RIDGE RACER UNBOUNDED free download with free crack
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According to Chaos Theory (so dear to the unforgettable mathematician Ian Malcolm-rock ...) of a beat 'wings of a butterfly can cause a tornado half a world away.
We do not know - or frankly, we are interested at this time - if a premise so absurd to have some foundation of truth, but what is certain is that a simple trailer for one minute and twenty seconds can certainly trigger a hornet's nest of controversy itself on forums around the globe.
If they are realized ( at their expense ...) the guys at Bugbear Entertainment, creators of the series FlatOut discussissima currently working on a review of Ridge Racer.
After a little messed up 'with the City Creator (an editor surprisingly enjoyable, thorough in detail here !) , we took advantage of the presence of producer Joonas Laakso at the Milan headquarters of Namco Bandai to discuss with him the saga of the new course, the responsibility to revolutionize a legend, the increasingly recurring tendency of Nipponese software companies to outsource their franchise and a lot more.
Sit back and drive carefully: with Bugbear accidents are really around the corner!
Videogame.it: We know that Bugbear Entertainment has a certain tradition of racing games. So in a sense that your studio is working on a new chapter of Ridge Racer is not a news story out of this world so ... But beyond all, the surprise announcement a few months ago was still a real shock to everyone, because in fact no one would have expected to see Ridge Racer in the hands of a Western developer. What was your reaction when the project officially got the green light? How did the thing, or you have been contacted by Namco is quite the opposite happened?
Joonas Laakso: Let's start: you will not believe, but this morning I was discussing this issue with Kevin, Product Manager at Namco. The point is that ... we are not 100% sure of how things are actually going! (Laughs. ..).
Put it this way: we were ready to work on a new project, and we created this prototype, in fact quite different from Ridge Racer, which we later began to develop. The concept, however, was heavily focused on automobile accidents, and had an intriguing graphic.
We got to meet some 'fortuitously with Namco, and I guess someone liked it especially important that prototype ... and so, shortly after, the direction of the Japanese company has asked to meet us. Of course we accepted the invitation, even without knowing what they might be thinking: Sure, some of Namco had already spoken with us, and certainly in Japan that prototype had to be reached ... But we did not know what to expect, and so was a surprise even for us the request to develop a new Ridge Racer from the experiment.
These are short, the origins of the project, but I want to point out that after months and months of Work can now see what everyone is really quite far from the original concept: apart from the emphasis on accident and do damage, in fact everything else was built from scratch, with the idea of Ridge Racer on the head.
As concerns me in particular, when everything was finally accomplished, and marketing for Namco Bandai has started to take action, on the one hand I was excited, worried by another. I had trouble sleeping for more than a few days, and I immediately felt the responsibility of the task. Especially since this will be my first game actually published under the label so important. In short, there is so much emotion, but also a bit 'of awe: I know the fans are very fond of Ridge Racer brand, and I understand their concerns.
Indeed, I myself have tried to put myself in their shoes, imagine how I reacted to the news if she did not personally involved in the game and if it had been entrusted to some other Western study, and I do not know if I would be so happy. (Laughs. ..)
I want to emphasize, however, one thing ... we have always decided to present the game in a very direct and honest: our Ridge Racer will be a different sort of alternative version offered by our team. The saga of the main fact remains unchanged and separate from our vision, and so we hope not to disappoint anyone and we hope to meet even Namco Bandai, known by the saga to people who until now had never been closer to the series.
Videogame.it: So we can say that in a sense there is a bit 'of fear (or rather of awareness) is not entirely favorable opinion of the time fans?
Joonas Laakso: Well, honestly, yes. In all honesty, I think the initial negative feedback was something really inevitable.
Videogame.it: In fact, that trailer was a real shock ...
Joonas Laakso: I know well and we knew at the time. Our idea was simply to announce the game, without going into details except of course disclose our name, and then not to say anything for a while. We wanted people to get used to the idea slowly, giving them time to digest the news so radical ... and only after we decided to focus on the features of the product and its philosophy.
A few months later, I believe that the approach is paying: the previews are generally very good, features are considered to be very very interesting, and consumers are responding quite well to our requests.
I hope that our game could be of interest to people who bought Split / Second and the old Burnout ...
Videogame.it: Would you say " to people who have NOT purchased Split / Second "?
Joonas Laakso: You're right, forget it! (Ridiamo. ..) I think there is still an audience for a product like this, and for us it is particularly advantageous that in the coming months will not be launched no direct competitor, thus making it potentially even better opportunity.
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