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CrashedAlex

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  1. @McSpeed Going to “review” events was never an interest to me. Felt uncomfortable about that sort of stuff tbh.
  2. I have to say I love reading these stories. @donkeyk it’s called Rivals Mode in Forza 7 choose your class and pick your track... @ilpostino “Cinema?” yes - we had a French irritant who would play that song every morning Absolutely wiped after so much intense work the last three weeks so it’s offline for me! @Ninja Doctor that was because the brilliant Joe Bonar bought a prog scan telly with him when he joined us for that game. No one had one back then really.
  3. @Mawdlin I watched this last week as I read the news he had died. It's a fun hour if you haven't seen it...(and great to hear from you again!)
  4. It's interesting to wonder if "Rocket League' would get made today. It's an online game and the advice given to independent developers at present from the format holders is 'give up on online as you will have ZERO players' - bc everyone is ONLY playing shooters apparently. But they are only trying to help from the data they see on how many people play "OnRush" or "Laser League' because they get to see all of the numbers. Sega Rally was just a few cars and tracks. I played it on Saturn for several thousand hours, but then hey, Sega aren't making stuff like than anymore. Gaming is a very very personal thing for most people. We all like different things. Personally speaking, I spent days and days just walking around in "Watch Dogs" without doing any of 'the game' just marvelling at the quality of the open world before me. Today was refreshing to meet so many true fans of the genre. People who just get it. Much different that meeting 'industry' at the old trade shows.
  5. @Hello Goaty ♥ Thanks for that. As far as 'having no content' we're making as much as we can afford to with the time and money we have. There is a limit I'm afraid. We simply cannot compete at the same level as massive teams of thousands who have years to make games. Those teams are backed by massive companies and have endless resources We simply do not. If you see our game on IGN you're seeing four months or 120 days of work. I'll do my very best to entertain you though. I hope we can do that!
  6. @mushashi Thanks for the kinds words. I think anyone who on the B2 team would appreciate reading them -thanks! To try and answer your question, whilst it would be fabulous and convenient to say 'yes, EA made me do it' - which was an old meme for us on the old Crash TV podcast - in reality, there can never , and would never be some 'mysterious dark forces' in the background telling us what to do. Fiona Sperry ran the company. I was the Creative Director and worked with a talented team (and a really core 'braintrust' type of group consisting of Fiona, Me, Hamish, Mike, Alex, Richard, Olly, Chris, Omar, Paul, James and many others I could list here) so if anything you could say the buck stopped with me. But if you want to blame someone, then it was all of them, obviously :-) "Point of Impact" was a very pure racer in the style of the old AM2 games. After that title, we found a new publisher in Electronic Arts. We learned a lot from EA. At that time, I'd argue that they were the best game makers on the planet. And ran a seriously impressive operation. (ever seen EA Canada's setup? it's fabulous) Each game had to evolve and we could not just keep making the same game over and over. "Takedowns" came from really focusing in on what was the best move you could do in the first two games - which we termed 'knockouts.' We were also really influenced by EA Sports at the time and how slick - and how massively successful - those PS2 titles were. EA guided teams to create killer features each year so we made 'aggressive racing' the whole focus of the game and that made doing everything else easier. Design the front-end? Easy. How should it sound? Ah yes. Easier than staring at a blank sheet of paper. People across the Pond, in the market that was TEN TIMES the size of ours, suddenly began to notice the game. "Paradise" was open world because that's what I was interested in having a go at back then. A different experience where exploring and collecting and hanging out with your Friends was the core. Or 'not playing the game is the game' is how I spectacularly failed at communicating it to people. I was massively influenced by the very wonderful first "Mercenaries" game on Xbox and later on - the best game ever to come out of Scotland - which was "Crackdown" (if I ever win the lottery I will pay someone from that team to show me where the missing Orbs are. I swear!) I hope that answers your question. If you are hankering for something like B2 to make a return, then take a look at our next game "Dangerous Driving." However, if you think something like B3 should make a return, then take a look at our next game "Dangerous Driving." We're not EA though, or Criterion, or anyone else. We're a tiny team of seven self funding and self publishing our games so we make smaller games on way way more smaller budgets than most.
