Unfortunately I can’t comment in detail about our online plans for Need for Speed Carbon right now.
Need For Speed: Carbon is due out Q4 2006 for PlayStation 2, Xbox, GameCube, PlayStation 3, Xbox 360, Wii, Nintendo DS, PSP, Game Boy Advance, PC, and mobile.