Eurogamer.net wrote:Codemasters has unveiled FUEL, a brand new openworld racing game promising the "largest racing environment to appear in gaming - ever".
Developed by French outfit Asobo Studios, the game's due out on PS3, Xbox 360 and PC in 2009.
Set in an "alternate present" where the world's been wrecked by the effects of climate change, FUEL claims a 5,000 square-mile playing area with "no boundaries" and 16-player racing.
Players race in "grungy home-tuned vehicles" across the "tsunami-wrecked pacific coast through the Nevada wastelands, including the Grand Canyon, up treacherous snow-capped mountains, thick forests, arid deserts, abandoned lakeside resorts and much more".
Along the way racers will encounter tornados, sandstorms, thunderstorms, lightning strikes and blizzards thanks to a dynamic weather system, and experience a full day-and-night cycle.
The ambitious-sounding game is going to be shown off for the first time at Games Convention in Leipzig this week.
Sounds somewhat intriguing, especially the weather system.
Don't particularly like the sound of this, was their really any need in coming up with the background story and everything? Seems to me they could've just released it as an open-world racer, story/background really has no place in racing titles.
Brerlappins little hat wrote:meh. burnouts open world left me feeling pretty cold tbh. Call me old fashioned, but i need tracks, championships, and stuff like that in my racers. Not some massive open area for just ploughing around in, thats what GTA is for
The thing is, when I played the first Burnout games, I always imagined, "Why do they have those silly neon barriers.. they look so unrealistic and I wish I could roam around." Burnout Paradise sets up limitations in other ways so it seemed like a natural progression to the game for me. I mean real street races don't have tracks, do they...
This sounds good but I hope they pull it off with flair as it seems to be all the rage to make open worlds for everything these days, even if its not beneficial to gameplay. Freedom doesn't necessarily make a game more fun. Rules are results are what tern a toy into a game, which is why videogames succeed toys: they don't get boring so fast.