Street Racing Syndicate Q&A

We hit up Namco with a few questions about its upcoming underground racing game.

Street Racing Syndicate has been a long time in coming, but the underground racing simulation is finally speeding down the home stretch. In anticipation of the game's release, we fired off a few questions to Namco Hometek producer Robert Zalot about the progress that's been made on the game in the last few months. Read on for all the dirt.

GameSpot: How has development been going?

Robert Zalot: Development is going very well. We're constantly amazed with the team's passion in making SRS the fastest, most expansive, and most authentic Street Racing game to ever hit consoles.

GS: Has the change of publishers affected development at all?

RZ: Absolutely. We have taken SRS to another level. With this last year, we have built it into a game that is vastly superior to the older version in every way. Namco has a reputation for quality, and we haven't settled for anything less than the best street racing game on the market. Period.

GS: What's changed about the game since we saw it last?

RZ: Just about everything. We've gone all out and have totally revamped the technology to ensure top-notch visuals that just spank anything you'll see in the street racing genre. First off, SRS runs at a solid 60 frames per second. If you're a fan of racing games, you know how important a fast, solid frame rate is. Running at less than 60 just wasn't acceptable for us. And having stellar graphics was also a mandate. In many racing games, the developers have had to choose one or the other (graphics or frame rate). SRS doesn't choose one or the other. It is the whole package.

Our lighting really feels like night, with dynamic shadows that react to street lamps as you fly by. We've got brake glow, wheel blur, bump mapping on the roads, depth-of-field blur, reflection mapping, specular effects, reflective road surfaces, speed effects, dynamic cameras, particle systems, a high-res rearview mirror, and car models so accurate that they'll make your eyes bleed. In fact, you can actually read "Brembo" off the Skyline's brake calipers, and the V-Spec II has the Naca Duct cut into the hood!

The game will have around 50 licensed, fully upgradable cars that will take damage, and that damage will affect performance. There are also rare JDM versions included as well. Street racing fans will have more choices than ever before to create cars they can be proud of. For those doing the math, other games are claiming something to the tune of 80 billion possible combinations of cars and upgrades. SRS has more than 790 billion combinations!

To keep pace with the graphics, our physics model had to be the best too. And it is. Our cars drive incredibly realistically, while still being accessible to the guy who wants to just stab the pedal and go. It's been a tough balancing act, but we've managed to bring out the personalities of each of the individual cars in the game. The cars drive like the real cars and feel different from one model to the next. If you're sick of games where the cars all feel the same, suffer no more. The differences are inherent to our physics model. You won't see a stock Celica pull a Skyline GT-R off the line in SRS...ever. Our physics system is modeled so realistically that it can even tell you what the friction on the clutch plate is at any given moment--and it's something that we actually let you control! SRS is the first console racing game to give those who wish to use it an analog clutch! We even model traction on a wheel-by-wheel basis, based on each tire's contact patch, and take into account weight transfer, drive train, and real vehicle-specific driver-assist systems. For example (this is just for the gearheads out there), the Skyline GT-R V-Spec II (R34) in SRS actually features Nissan's Super HICAS four-wheel steering system and the ATTESA PRO Electronic Torque Split with Active Limited Slip Differential. You can feel it keeping you out of trouble by sending power to the front wheels when you start to oversteer. Sick stuff.

Because of this realism, we're allowed to give gamers something tuners in the import scene know and love--a Dyno! So instead of just telling the player "that exhaust is worth 15 horsepower," we let them find the best way to set up their cars by installing parts and performing Dyno Pulls. This is how tuners do it, and it's how it's done in SRS. How it works is, the player puts his or her ride on the Dyno, and the Dyno revs up to peak power. We draw torque and horsepower curves in real time and display peak horsepower and peak torque in rpm. You can even do comparison runs to see "before and after" graphs and to see power gains. And it's all for real, based on our physics system. No phony precalculated tables. It's all real run-time data in SRS.

Our robust car model has also allowed us to include real driving techniques and tactics, too. You'll encounter high-speed drafting, grip-turn tactics, and drifting techniques that would make Tsuchiya proud! If you understand racing theory and technique and have the skills, they will work in the game.

As for locations, we feature three cities, with both open and closed race types, for an incredible variety. Race, drive, or just cruise and check out your ride in Los Angeles, Miami, and Philadelphia. These cities are filled with dynamic traffic, smashable objects, places to catch air, shortcuts, cops, and places to duck cops. There are hideouts all over the city that you'll have to find. And you have a warehouse to hold all the cars you've bought, built, or taken from rivals. You're never locked down to just one car. You can set up different cars for different types of racing, or you can just horde your hard-won trophies. The open-city architecture allows you the freedom to go wherever you want, but be careful not to do anything too crazy in front of the police, or they will give chase and try to hand you a ticket! If you're rolling and spot racers from rival crews, just flash your brights, and it's on.

The sensation of speed has been boosted incredibly and continues to be improved even further with each new build, via new camera techniques, sound, and other methods. We also added online play, including pink-slip races. So not only can you battle online but also you can take people's cars and taunt them over your headset! And after the race, you can sit back and enjoy dynamic replays of the moment your best friend lost his car to you. So, as you can probably guess by now, we've really been busting our asses to make SRS the best street racing game ever. And we can't wait to unleash it on gamers everywhere.

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