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Archive for March 26th, 2008

Freddi Fish, Pajama Sam, and Spy Fox get Wii’d

March 26, 2008

Humongous Entertainment is currently best known for its line of family-friendly Backyard sports games, but the Infogrames subsidiary’s origins date back to the graphic-adventure-game heyday of the early ’90s, when it was founded by LucasArts alums Shelley Day and Ron Gilbert. Although those execs have since moved on (Ron Gilbert recently surfaced as creative director at Hothead games), a few of the properties created under their direction will soon be finding new life on the Nintendo Wii thanks to Majesco.



Freddi Fish’s message in a bottle.

The casual-friendly publisher announced today that children’s adventure games Freddi Fish, Pajama Sam, and Spy Fox will arrive for Nintendo’s console. All three games will be produced by Interactive Game Group and take advantage of the Wii’s motion-sensing controls, with a focus on point-and-click-style adventure gameplay.

As each game is part of a long-running series, each game will be the first installment in their respective franchises, with Freddi Fish in Kelp Seed Mystery, Pajama Sam in Don’t Fear the Dark, and Spy Fox in Dry Cereal. Majesco had not indicated whether it intends to port to the Wii other installments from the franchises in the future, and had not responded to requests for comment as of press time.

Freddi Fish, Pajama Sam, and Spy Fox will all find release on Nintendo’s console in mid-2008 for $19.99 each.

Darwinia rating sprouts legs on X360

March 26, 2008

An Xbox 360 version of Introversion’s award-winning hybrid real-time strategy game Darwinia has been speculated since the game’s first run on the PC in 2005. However, an edition for Microsoft’s console has never actually materialized. That may change in the near future, given that the Entertainment Software Rating Board has updated its online database with an E for Everyone rating for Introversion’s innovative strategy game. Introversion has been listed as the publisher for the Xbox 360 version of the game.

Originally released in 2005, Darwinia is set inside a virtual theme park in a computer network. A viral infection has broken out that you must contain to save the little Darwinians. In the game, players have to alter the status of the creatures by inputting a gesture-based command. On the PC, these gestures are achieved with a flick of the mouse, and there are currently no details on how they would be handled in an Xbox 360 version of the game.

Introversion is a small British developer whose other works include 2001’s hacker simulator Uplink and critically acclaimed global thermonuclear war strategy game DEFCON: Everybody Dies. The studio is known to be working on a PC follow-up to Darwinia, dubbed Multiwinia: Survival of the Flattest, which will bring online play to the franchise.

It is unclear whether the Xbox 360 version of the game would appear as an Xbox Live Arcade offering, and Introversion had not responded to requests for clarification as of press time. However, the developer is no stranger to digital distribution; Introversion’s entire lineup is available for download through Valve’s online portal Steam.

Rainbow Islands Evolution Review

March 26, 2008

Reinventing a classic arcade game can be a tricky business. Developers have to stick close enough to what made the original formula so compelling while introducing enough novel mechanics to entice new people to try out the game. Unfortunately, Rainbow Islands Evolution succeeds at neither endeavor, alienating fans of the original Rainbow Islands by creating a slow, monotonous trek that does little to appeal to a new audience. Although the essential rainbow-throwing, climb-to-the-top mechanics remain intact, Evolution turns a classic 8-bit platformer into a tedious game that simply isn’t fun.


Pretty rainbows don’t make up for some glaring oversights.

As Bubby and Bobby, you must climb to the top of the Rainbow Islands to save imprisoned songwriters held captive by the evil Million Records company. The terrible music churned out by these brainwashed artists has poisoned the ecosystem, mutating its inhabitants and breaking up the landscape. Only magical rainbows from your hurdy-gurdy can change your friends back to normal. Although told through charming storybook sequences, the plot serves merely as an inane explanation for how this remake relates to the original Rainbow Islands.

