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CrashedAlex's Posts

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(17662583)

Thread What do YOU want out of the next Need for Speed?
What they should do is to cease having the Marketing folks feel like they have the overall control of the franchise. Instead, they should empower their talented development staff to make the game that they want to make. That was the approach that I and my team took when we asked to have a crack at the franchise. As a fan of the series since the original 3DO title, the game would only have to feature 'exotics' (sorry, but we just use that term in Europe) and cop chases. The result of that was NFS HP 2010. We had fight after fight after fight every step of the way to make that game and keep that vision intact. It was hard to tell people what Autolog was when we were still building it. After working on two NFS games, I was done. I quit Criterion in 2013 and set up my own independent development studio, TFE. Our new game "Dangerous Driving" is coming in two months. For those of you looking for good solid high speed driving action on fictional courses on Islands, Deserts, Canyons, Forests and Mountains with big sweeping arse-out drifts in and out of traffic, then this might be the game for you. Oh and we have a Pursuit Mode in there as well, where you drive as a Cop and ram multiple targets off the road against the clock. We have 30 tracks across seven locations, 21 unique closed courses with 9 point to point courses, 5 tiers of Vehicles, with six car classes, with four model variants in each class. 75 offline events and over 273 miles of roads with a LOT of fast sliding corners.
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Thread What do YOU want out of the next Need for Speed?
The only reason I am telling you about my game is the most people haven't heard of it. Yet I see day in and day out on forums around the world... "I wish there were games like Burnout" "I wish there were arcade racers" Well, here we are. I've been making one and it's just like the ones everyone is asking for...
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Thread How the hell is Burnout not a mainstay racing franchise?
Thanks for the supportive comments. We're a small team but I quit my job at Criterion and founded a development studio in order to continue making arcade racing games. They are not for everyone, but for those that love them, they can be a lot of fun. Our new game "Dangerous Driving" is coming April 9th to both digital and physical stores. To the poster saying our previous games were 'light on content' - well, this new game has over 75 events across all of my personal favourite game modes from the different games I directed between 2000-2008. The courses are, on average, longer than the courses in the first three "Burnout" titles with more corners. To all those people wishing that the old games would come back - well, here you are, we're doing it. It's real and it exists. Please give us a chance and give us your support. Help us spread the word about the game. Most people simply don't know we exist. The genre will never be dead as long as there are passionate developers and passionate fans!
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Thread Jeff Minter still haven't made a penny from 'Polybius' on PS4/PSVR (update: admin error, has actually made money)
Putting money where mouth is. Have just set up a regular donation to Jeff and Giles and Llamasoft. True independent developers need support in lots of different ways. They need access to new hardware - new GPU's and development kits free of charge - (and that's how the folks at nVidia, Sony, MS and Nintendo can help) They need fans to support their work through purchasing their titles. EA, UBI, ATVI - they've got millions in the Bank. You can buy their games on sale. But for folks like Jeff they need your support! If you're a Switch owner and you want to play Jeff's games on the go - you should know that it would cost him close to £1000 to purchase a development kit from Nintendo just to see how his games would run and then be able to estimate how much time and work it would take for Llamasoft to code, tune, polish, test and submit on that system.