  7. @Soi I haven't played MK8 so I must admit to being unfamiliar with that feature. If it doesn't take more than 15minutes to do, we'll try our best. No promises though!
  8. Here are some pics from the inaugural meeting of the 'Dangerous Driving Club' at TFE18 held earlier today in that mecca of gaming, Petersfield, Hampshire (home of the best arcades in the world) http://www.threefieldsentertainment.com/today-we-opened-our-doors-to-the-players/ Beautiful intelligent, racing game veteran players of all ages and from all parts of the country came together in one very cramped office! If you're interested in visiting our Studio, playing our games in development, giving us feedback, and arguing with us as to which version of "Burnout/Ridge Racer/ Gran Turismo' was best then have a click on www.threefieldsentertainment.com/dangerousdrivingclub
  9. @Mawdlin Hey, what a shame Ricky Jay died the other week eh? Have you ever watched his '52 Assistants' show, it's on YouTube? Joao was the first person I ever showed the software to who not only understood what we were about, but also more importantly, what the core experience was - which was 'high speed everyday driving' - which obviously is a different sort of driving to what other games in the genre do. Haven't spoken to him in a few years. I did email him and say how I sort of missed seeing him every year. We had him as a Judge in a BAFTA category once and I think everyone in the room loved listening to his speak about each game that was in contention. I met many industry people over the past two decades all over the world. I can count on one hand the people who made an immediate impact on me with their knowledge and passion. Joao is one of those people.
  10. @Mr Do 71 I think I was going to write the same thing there. I just posted in the other thread - but we had a fun day at the office meeting complete strangers who travelled from all over the country to come and say hello and have a play of our four month old game. Didn't get the chance to eat a thing, had two cups of tea all day and expect I'll lose my voice now! It was lots of fun, reminded me of doing a full day at E3 or something - so with that all over we're all going home to collapse in a heap! Have a great weekend everyone, and remember, do drive carefully....
  11. @martingee Thanks for that post. Really interesting. @Mortis thank for for very kind sentiments and for buying our game. each sale helps us continue. @Mawdlin IIRC we the EDGE guys weren't around at the time, so we showed one of the accountants and one of the cleaners. which one were you? as for 'stopping for petrol' that was a suggestion Joao made at the time - complete with button bashing. I think his tongue was firmly in his cheek at the time. But thinking a bit more, I think I *might* know who you are. Or maybe a guess based off your forum Avatar. Either way, if you'd like to visit and play, you and your son would be more than welcome. @Jazz Glands again take a very close and careful look at our logo for 'dangerous driving' which is coming in Feb for ps4, xbox and PC btw. It's 4pm and the office is finally quiet again. It was the first ever meeting of the 'Dangerous Driving Club' and we had some lovely serious fans of the genre travel from far and wide (some very posh cars in our car park) making long journeys to come and say hello, play our game and talk games with us. All of the development Staff kindly came in on their weekend to say hello, restart a crashed build, hand out the mince pies and talk about what they do for their jobs. Once again it's apparent that the industry does not do a good job of explaining to the world HOW games are made. Some folks had never held the Xbox controller, and I think most were surprised to see a game they will end up playing on their PS4 or Xbox being shown on a big black tower PC with a hefty GPU inside it. I said several times that what we were showing them was 'like being on the set of Star Wars where you'll see broom handles painted green are really what lightsabers, and the cockpit of the Falcon is half built out of balsa wood and ply. R2D2 is actually a small man in a metal bin pushing buttons.' It's not for everyone to see, and I guess for most people game making is so incredibly complex that it looks like magic or something. I hope we didn't burst too many bubbles or rain on too many parades. I got here just after 0930 for a 10am start and there were already people waiting in cars outside waiting for us to open. It was a long day and it felt like being at E3 or something all over again. Everyone got to grips with the game really quickly and we could see we had some really skilled driving game veterans in the room with us. Thanks to my friends who came from Cumbria, or the guys who set off from Manchester at 0430am to share with us their love for the scene. A real spread of age ranges, with several VIC-20 and C64 owners in the building. I saw an amazingly festive Christmas jumper with a Pac-Man theme which was cool. It reminded me that I might not just be crazy after all, and other people did get blown away playing sit-down "Pole Position" in a seaside arcade just like I did when I was younger. Mostly the game worked, and we got a great list of stuff to fix from observing others play. All in all, a lot of fun - we hope everyone had a good time, I know we certainly all did.
