Car GO
Car GO is the'real deal' car. Driving simulators are just about to become very popular, thanks to the recent release of Dirt 3, Dirt 3, and Need for Speed: Shift, so it seems to be keeping an eye on the market with the release of Car GO.
The game will include 20 different cars from various manufacturers, including BMW, Chevrolet, Chrysler, Mitsubishi, Honda, Ford, and others. Other brands include Chevrolet, Mercedes-Benz, Honda, Nissan, and Mitsubishi. The game will also feature eight-player online mode and achievements, both of which will be tracked via a Web site.
"Car GO allows us to provide a realistic driving experience for gamers," said Gavin Price, senior product manager for Motor City, racing and car marketing. "For consumers who are going to be taking the game for a test drive, we've turned to Car GO to provide a more compelling driving experience. We're trying to create an authentic driving experience that's easy to understand and hard to master. We think the integration of online and local online gameplay is an important part of the next generation of racing game."
But what can consumers expect from a car?
"Car GO is a fantastic experience that lets you seamlessly mix it up with your own personal favorite brands in a wide range of vehicles," Price says. "The car's suspension and chassis are designed for maximum immersion, while the amount of damage you take will also affect the quality of the car."
Bend's racing game will feature a selection of race modes and is built from the ground up for the touchscreen, he says.
"We are also introducing Challenge Mode, where you and your competitors play together against artificial intelligence opponents, which we will then look at in the future with new leaderboards."
"Once you create a race, you're then free to race in any type of Career mode and pick your best car and driver," Price says. "You can design your own custom ride, design your own race track, and make a 'go on and explore' style race."
The Challenge mode is linked directly to the game's Facebook page, Price says. "You can also link your Facebook friends to create your own world race courses, set up competition rules and let friends pick the car for you."
This is something you can play with the touchscreen, he adds. "We also have [the] ability to share your created race courses with friends or send them your car collection, which is something that really broadens our horizons. And what we're offering is a pretty amazing touch experience that is really unique."
"Now for racing fans, we've got that in there. You'll see that on the track, as well. You'll get a sense that your racing surroundings are a different location from your real driving skills and driving technique, and you can go outside and say, 'Hey, let's take a look at the tracks that you created for you.'"
Indeed, that's the basic story behind where 'Boom!' comes from. "We've got to make the sport itself interesting and fun and interesting for everybody," is the mantra Palmer says.
"We wanted to make the sport accessible and fun to everyone."
With two wheels, a traditional controller and a controller, steering wheel and pedals, steering wheel and pedals, eight cars with 360 degrees of freedom and a tire-mounting system, and six different gear setups, Palmer hopes it'll give gamers a good workout.
But the key to a real racing game is ensuring that the action takes place in a dynamic environment.
"Our technology needs to take time to build," says Palmer. "We have to bring that world to life. We need to have the intensity and the tension that you want from a real car. We need to keep that feeling like the race you just experienced."
To that end, he says the technology needs to be so accurate that you don't notice it on the steering wheel. "If you drive in a real car, the action takes place in an environment, and we need to have the intensity and the tension of the car."
Crucially, there are other technical issues with the input and the way the technology works. For example, the controllers require a bit more force than their mechanical counterparts. "You need to measure and control the force, so it requires a lot more work to make the button do its thing," says Palmer.
Meanwhile, the graphics engine runs on an Nvidia Titan X chip. The latest versions of the Titan have been lauded for their improved hardware and software. However, Palmer believes that the best graphics processing power isn't contained within the CPU.
"I don't think we'll ever have a Titan X in the same run," he says. "It's not part of the game. It's a piece of software. It's part of the user interface. You get the same interface, but you need to be aware of the hardware inside the processor.
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