An exclusive 2 part interview with Chuck Osieja
Can you tell us about the concept behind Underground 2, give us some background to the sequel?
Osieja: Underground 2 has been in development since last Fall [2003], before Underground actually shipped, and the goal behind it was to create something that was quite different to Underground, so we're very conscious of the fact that we didn't just want to throw out a sequel to the game and have it be more of the same thing.
Work's really focused on the discovery of the tuner culture, and what I mean by that is, anywhere where you happen to live - especially if it's a big city... There's sort of two layers to every city. There's what everybody sees, so if you're a tourist in a city you see all the tourist spots and all the restaurants etc. and then there's a sub-culture whether it be clubs or places that you only get to know if you're local.
And that's the premise of Underground 2 - it's about discovering the tuner culture and finding out where all the races are and finding out where all the cool kids are, finding out the information about how to get the best cars, how to get best races and how to get all the best parts for you car.
What are the major differences between Underground and Underground 2?
Osieja: What's different about this than in the first Underground is that Underground was one big city, but, as you may have noticed, it was a selection of tracks that sort of interconnected and you weren't able to drive anywhere in the world. In Underground 2 you can drive anywhere in the game world. It's roughly about three times the size of the Underground city, with probably two to three times the density in terms of streets.
In Underground we had a lot of dead-end streets and things you couldn't go down, but now you can actually drive down any street, everything's interconnected which creates a far wider variety of race types. For example, just in one section of the city we've come up with - not that all these will ship with the game - about 80 different circuits that we can do just in one area of the entire city.
We're going through and doing that for each section of the city. There are five distinct areas in the city. It is going to be one city this year, it's not going to be a collection of two or three cities.
The reason we do that is because we really want the player to grow and create a reputation and establish themselves as the best street racer in a city. It doesn't make as much such to us to have you drive for a little while in one city and then jump to another city.
This takes place in a brand new city and there is a story that goes around it about why you left Underground's city to go to Underground 2's city. That's where the story picks up and you re-establish yourself in the city and figure out who all the cool kids are and where all the best cars are and where all the hot races are.
The game's going to have a wider selection of vehicles that we had last year, so there'll be more vehicles. Broader is what I'm saying, so if you pay attention to what's going on inside the culture - and I think the culture's really evolved - we're trying to approach a broad base of cars to appeal to a wider audience. It'll be a cooler set of cars than it was last year and a lot different to what it was last year.
What about game modes for the sequel? What can you tell us about those?
Osieja: New game modes... Ah, we'll have more game modes than last year [laughs]. I'm not going to get into specifics but all the game modes we had last year will be coming back and then we found things like drag racing and drift racing were really popular and they brought a different type of game mechanic and experience to the player.
For people that don't just like the pure race experience of running laps or trying to shave seconds, drift and drag created a different challenge for them.
And what we did is concentrated on one, looking at the culture and seeing what people are doing - seeing where the culture's going to be, or where the scene is going to be, we think a year from now or two years from now and trying to apply that type of alternate thinking to additional game modes that we're putting in.
So we're going to have some more stuff that is a lot different to what anybody's seen inside of racing games before but certainly relevant to the tuner culture.
What else can you tell us about the city?
Osieja: The city is going to have five distinct neighbourhoods. Some of the stories on our press release say five inner city neighbourhoods, but it's not. They'll actually be in the inner city, but there'll also be the outlying areas as well. Each one is going to look visually distinctive, so that your eye isn't treated to the same neon vision over and over again. You'll have suburban areas and such.
It's not going to be all neon and wet streets this year. We'll have things like real-time weather in the game, so it'll rain and the streets will actually get wet and then get dry and those things will affect the way the cars handle. The areas of the game world are really distinct, so we'll have stuff that feels different in terms of the drive than we had last year.
We'll still have some of it take place in the city grid but we're going to expand on it and bring in some of the racing style of previous Need For Speed games, so some stuff is more wide-open - it really creates a wider variety of driving experiences and that's one of the focuses of we have in the game.