What made the original game so much fun was its hectic pacing as you raced to the top of the screen, using your rainbows to climb higher and take out the many enemies scattered throughout the levels. Evolution emphasizes exploration over speed by adding three layers to each stage that can only be traversed at predetermined intervals by jumping on platforms that move between the background and foreground. Enemies are scarce, and when they do appear, it’s often in a different layer where they can shoot projectiles at you without much fear of retaliation. Rotating the analog stick summons a resonator that fires rainbow wheels into the background, but it’s difficult to judge their trajectory, and you’ll rarely aim correctly. Adding to this needless complexity, both your character and the resonator can be leveled up by finding hidden items strewn throughout the different layers. Having to search for these items, the moving platforms, and enemies quickly becomes repetitive.

Defeating each of the bosses–who also interrupt your progress throughout the levels–relies on the resonator mechanic as well. You’ll find yourself frantically jumping from platform to platform, in and out of the screen, or rotating the analog stick as fast as you can with the hope that one of your rainbow wheels lands a hit. Every boss fight is the same, and they are all frustrating endeavors. Rushing to the top of the level usually allows you to skip these encounters, and the only motivation to defeat midlevel bosses is the ability to warp to a higher point or level up your resonator. Still, this doesn’t help the game’s slow, plodding pace.

As you make your way up the levels, you’ll find that the game’s noninteractive tutorial has not prepared you for its imprecise controls. Too often, your character will fall off his own rainbows or unintentionally jump through platforms directly into the path of an enemy. Ultimately, how fast or slowly you’re able to rotate the analog stick won’t matter because the resonator is equally unresponsive in either case. Rainbow Islands also takes a nod from its spiritual predecessor, Bubble Bobble, allowing you to shoot a homing bubble and dispatch precariously placed enemies. Unfortunately, these homing bubbles often miss their targets, which defeats the purpose of including the mechanic altogether.

With vibrant, colorful graphics and a catchy soundtrack, the original Rainbow Islands was undeniably charming. It’s therefore all the more disappointing that what could have been Evolution’s biggest strength is actually held back by poor design choices. None of the enemies will be recognizable to fans, with Bub and Bob having received some questionable style updates. Besides some minor color variation in their sombreros, the two are indistinguishable. Dull, sparse backgrounds add to the dreary style along with a grating, monotonous soundtrack that you’ll quickly want to turn off.


Frequent boss battles are an exercise in tedium.

The biggest problem with Evolution is that it fails to capture the frantic action of Rainbow Islands. You can unlock time-trial versions of each level that make a valiant effort to simulate the original arcade feel. However, by the time your character is powerful enough to sprint to the top, you’ll have lost interest altogether. The multiplayer mode offers a similar race to the clouds, but it feels tacked on to the game. A two-player cooperative mode would have gone a long way toward pleasing nostalgic fans.

Rainbow Islands Evolution stands as a missed opportunity to reinvigorate a beloved franchise. Its slow pacing and monotonous gameplay mechanics make Evolution difficult to recommend. Nostalgic fans will want to look elsewhere for their 8-bit fix, and those who are unfamiliar with the franchise should seek out the original, more exciting version.

Crisis Core: Final Fantasy VII Review

March 26, 2008

Crisis Core: Final Fantasy VII achieves a striking balance of old and new, and juggles fan service with pure role-playing satisfaction. It’s striking how these elements have been shaped into such an appealing and emotionally affecting prequel. There are some new characters and plenty of fan favorites too, such as Cloud, Tifa, and Aerith. However, the characters your most likely to empathize with are unlikely ones, including main protagonist Zack, as well as Sephiroth, who is complex, troubled, and even sometimes likable. The way their personal stories weave in and out of each other–and set the stage for the events in Final Fantasy VII–makes Crisis Core not just the finest role-playing experience available on the PSP, but also one of the best Japanese RPGs in years.


Zack’s journey is one of the franchise’s most memorable.

