Interviews
Getting
“Fast” and “Furious” With Namco Bandai’s New Racer
“We didn't want to have a game where all the
customization is based on fictional or knock-off parts.”
Are you faster than fast? Quicker than quick? Do you dream
of being Steve McQueen – or Lightning McQueen? Does the smell of motor oil pique
your interest higher than the smell of fresh barbeque?
If you’re a speed-driven gamer, always living your life in
the fast lane, then you might have what it takes to compete in The Fast
and the Furious. Based on the movie trilogy of the same name, The
Fast and the Furious is more than just another street racer.
“We’re taking what people do in the real scene and building
gameplay around it,” said Mitch Boyer of the Namco Bandai Games production
team. “Drifting is an actual lifestyle, it’s an actual scene. And it’s
something that was important for us to get into the game.”
Whoa, hit the brakes. Did you just say drifting?
“Drifting is kind of like road racing,” describes Gary
McKinney, drift team manager from McKinney Motorsports. “We’re running a race
line on a pre-determined course. But we are basically running the car on the
edge of traction. We’re purposely bringing the car into a slide [while] maintaining
control of the vehicle.”
Ahh, I get it. Slidin—
“It’s not something where you’re just sliding the car
around,” Gary adds. “It’s very precise driving. It takes a lot of skill to get
the car to do what you need it to do.”
“They say it started in the late 80s up in the mountains in
Japan,” he continues. “A bunch of guys were racing up and down the mountains
(like everyone does). It came to a point where a lot of the drivers will go so
fast that they were losing traction. They were actually breaking the tires
loose. But being a young guy you don’t ever want to let up, and you keep going.
“They noticed that the people watching them race enjoyed the
guys turning the cars sideways and continuing more than the actual racing. It
became more about showing off.”
Interesting, but what about the title. Isn’t this game
called The Fast and the Furious?
“When we set out to do this game we really focused our
efforts on three main goals,” Mitch informs us. The first goal, he says, was
sense of speed. “You can’t have a game called The Fast and the Furious and be
slow.
“I think that we really achieved that sense of speed. You
can break over 200mph on the freeways in Japan (in the game), and it’s
significantly fast. We’ve put it up against just about every other game out
there and we compare comparably.”
Second, they focused on car customization. Mitch comments: “There
are a lot of games out there that focus on customization. When we started doing
this, we sat down [to discuss how it should be done] in ways that it has never
been done.
“How are we going to take this in directions that are authentic
and legitimate within the [drift racing] scene? There are a lot of games that
focus on customization. They allow you to put on body kits, wheels, and things
that you’d expect to be able to do. But it’s all fake. None of it is the
same stuff that you will actually see.”
Though it’s no surprise that racing games embellish the
rules a bit, it’s rare that a developer talks about this area so candidly. “If
you look at the cars in the film [The Fast and the Furious: Tokyo Drift], they’ve
got body by Top Secret, body kits by Veilside. All of the rims are from Raze
engineering. They’re real-life and legit kits, rims, and parts. This is
something that was important to us. We didn’t want to have a game where all the
customization is based on fictional or knock-off parts.”
Number Three
Mitch Boyer: “The third thing that we went
after was drifting. Obviously, with the release of the film, drifting is
blowing up in mainstream awareness. Drifting has been something that the
hardcore have been doing well over a decade in Japan. Now with the success of
Formula D, with D1 Grand Prix coming to the United States, and with the release
of Tokyo Drift, I think a lot of people who have never heard of drifting are
going to be interested in what this can bring to a game.
“A lot of other games say that they’re drifting games or
that they feature drifting, but they don’t. The drifting in those games is
essentially sliding. You come up to a turn, you turn in and the car starts to
rotate and slide. That’s not drifting. That’s one of the key distinctions that
sets our game aside – we actually worked with professional drifters and
professional tuners to include the actual techniques in the game. When you
drift in The Fast and the Furious, you’re actually
drifting.”