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Thread Jeff Minter still haven't made a penny from 'Polybius' on PS4/PSVR (update: admin error, has actually made money)
Without Jeff Minter I would not have become a game developer. So there would have been no Burnout, no Burnout 2 Point of Impact, no Burnout 3 Takedown, no Burnout Revenge, no BLACK, no Burnout Paradise, no Dangerous Golf, no Lethal VR, no Danger Zone, no Danger Zone 2! They never would have happened because I would have ended up, to paraphrase Jeff "as a breadhead" or worse "buying, selling or processing something" (thanks Lloyd!) I own nearly all of this early VIC-20 titles on cassette. And I've still got them! The first game I ever played on what I was told was a "VIC-64" was Jeff's "Attack of the Mutant Camels' - (and the first game I ever saw boot on a 1541 drive to boot) At the early computer fairs and exhibitions in the UK in the 80's the Llamasoft stand was always a hive of activity. Unlike a lot of other famous coders, Jeff always made time to be around and talk to his fans. (He signed my mate Ozzy's copy of "Iridis Alpha." with 'have a zarjaz blast!") Jeff countless inspired many other people to become interested in microcomputers, coin-ops and gaming. Jeff also wrote and circulated his own newsletter to fans in the 80's. He was one of the few people writing about what was happening in the arcade scene. It was because of him I learned about games like "OutRun" and "Space Harrier.' It was Jeff who told me how good the GameBoy was, what the PC Engine was like, and what the Sega Megadrive was. There was no internet back then, and only C+VG featured coverage of arcade games. Quality information was scarce. If I'd never gone out seeking an 'OutRun' machine then there definitely would never have been a Burnout game. His work has been nothing but unique and original. He's always tried new things on new hardware. He's taken more risks than most developers will ever do in a lifetime. The only 'herd' he has ever chased has been his own. He continues to do so today. He's an independent developer and he's still going. Still making games. And arguably doing his best work right now. As a self funded independent developer myself I know first hand how hard it can be to both develop and publish games across multiple platforms and multiple digital stores. The fact that he has still not yet been recognised by either the DICE Awards, BAFTA in the UK or The Game Awards is saddening. (I hope that Richard, Harvey or Geoff will rectify this someday soon.) The industry needs more developers like Jeff. I can only hope that threads like this one will help gamers to take time to discover his work and join me in celebrating a truly unique and visionary gaming talent.
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Thread 45 minutes of Crackdown 3 MP gameplay
For me the original game is one of the best games ever made. I loved it. Lots of talented folks I know working on this - so I can offer nothing but encouragement. Day one. Looks great fun. Good work, Agents!
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Thread What games would you want to be made by a different dev?
"Burnout Paradise team to make ANY driving game." "Turn 10 to make a Burnout game that isn't open world." I was the Game Director of all of the Burnout games and was Creative Director of Criterion from 2000-2013. I left to form my own Studio - Three Fields Entertainment. We're a small independent team currently making a closed course arcade driving game called "Dangerous Driving" - it's coming in February 2019 to PS4 Xbox and PC. Sign up to our newsletter - the Dangerous Driving Club - to receive weekly development updates and work in progress screens and videos of the game. If you like going sideways around corners in a nice drift, speeding through traffic and taking down people online then this might be the game for you...
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Thread This gen really needs more arcade racing games.
bulletyen - that's OK. I'm not sure I knew my position at Criterion either :-) There's probably more of the second game in Dangerous Driving that any other game that has come out since then I think. A few weeks ago I performed the first x8 Boost Chain on one of the courses I'd been working on. Felt pretty good to me.
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Thread This gen really needs more arcade racing games.
Thanks ahoyhoy (whilst I'd love that to be a Danny Baker reference, I must also accept that it probably isn't!) That was why I posted it! If someone could explain to me how to quickly post pics on Resetera then I'll try and do some more. Been meaning to get around to it in ages.
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Thread This gen really needs more arcade racing games.
Personally I don't think arcade racing is going anywhere. It's the genre I love the most. You can follow our progress on Dangerous Driving by signing up to our newsletter at or following us on Facebook or Twitter. As we're the developer and the publisher there's no one preventing us from taking shots and sharing them with you as we make the game. And we're making behind the scenes videos as we go along. We also have a subreddit for our game which can be found at Folks in Spain will be getting the chance to see the game running at the Madrid Games Festival next week. Hard at work atm and having lots of fun making and driving all the new tracks. We're just tweaking how much Boost you earn for different things and getting Takedowns working nicely today.
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Thread This gen really needs more arcade racing games.
Thanks Oneself! You are indeed correct. The car in that shot IS Red and yes, it is Shiny. Regarding your kind comment about NFS HP - I guess from my POV that development could never be anything other than NFS as it had on-board weaponry. That said, we're currently undecided about whether the Police make an appearance in Dangerous Driving....2002 was a long long time ago now.
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Thread This gen really needs more arcade racing games.
I was making a "Burnout 2:Point of Impact" reference there. Failed spectacularly. Another thing for me to fail hard at! - I left my old job at Criterion Games five years ago now. What I do now is not connected to anything I did in the past. The technology today is far superior than anything we made. Break out the old OPM2 scan though - I don't have that anymore. But then YOU do? That said, if you're a discerning player of arcade racers, then you might get a kick of out stuff like Danger Zone and Dangerous Driving. But you don't seem to like those? Because it's 'shovelware' to you? You must have some expensive shovels. As you've already said yourself, you think our game looks really bad and will be terrible? I do hope it makes you feel better though. And if you're a true gaming deviant, then you probably like Dangerous Golf as well. Will someone please break out the 4K version of that on Xbox One X eh? (hang on, that would be down to us...)