Zack isn’t new to the franchise, but he was a mere flashback in Final Fantasy VII, which may not make him seem like the best choice of leading man for a prequel to one of the best RPGs ever created. Yet he’s as interesting as any Square Enix star, and transcends the usual spiky-haired heroism and teenage angst with an uncommon maturity that only develops as the game continues. Revealing almost any plot point could be a spoiler; the Gaia world is rich with mythology and complex character motivation. What’s important is how the characters interact, change, and grow. Scenes between Zack and Cloud are both effortless and poignant, and stem directly out of Zack’s most impressive character traits: trust and loyalty. As each plot thread twists together and the game reaches its inevitable conclusion, your heart will soften and you may shed a few tears. Crisis Core tells a memorable and exciting tale, but more importantly, it makes you care about its characters, even if you are new to the lore. The game’s final scenes are amazing and heartfelt, and one sequence in particular that brilliantly mingles gameplay with narrative is one of the most incredible and moving moments in role-playing history.

The game’s stunning cutscenes have an immeasurable effect on the emotionally resonant story. There is a harmonious mix of prerendered cinematics and in-engine cutscenes, and both were created with precision. Dramatic camera angles frame Crisis Core’s greatest moments, from earth-shaking soliloquies to the quiet pauses Zack and Aerith share. There is a standout scene in which Sephiroth comes into deep focus using a camera technique familiar to Alfred Hitchcock fans. This kind of range is rare in cutscenes, even in RPGs, yet it’s never forced or overdone here. The quality is further enhanced by incredible voice acting. Past Final Fantasies have sometimes suffered from awkward English voice-overs, but each actor here delivers the right degree of emotion at the right time, which in turn gives weight to the story. As Zack matures, you can hear the newfound confidence replace his adolescent arrogance; when Angeal tells Zack that he’s just a little more important than his sword, you can hear a subtle grin in his deep, commanding baritone.

If you enjoyed Final Fantasy VII, this kind of attention to detail won’t come as a surprise. However, you may be startled at how the combat works. Crisis Core is an action RPG. Granted, it does have many of the same elements as FFVII: materia, limit breaks, and so on. However, it plays nothing like its inspiration, which may irritate some fans. This doesn’t make it better or worse, but it does make it different, and once you get used to it, it’s a lot of fun. Battles are almost exclusively random, with the exception of those that end your side missions (more on those later). When combat begins, you are limited to a contained area, but you can move freely within it. To target an enemy, you simply face in its direction, and to attack, you hit X. It’s not quite real-time, but rather a series of quick turns that give you a smidgen of time in-between to select a different spell or attack. You can switch among different options and spells on the fly using the shoulder buttons. If you’re familiar with the Tales series (Tales of the Abyss, and so on), you’ll have a rough idea of how the combat works in Crisis Core.


Combat is exciting but on the easy side.

You can also guard and evade oncoming attacks, though doing so spends action points. A number of special attacks, such as assault twister, also use action points. Other attacks, like spells, use up magic points. To perform them, you need to possess and equip the corresponding materia. Zack can’t use an unlimited number of materia in battle; he’s limited to a certain number at a time, so you’ll want to choose wisely before you head into late-game combat, especially if you know a boss fight is imminent. You can also fuse materia together to make new spells or enhanced attacks, such as the impressive Thundara Blade. There are times when you’ll need to take advantage of your materia and dodge oncoming attacks. Nevertheless, for the first half of the game, Crisis Core is remarkably easy, and a lot of battles come down to mashing on the X button. There is no shortage of potions and gil (the series’ currency), either, and given that you can purchase items at any save point, there’s no reason not to be fully stocked.

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SBK-08 Superbike World Championship Hands-On

March 26, 2008

While it may lack some of the glamour of Moto GP, the Superbike World Championship is certainly increasing in popularity. For many fans, the attraction of the sport comes from watching professional racers ride commercially available bikes. Italian developer Milestone released SBK-07 last year, making its debut with a solid simulation of the sport on the PlayStation 2, but the follow-up is set to be even more ambitious. Set for release on the Xbox 360 and PlayStation 3 later in the year, SBK-08 Superbike World Championship is set to tweak the formula, update the graphics, and add a much-needed multiplayer mode, and we went to Milan to see how it’s all shaping up.