Take the Next Onramp
Obviously drifting is a huge part of the game. Of course, the
developers realize that some players might want something else to do. Lucky for
you this is not one of those titles where you’ll be ‘locked down’ to a
particular style. “It’s a very open structure,” Mitch boasts, “where the entire
game is set in and around the Tokyo Bay on a system of freeways me and Mike [Morishita,
of the Namco Bandai Games production team] call ‘the hub.’ They’re based on
real freeways that circle the Tokyo Bay.
“If you’re not someone who wants to drift there are
plenty of other things to do. You navigate by actually driving around this
network of freeways. Let’s say you want to go buy a Nissan. You drive there, on
the freeway, and actually take an exit and go to the dealership. Once you buy
that Nissan, if you want to modify it, you drive on the freeway and go to the
particular shop for modifying that car.”
Mitch says that there are five different shops, each tied to
a different type of racing. “Maybe you like American muscle cars. We’ve got a
shop for that. Maybe you’re a Honda guy. Maybe you’re a drifter, well we’ve
got West Co in the game, which is a professional shop in Japan. These are all
different shops for different kinds of tuning.”
The Hot Spot
Mitch Boyer: “There are different crews to
race in the game. You can drive around this freeway and roll up on anyone you
see and have a race on the spot, and take it from there. If you’re in the lead,
you set the path. There’s no set track. There’s no set finish line. You take
the race wherever you want to go. If you want to meet up with a bunch of racers
who race with a certain style, you get off the freeway at what we call hotspots.
These are places where racers gather. If you want to go drifting, you go up to
the mountains and go to a mountain hotspot. If you want to go racing on the
freeway, you get off at one of the hotspots, somewhere near the Tokyo Bay.
“You’re not locked down [once you’re at a hotspot]. You guys
have played a lot of games in the customization and street racing genre. You
know that a lot of time it’s a pretty locked down structure. You have to race
this guy, then that guy, then that guy. It’s very linear. Real street
racing isn’t like that. You race whoever you want, whenever you want, wherever you
want. And that’s exactly how it works in the game. So if you’re the guy with a
Honda Civic, and you go up to a guy with a Skyline, you can call him out but
you’re probably gonna lose. Part of the game is learning who to race and in
what order, and bringing the right type of car to the right battle. If you take
your front-wheel Honda in a drift battle you’re gonna lose ‘cause those cars
aren’t good at drifting.”
Stick It
Mitch describes how the crew system works, and how you’ll
exchange a little something after earning their respect. “There are 10
different racers: two crews of five, each with a boss. Once you beat a crew,
then you earn the respect of the crew. How it works in Japan is: a lot of these
crews who are cool with each other trade their stickers. Maybe there’s a crew
called Speed the Night. Maybe there’s one, Daily Driven. If they respect each
other, they’ll give their stickers to each other and they’ll run their stickers
on their car.
“This is something we’ve turned into actual gameplay. When you defeat a crew, they’ll give you their sticker, and if you run it on their car, then whatever shop that crew is cool with… Let’s say you beat some drifters. They’ll give you their sticker. You put it on your car, and you go to the drift shop, now you get discounts on certain parts because they recognize that you’re cool with that crew.”
I Prefer The Brand
Name
Mitch Boyer: “Because the film is set in
Japan, because we’ve done likewise and set the game in Japan, this gives us the
chance to offer people cars you don’t normally see in games like this. We have
the ability to offer not only Japanese import cars: Nissan, Mitsubishi, Toyota (like
you would expect). But also specifically JDM models. These are the models of
cars that you see only in Japan on the streets that maybe aren’t sold here. But
they’re really popular in the drift community, like the Nissan Sylvia S-15. The
Toyota Chaser. Those are cars that were never sold in the United States, and
now we’re giving players the chance to drive them in this game.
“We recognize that there are a lot of people out there who aren’t
necessarily into Japanese import cars but are still going to want to play this
game. The cool thing about The Fast and the Furious is that at its core, if you
look at every Fast and the Furious movie, it’s always Japanese import cars
versus American muscle cars. That enables us to brand out in that way as well.
We’ve got classic American muscle cars, new American muscle cars like the Dodge
Charger, Ford Mustang. We’ve got Saleens.”
Keep your browser pointed to GameZone Online for Part 2 of
our interview with The Fast and the Furious production team.

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