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Thread This gen really needs more arcade racing games.
@ Firefoxprime Yes, I was a big GT 4 fan as well. Although GT3 A-Spec was really the one for me. For a long time I carried two copies of my save games with me at all times on two PS2 Memory Cards. Looking back, even I do not know why.
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Thread Mike Sherlock, COO of Square Enix America and Europe has passed away
I woke up and read this news here, and was instantly reminded of so many great times I had with Mike. I'm not a frequent poster, but I figured it would be worth sharing a few memories. Most people won't have heard of Mike here, and I thought you should all know what a great guy he was. I knew and worked with Mike many years ago. It always sounds like a cliche, but as I approach my 24th year in this industry, I can honestly say he was one of the nicest people I ever met in the business. Mike joined Acclaim Entertainment sometime after I left in 1999. We met for the first time when I took the latest build of "Burnout" on PlayStation2 up to their Knightsbridge office. From the outset, he greeted me warmly and somehow I felt like I'd known him all my life. I'm sure many others who knew Mike would say the same thing. He was always positive, upbeat and happy. And that tended to rub off on the people around him. Mike was a huge supporter of myself, my studio (Criterion Games) and my game. It's because of people like Mike, and the hundred or so other people who worked for Acclaim in Europe at that time that the game became successful. A lot of people in many different areas put in the work to spread the word and make it all happen. A lot of people were involved back then to take a gold master CD from the developer and get it into a box on a shelf somewhere around the world. After Burnout and Burnout 2: Point of Impact, I met with different publishers to discuss what would become the third game. By then, Mike had moved to working for SEGA Europe and I met up with him at E3 in Los Angeles that year. He hosted what became an almost infamous meeting between myself, his team and some marketing people from Sega of America. It was quickly clear that the other folks has never played my games or knew much about that. At some point I was asked if I was sure if I even wanted to continue making Burnout 3 "as they had Sega GT coming out and were going to dominate the genre!" Let's just say that I crossed SEGA off my list after that and Mike had his head in his hands during the meeting. We didn't have to convince SEGA Europe, they would have loved to have had the game. Later on that morning, Mike arranged for me to meet probably my all-time hero in game development, the legendary Yu Suzuki. I remember that moment clearly - and was impressed that Yu was the only person smoking a cigarette in the LA Convention Centre! I won't write what we talked about - but I just shared it with my team just now and they all laughed! Thanks Mike for making that happen! I saw Mike at a few shows on an off after that, and I lost touch with him around 2007. I heard from a friend he was at Square the other year and made a mental note to drop him a line and say hi. I never got around to doing that. I wish I had.
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Thread Commodore 64 Appreciation Thread
I remember Basketball - which I never saw available on cartridge. The padded cases were championed by ATVI UK IIRC - I still have "River Raid" "Pitfall 2" and "Ghostbusters" in those cases. I also had International Tennis, which was a side-on perspective tennis game. Don't recall it was by A.Spencer though. I remember seeing it on ITV featured in the drama "Widdows 2" where one the policeman had a C64 and disk drive on his disk. I recommend watching "Halt And Catch Fire" on Prime Video if you like seeing Commodore hardware a lot too.
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Thread Commodore 64 Appreciation Thread
International Soccer was written by Andrew Spencer NOT Andrew Braybrook. He also did International Basketball later on too. This was THE first game I got with my C64. I thought the 'thin box' cartridge art was incredible.
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Thread Xbox One X Enhanced Games: All Titles, Platforms, and Details
"worst offender in urine filter?" Surely not. Every played what was it, GRID 2? I'll accept 'going below black because we only had one HD panel in the office' but not the main offender...