SBK-07 was an arcade racer and a sim rolled into one, and this year’s game will offer even more options to play around with.

From the look of things, the developer’s main aim is to harness the power of next-gen machines to capture the look, sound, and feel of the Superbike World Championship. At the same time, it wants to make the realistic simulation more accessible, and we saw plenty of new additions that Milestone hopes will help bridge the gap between the arcade and simulation elements of the game. There are five preconfigured realism settings that range from the basic arcade mode to extreme simulation, with control difficulty scaling accordingly. You’ll be able to tinker within the different levels to find a play style that suits you best, while the in-game engineer will give you advice on any bike modifications. His suggestions are affected by the real characteristics of the teams and bikes, and after each race you can access telemetry data to check on your performance and assess the impact of changes made to your bike. It’s a deep system that not only allows you to tailor SBK-08 to your ability, but also encourages you to customise it, moving from basic arcade style to greater simulation in gradual steps.

The Pit will act as the game’s hub, and it’s here that you’ll choose your team and rider and customise your bike before races. As you’d expect, all the teams, bikes, riders, and liveries of the 2008 season are present, and you’ll be able to customise just about everything on your bike from tyres, brakes, and suspension to engine characteristics. Once your tinkering is done it’s time to start racing, with championship, time attack, and quick race modes available in our preview. You can play any of these modes at any difficulty level, and while the arcade mode is less intensive than the simulation modes, you still have to focus on your racing line and braking distances. You’ll need to make sure you’re approaching corners at the right speed and then accelerating out, while the artificial intelligence riders will fight you for every inch of track. They’ve all been modelled on their real-life counterparts, so notoriously bullish riders on the SBK circuit will also be aggressive in the game. The game’s proprietary physics engine gives bikes a realistic mass and momentum– ploughing into the back of another rider at high speed will result in a spectacular crash. We saw one such example, watching as our bike cartwheeled into the barrier and our rider hurtled through the air. It’s clear that even with limited playing time, winning races in SBK-08 is all about learning control and consistently working your way to the front.


As well as an updated game engine for PlayStation 3 and Xbox 360, the game will add online multiplayer for up to 16 people.

After winning a couple of races in arcade mode, we braved the extreme simulation level. Its level of realism should give dedicated fans of the genre the high-level challenges they crave, and although we quickly limped back to arcade mode, we felt encouraged to tweak bike elements and gradually move up the difficulty levels. As with the last game in the series, we like the level of customisation that’s available, allowing gamers to gradually build up to the level of difficulty that they want to play at. The finished game will feature 12 tracks from the 2008 season, including Brands Hatch, Monza, Losail in Qatar, and Brno in the Czech Republic. All the tracks have been accurately modelled down to the last curve, and getting to know them will be the key to winning races.

Although SBK-08 isn’t quite complete, the graphics are already looking quite impressive. All of the bikes and riders featured full detailing, while the realistic environments changed dramatically depending on the weather. SBK-08 has four different weather conditions including rain, and all of them will affect bike handling. The game handles the 22 riders onscreen without dropping below 30 frames per second, while motion blur and real-time shadows help bring bikes and tracks to life. On the camera side are several chase and rider perspectives, and we particularly liked the frightening intensity of the over-the-handlebars view. The sound of the bikes in SBK-08 is also well sampled, and petrol-heads will be able to tell how many cylinders each bike has from the sound of the engine alone.

Unfortunately, the multiplayer portion of the game was not being shown at this stage, but the developer already has an idea of what it wants to include. You’ll be able to jump into quick races on Xbox Live or over the PlayStation Network, choosing between arcade or simulation mode. The developer couldn’t confirm exact numbers for players yet, but the aim is to have up to 16 players online. There’s still work to be done on SBK-08, with minor graphical and sound elements not yet in place (no sign of the sport’s famous brolly girls, for example). However, it’s all looking promising and the developer is hard at work finalising the online code. The game is scheduled for release in May this year.