  12. Good Morning everyone. Sitting here in the dark waiting for sunrise and then down to our Studio to set up for our open day. All welcome, the codewords is in my original post! @Smoothy EA didn't really break up the Studio. Fiona Sperry (who ran Criterion) and I did intentionally so. We formed a smaller group and we moved out of the corporate building, rented a new one and started work on a new game. Some know that as 'project beyond cars' and it got cancelled a year after I left. That was my idea and was actually called 'project EA' which stood for 'epic adventure' - that's another story, but I wanted to clarify that this 'mysterious EA person' wasn't always calling the shots. It was Fiona and me who decided to go and get NFS for us after seeing EDGE give Undercover 3/10 (as we thought it would after playing the builds) @Nick R You're absolutely spot on. B1 had a lot of triggered traffic. Probably less so after the first game. Looking back that first game was FAR too hard and that was one of the reasons why. However, if it's stuff like that you like - then take a look at our last game "Danger Zone 2" which is Crash Mode set on REAL road junctions in the UK, Spain and America. The entire game is built using traffic running on timers - each one was hand authored and tuned. It's not for everyone, and most people have never heard of it. It's got a bit of B2 Boost Racing in at the end, it has the full spaghetti junction in there, and there's a shit ton of physics going on. If you're into some UK motorway carnage on the actual junctions of the M5, M4, M62 and M6 then I would love to know what you though. @Paulando I think my days with the "NFS franchise" are definitely behind me though. That said, I know me and my team could really smash it by doing what we wanted rather than having the game designed by some market researchers (they were experts at selling a lot of BBQ charcoal and also Bleach though) @Gizamaluke Thanks for the words of support. The whole team at Three Fields Entertainment will enjoy reading them. @probotector that one and the one that came immediately after it. Re Switch version I wrote about that earlier in the thread. Simply don't have the money to be able to do it. Would take a big team of 10-12 six or seven months I think. No probably for a team like that funded by a billion dollar company. Totally out of the reach for a self funded team of seven. @PeteBrant Again thanks for the kind words. You know I wish all developers could receive this sort of encouragement. It really does have such an impact. @skondo Yes. As a staunch Bizarre Creations fan (and lucky enough to visit them a lot on "Fur Fighters' for DC) I was gutted when I heard they weren't going to be around anymore. I heard the founders made something like $40m selling the company, They must have really had a belly full of the industry to simply stop making stuff and put everyone on the street. I loved the Bond game too.
  13. @The Gaffer - thanks very much. the development team always worked above and beyond to entertain people as much as possible, Absolutely shattered so signing off for tonight. Up early to get set up down at the office.
  14. @Trumpets Thank You! @wev I was cold calling magazines for "Dangerous Golf". With big sites these days if you don't match their video algorithm then you're up against it. Magazines need to know three months before launch to meet their deadlines. But for indie studios working on games with short development teams, that means you have to magic a finished looking game out of nowhere in your first three weeks of development. There's a reason why that's impossible. Again, that IGN video represents four months of work. So "The Last of US 2" it certainly ain't. @U-1 Take a very close look at the logo for our game...
  15. @ Deeptone Thanks for the purchases. Our Studio exists because of players like you. They are small games, but there are a good few hours of entertainment. LMK wha you think of the M6 Spaghetti Junction or the M5 Gordano Services levels on DZ2. The games were actually just meant for me, but I'm glad you felt that way too. And that was our journey, from total unknown underdogs and taking on the rest of the world with our silky smooth framerate and amazing tracks wth lookalike cars! Def Leppard are playing the UK at the moment. One of my favourite bands. At the end of every concert they say to the audience 'don't forget about us as we won't forget about you!" That has always stuck with me. And it's why we've got 25 plus people at the office tomorrow to play the game. Because we've not forgotten about the people who supported all the games in the past. It's been amazing and humbling to see so much support from the UK today. You guys here are amazing. (I did race many of you on B3 PS2 online and took most of you down, you just didn't know it was me!)
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