There are six slots in each garage, and each will be occupied by the same vehicles regardless of which garage the player enters. Players will start with 15 car slots at the beginning of chapter 2 - Desert Winds - upon getting access to Rav's workshop at Airfield 73, and will be given an additional 5 slots for every garage they purchase, with an unlimited number of slots being made available upon owning all four garages. These car slots can be used to move vehicles from the player's garage to their warehouse, and also keep track of the number of vehicles they own in each car class. " way more lenient than we first envisioned, and we can actually do a lot more than we thought," he said.Car slots are used to store vehicles that the player purchases. However, Alban was still surprised with how generous the manufacturers were. "We can't have the doors open, and we can't crush the car too much." " want to make sure the passenger compartment is always a safe place for the passengers to be," said Vehicle Art Director Bryn Alban. The biggest restrictions Ghost faced were how the team portrayed passenger safety. "This is the game we're making, do you want to be a part of that? Then this is what you need to live with."Įven then, what's shown onscreen is still comparatively tame compared to how Burnout: Paradise portrays similar events. Nilsson says that the integrity of the franchise is more important to him than having a BMW in the game, so he pushes back when the automakers start to object. "We show them everything, and they can absolutely go back and say, 'We don't like the way you treat our brand in this specific situation we won't approve that.' And we'd have to change it." "We have close communications with ," Nilsson said. If you've played Burnout: Paradise this will look familiar, but in Payback it happens with a BMW versus a ride from one of the game's made-up automakers. The camera zooms in on the "goon" car you just shunted, the sound drops out, colors oversaturate, sparks fly and fire engulfs the enemy vehicle as it spins on its front bumper. When you crash in the game, everything happens in slow motion. Based on what Electronic Arts has shown of Payback, it looks like the team at Ghost Games has persuaded manufacturers to give them more freedom. For example, Chevy might tell Game Studio A that if it wants to have a Corvette in its game, then under no circumstances can the vehicle flip over or have body parts fall off. Enter the just-debuted Need for Speed: Payback which blurs the lines between the two divergent franchises in its depiction of vehicular mayhem, pushing the boundaries of how much carnage is possible with a real-world car.Ĭar manufacturers can impose strict rules on just what a game designer can do to their four-wheeled babies in exchange for a studio having access to virtual versions of the vehicles. Something you just can't do when a game developer is essentially "borrowing" cars from their real-world owners. The latter used unlicensed knock-offs for its races because its main dynamic was portraying car accidents with near-pornographic detail. Both are arcade racers, sure, but the former kind of starts and stops with outrunning the cops in Lamborghinis and other supercars at extremely high speeds. Need for Speed and Burnout are completely different franchises.
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