-If Its Games

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Sony turns up GT5 Prologue soundtrack

March 26, 2008

With Polyphony Digital’s Gran Turismo 5 Prologue quickly approaching its April 15 North American release exclusively on the PlayStation 3, Sony has kicked up promotion of the street racing title into hyperdrive. Earlier this month, the publisher revealed a roster of more than 70 vehicles slated to appear in the game, as well as six racing tracks that all feature alternate routes. Today, Sony laid down tracks of another kind, revealing the full list of musical acts appearing in the game.

To headline GT5 Prologue’s soundtrack, Sony has commissioned two exclusive remixes for Weezer’s “Automatic” and Mars Volta’s “Goliath.” Other acts slated to appear in the North American version of the game include DJ Shadow’s remix of Jimi Hendrix’s “Love Love,” Justice’s “Let There Be Light,” and Thin Lizzy’s “The Rocker (Richard Evans Mix).” Sony has also signed on a number of international artists, including Nittoku Inoue, naomee, and Goose.

Out in Japan since December and set for release this week in Europe, Gran Turismo 5 Prologue will be available in North America next month as both a digital download through the PlayStation Network or at brick-and-mortar retailers for $39.99. For more on the game, check out If Its Games’s previous coverage.

GT5 Prologue’s entire soundtrack is listed below.

North American Tracks

Weezer - “Automatic” (LA Riots remix)

The Mars Volta - “Goliath” (EL-P remix)

Justice - “Let There Be Light”

SebastiAn - “Dolami”

Kavinsky - “Testarossa Autodrive” (SebastiAn remix)

DJ Shadow - “Love Love”

Does it Offend You, Yeah? - “With a Heavy Heart (I Regret to Inform You)”

The Earaches - “Not the Kind of Man I Am”

Thin Lizzy - “The Rocker (Richard Evans Mix)”

The Klaxons - “Golden Skans”

Friendly Fires - “On Board”

Pride Tiger - “Let ‘Em Go”

International Tracks

Masahiro Andoh - “Moon Over the Castle” (Gran Turismo 5 Prologue version)

Nittoku Inoue - “Road Star”

Nittoku Inoue - “100,000 R.P.M.”

Nittoku Inoue - “Get Away”

Nittoku Inoue - “V12″

Nittoku Inoue - “Kill Switch”

naomee - “Vanish From Angel”

naomee - “Sky High Mountain Breeze”

naomee - “Twieky 4″

Daiki Kasho - “Surv1v3″

Daiki Kasho - “Edge of the World”

Daiki Kasho - “Flow”

Goose - “Check”

Goose - “3T4″

Goose - “Everybody”

Backdraft feat. Tor - “Off the Wall”

Alloy Mental - “We Have Control”

Reverend & The Makers - “The Machine”

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Rock Band goes big for Boston

March 26, 2008

Harmonix still hasn’t released the promised downloadable full albums for the Xbox 360 and PlayStation 3 versions of its Rock Band rhythm game, but it’s getting pretty darn close. Today the developer released a six-pack of songs from the 1976 self-titled album from classic rockers Boston on Xbox Live Marketplace. Given that “Foreplay/Long Time” from that album was already included in the game out of the box, seven of the record’s eight songs are now available in Rock Band.



The funk-less Mothership descends on Rock Band.

The new downloadable songs use the band’s original recordings of “More Than a Feeling,” “Peace of Mind,” “Rock and Roll Band,” “Smokin’,” “Hitch a Ride,” and “Something About You.” The sole track on the album that has yet to appear in Rock Band is “Let Me Take You Home Tonight.”

The songs are currently available on the Xbox Live Marketplace in a six-song pack for $10 (800 Microsoft points), or individually for $2 (120 Microsoft points), and should be available for the same price on the PS3’s online store this Thursday.