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Thread Xbox One X Enhanced Games: All Titles, Platforms, and Details
@ Petran - Yes. If you ever see me in real life then the secret handshake is to either say "Burnout X WOW" or to first clear your throat and then sing "ROLLING...STOCK!" proudly in the appropriate style. I will also accept a good rendition of "It's Your Letters" too.... - we're talking about fps I guess. You can be the hero today! - thanks for noticing. When we first built the game we put it out for PS4 and PC. But when a better Engine update arrived, we got to work on the Xbox version. If you want to receive updates our the titles we make you can sign up to our mailing list at - we'll be talking about a few different things over the next coming months. I was holding off contributing to the thread for some time, hoping that some kindred soul would have noticed what we did!
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Thread Xbox One X Enhanced Games: All Titles, Platforms, and Details
Thanks for your kind words. "Revenge" was a mixed bag for me personally speaking. It was probably the textbook example of 'messing up' at the time. It came together very very late. And it probably looked a bit too brown and yellow in the end. That said, it does go like "shit off a shovel." And some of the courses are excellent, particularly Steve Uphill's ones. Thanks for being a Dangerous Golfer. A small, but elite band of men and women. Every purchase made by players like you goes *directly* towards our small development group. There are no publishers, middlemen, or shiny suits involved. So thank you for your support! Stay tuned to our website where we'll list any time our titles our on sale. We mail our mailing list every time there is a promotion. But I think there's a good little game there for twelve quid. And the game has got updated twice with more levels since it released. I've paid far more myself for games that received nothing. As the developer, we make seven pounds out of that twelve pound price point after the store owner takes their cut. Not a lot of people realise that, and we hope that our pricing is affordable to most. Each level took close to a full day for me to make. That includes throwing away ideas that didn't work and also iteration time. Each one averaged about seventeen hours. There's a level called "Semi-Conscious" in there - and I can remember playing it 579 times as I added each part to it during the day. I don't think I can play that level ever again. (Maybe there's an Xbox One X in "The Good Place?" ....Janet...?) Still, it's better than digging a ditch as they say.
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Thread Xbox One X Enhanced Games: All Titles, Platforms, and Details
Mauro - as I don't work for Electronic Arts anymore I really can't make a comment as to what they may or may not do. I have no say in any of it. Black came out on bc Microsoft actually own the rights to it on Xbox formats IIRC- I think I can remember some sort of buyout deal for Black that was done. Maybe even Xbox Burnout 3 as well. But I deleted all of my emails from that period of my career now so have no way of checking. But maybe it was time limited as it popped up in their Vault I noticed. I hope B3 turns up because I'm a fully paid up lifetime member of The Lazy Generation. Would hate to see my membership fees be squandered in vain.
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Thread Xbox One X Enhanced Games: All Titles, Platforms, and Details
Lukas - Programmer Phillip 'Superstar' Maguire wrote a blog post on our site about bringing the game to Xbox One X. Here's the link to it: ESRAM was an issue, but the UE guys solved a lot of it when they did a lot of optimisations with their update. I hope that answers your questions!
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Thread Xbox One X Enhanced Games: All Titles, Platforms, and Details
Here is some detail about the work we did on our indie title DANGER ZONE for Xbox One X. We're a tiny team of seven but we're big Xbox fans so when we finally got the performance we needed to get the game running on Xbox (thanks Epic!) we wanted to be there at launch with some Xbox One X improvements. The game will run in native 4K on Xbox One X. In the Settings you get to pick between two options - "Best Quality" or"Best Performance" Best Quality - this setting runs the game at 30hz in native 4k (if you're the lucky owner of a 4K display!) - ALSO if you're still rocking a 1080p display - choosing this setting will supersample the 4K render to your output resolution and give you the sharpest possible image. You also get dynamic shadows enabled. Best Performance - this runs the game at a super smooth and silky 60hz at 1080p resolution. You don't get dynamic shadows enabled. The game doesn't support HDR yet. The reason for that is because the engine that we use, Unreal Engine, didn't support HDR at the time we were finishing the game and submitting it. We use SSAO and SSR as well as Temporal AA, the game renders the HUD in 4K regardless of what setting you choose. And if you boot the game during the Christmas holidays, we put up a tree, put some presents under it for you and play a spectacular 'muzak' version of "Jingle Bells" for your aural listening pleasures. (That comes from being inspired by N64 "Super Mario Kart" all those years ago where the title screen went Gold when you got all Golds - so we wanted to change the game depending on the holiday season!) Hope that fills in the gaps on the front page. Hopefully, if small indies like us can make the effort on Xbox One X then surely all the big teams can do the same!