Can you elaborate on the incorporation of racing styles of previous Need For Speed games?
Osieja: Last year we distinctly wanted to change what Need For Speed had been - wide-open racing on country roads at 150-plus miles per hour - and the tuner cars were much more adept at running through very short city environments - running through turns and things like that.
This year we wanted to do a wider range of that stuff, so we're going to have stuff that's very short and very technical and very fun that's going to lead into some of the Underground-style races, and broadening out into something that feels like Need For Speed-style races where they're hilly and wide-open and a different driving experience.
I think people who like racing games will get a lot of different racing styles to choose from, so it's not always going to be the same type of tracks every time out.
How much more of a challenge was it making a world where you can go everywhere while still maintaining the quality?
Osieja: Huge. The reason why it's a huge challenge for us is because... We're very self-aware. I think maybe half the drives in last year's Underground were good, and maybe half of them weren't, and it's very hard once you start trying to create a city with ineffective roads to make every drive really good.
The way we did that last year was we created a drive and then interconnected it with something else - we made sure we tried to connect sections of road that were good together.
It was exponentially harder this year because there's so much more of that that goes on. The distinct neighbourhoods help us do that, so when you get up into the hilly area, those drives are of a similar style, so it was easier to get those drives together - it's the interconnected aspect of it that's more difficult.
What's ended up being really neat is that we have an entire freeway system that runs around the entire length of the game world. Which is insane when you see it.
Now you're able to do that, will there be a mode where you're able to wander around the game world and choose your own challenges and so forth?
Osieja: Yeah, that's sort of the basis of the entire game. You'll start off in free-roam, and you'll actually have to drive and find different events in the game world. Some things will be available to you on a map, but if you want the cool stuff in the world, you have to go and find it, so you do have to do exploration.
The free-roam aspect of the game probably encompasses 50-plus percent of the experience, and the cool thing about it is the city is large enough and there are enough alleyways and other things inside the game world that... I think players are going to find themselves talking to other players and asking "Have you found this yet?" or "Have you seen this yet?".
Once you find things by exploration they become a part of your map and they're easy to find again, but we really wanted to exploit the idea of having to become familiar with the city - just like when you move to a new city.
Will we be able to drive everywhere right from the start?
Osieja: No.
How will that be boxed off then?
Osieja: Well, we'll do it cleverly with construction and things like that. The problem with opening an entire city to the player at first is it's overwhelming. I remember the first day when they said the entire world was driveable, and you get dropped down into it and it's insane - you go "Okay, this is big". And it made us think of a couple of things.
One is, we had to put in a really clear navigation system for the player to allow them to understand where they're going at any one time, so it's very similar to what you find in a real city where you have signs pointing you to the freeway or giving you access to other parts of the city for example.
But by dropping a person into an entire city all at once, we just thought that'd be overwhelming. You'll be able to accelerate through that very quickly, but at first you'll be confined to a smaller area.
So where's the line drawn between linearity and non-linearity, and how does the sequel compare to the original Underground in this regard?
Osieja: One thing that's really cool about the game this year is it's much less linear than it was last year. Our goal last year was to create a non-linear experience where if you liked drift you could do all the drift stuff and maybe not some of the other stuff. This year, because of the way we're designing the game and the layout structure and the free-roam aspect, you actually won't have to do everything to get through the game.
You can actually pick and choose - if you like drifting you can do that, or if you like this other mode you can do that, if you like the circuit stuff you can go and do that. And you'll only have to do a certain percentage of them to be able to open up another part of the game world and continue the story.
The idea is for the free-roaming environment to basically take the place of a front end, so instead of selecting a race and entering it, winning it and going back out to the front end to select your next race and back and forth - basically it's a series of races connected by an interface.
Instead of doing that, the interface is the city, and you go and if you actually want to start a race you can actually drive to the start of that race and then begin a race at that point.