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The Bourne Conspiracy Updated Hands-On

March 26, 2008

MIAMI–You are Jason Bourne. Sneaking your way through the American embassy in Zurich. Racing through a subway tunnel in search of a madman. Taking down scores of enemies in the cargo hold of an airplane. Screeching tires around the streets of Paris while being chased down by the police. In Sierra and High Moon Studios’ upcoming action game Robert Ludlum’s The Bourne Conspiracy, you are a thirty million dollar weapon, and the developers are doing their best to make remind you of that fact at every moment. We had a chance to check out a demo of the game here in Miami on the same night that Bourne Conspiracy soundtrack contributor and DJ extraordinaire Paul Oakenfold performed selections from the Bourne Conspiracy soundtrack.

The demo shown off here in Miami included a level set in the American embassy in Zurich from; a level set 18 months prior to the events in the first film, with Bourne as a CIA assassin hunting down a criminal; and a brief car chase set in Paris. The demo gave us a pretty strong idea of how the gameplay will work in the full game, especially with regard to the hand-to-hand combat.

Combat in the Bourne Conspiracy is a frenetic jumble of kicks, punches and deflections; to the game’s credit, however, the action is quite simple to control. Using a combination of light and heavy strikes and a blocking control, you’ll have Bourne dukeing it out like a real CIA-trained assassin in no time. In fact, you might prefer settling disagreements with your fists rather than the many guns you’ll come upon along the way. This is partially due to the sometimes-strange aim mechanics and slow tracking speed you have when armed, but mostly because running up on a bad guy and planting your fist in his mouth is a load of fun.

It seems like the game wants you to focus on hand-to-hand combat, too; at least in the levels we played of the demo. Because of the unreliable aim, it was almost preferable to run up to enemies and initiate hand-to-hand combat automatically. While it’s admittedly odd that the game won’t let you pull a gun in the middle of combat and settle the fight with a bullet, the combat managed to hold our interest.

As you fight, Bourne builds up adrenaline; earn enough of it and you can instantly perform takedowns with the press of a button. These takedown animations are both brutal and extremely effective, and if you’ve got more than one tiers of adrenaline built up (you can have a maximum of three), you’ll be able to take down multiple enemies at once. You can even do weapon-based takedowns, which will let you one-shot kill an enemy. In addition to the basic combat moves, the game will also toss God of War-style button mashing mini-games that will let you block a punch, or get an extra shot in on an enemy. Fail to execute these sequences correctly, however, and Bourne will pay, sometimes with his life.

Rounding out Jason Bourne’s superhuman abilities is the so-called Bourne instinct. With the press of a button, you can activate this power that will let you instantly identify enemies on screen and on your mini-map. It will also show you objectives to head for, as well as help you aim your weapon to take down bad guys quickly. At the higher difficulty levels, using the Bourne instinct power will drain Bourne’s adrenaline level, so you’ll want to use it sparingly.
Each of the three levels in the demo had its own high points. The opening level–a “re-imagining” (as the developers put it) of the events from American embassy scene in The Bourne Identity have you controlling Bourne as he makes his way from the floor of the embassy building, up the stairs fighting soldiers all the way, and onto the roof. Once there, you’ve got to fight off soldiers, dodge sniper fire, and basically find a way to escape.

As mentioned previously, the second demo level is set in the past, with Bourne acting as an assassin trying to track down a criminal who’s escaped from the Zurich police. While chasing down the criminal through the subway lines and up through the airport didn’t really do much new, the showdown in the cargo hold of plane was a pretty darn good boss battle, full of skillfully choreographed takedown moves, with Bourne and his foe both trading blows back and forth. Fortunately, it was also a tough battle; it’s clear that the developers are looking to add some challenge with the game’s boss battles, even on the easiest difficulty.

The final level of the demo featured a chase sequence, something we haven’t yet seen from the game but have been looking forward to, if only because of the brilliant chase scenes from the Bourne films. Unfortunately, this was the weakest part of the demo, not just because the level was too short but also because the level didn’t seem to successfully recreate the frenetic, kinetic mayhem of the film’s chase scenes. One of the problems was the setting–while the virtual Paris that is the backdrop for this level was gorgeously rendered, full of lovely textures and lighting effects, the level itself seems far too small, just a couple of blocks. Plus–and perhaps this had something to do with the difficulty level we played on–there never seemed to be that much threat from the police cars that were chasing us. Nonetheless, this probably isn’t the only chase scene in the game (producers are still mum on the other levels in the game) but we’re hoping things improve on the driving front between now and the game’s release.

It seems Jason Bourne is at his best in the game when he’s throwing fists, thanks to the fast-paced, easy-to-control fighting mechanics and some excellent animation and sound work that keeps the combat visceral. We’ll have to see if those easy-to-learn controls and bloody good times end up staying fresh and vibrant at the end of the adventures in the Bourne Conspiracy, which is due to for unveiling this summer.

-If Its Games

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SBK-08 Superbike World Championship Q&A

March 26, 2008

Fans of two-wheeled racing will be pleased to hear that SBK-08 Superbike World Championship is nearing completion and set to hit the PlayStation 3 and Xbox 360 later in the year. Developed by Milestone, a veteran Italian developer with a slew of racing titles under its belt, SBK-08 will follow up the 2007 edition with an expanded features list and an updated engine. To find out more, we went to Milan to catch up with the game’s producer, Fabio Paglianti.

If Its Games UK: Tell us a little about the history and racing experience of the team here at Milestone.

Fabio Paglianti: The Milestone team has been developing games for 10 years, from early PC games like the Screamer car series, and the Superbike games on PC for EA in the nineties. We came to consoles in about 2002 with Racing Evoluzione for the Xbox, and after that we moved to the PS2 with a couple of car games. We came back to bikes with the non-branded Superbike Riding Challenge in 2006, before developing SBK-07 on PS2 and PSP. We then decided 2008 would be the year for us to release our first next-gen title.

IIGUK: How long has SBK-08 been in development?

FP: Since last year. We had great success with SBK-07 all around the world, so after releasing Moto GP ‘07 for Capcom on PS2, we started to develop SBK-08 for previous-generation and next-gen platforms.

IIGUK: What have been some of the advantages of moving the series to the next-generation consoles?

FP: The power of these consoles has offered us better ways of improving the gameplay. When we decided last year to start developing the internal engine for the next-gen platforms, we improved things like AI and physics to improve the experience of riding the bikes. Our engine also covers the shaders, normal maps, and other graphical technologies for the game.

IIGUK: You’re working on multiple versions of SBK-08 including Xbox 360, PS3, and PC. What have been some of the challenges of creating a cross-platform title?

FP: Each platform is a different experience. You have to understand that what you do on one machine might need a difference approach on another and change accordingly. In the case of SBK-08, we’ll also be releasing the game on PS2 and PSP, platforms which require their own approaches. The challenge is about having the same fun gameplay across all the platforms.

IIGUK: Which of the platforms was the most technically challenging to work on?

FP: Considering that SBK-08 is the very first next-gen game Milestone is developing, I would say we’ve faced almost the same issues on Xbox 360 and PS3 even if Xbox 360 is more “developer friendly”, thanks to the fact that it’s been on the market for longer and programmers know how it works better.

IIGUK: We know that with the SBK licence we can expect all the teams and bikes of the 2008 circuit, but how will SBK-08 differ from the last generation’s offering?

FP: The core aim with SBK-08 is the same as the last generation, to give players that real Superbike World Championship experience. The challenge for the player in this game is to learning how to ride a superbike and set it up so it best suits your riding style–it’s the same experience a rider has in real life. Our aim was to create that simulation experience and make it accessible to everyone. But we also wanted to give the player the ability to customise their own SBK experience, so you can change just about everything in the game through the Pit and the Engineer, which are unique new characteristics to the game.

IIGUK: Tell us a bit about how the Pit and the Engineer work.

FP: We wanted to give players the ability to customise their bikes in “The Pit,” creating their own SBK experience. The Engineer has the job of giving customisation advice to the player depending on his team, as different teams get different advice and help based on their strengths and weaknesses. The official teams, for example, have a large amount of money and more options than other teams. You can ask the Engineer how to set up your bike, going into the bike settings and choosing normal or advanced settings. For a more basic experience you can