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Xbox Magazine TDU2 article - May 2010


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The article follows

Xbox Magazine, May 2010

 

Test Drive Unlimited 2

by Duncan Harris

 

It's back to the beach and tops are optional!

 

1987 was a long time ago. But since then the Test Drive series has doggedly followed the sound of its own exhaust note. Adventure and discovery are its highway codes, not science and perfectionism. And even in its early breakdancing '80s days, when it was just a linear affair with an iconic in-car view, it was a franchise that gave you the world.

 

"I remember the mountains, the cliffs, and the roads." smiles David Nadal, head of current Test Drive developer Eden Studios. "It's why we chose islands. It's what drives our creativity."

 

One of the islands he's referring to is Oahu, Hawaii, home to 2006's Test Drive Unlimited. More than just a sequel or reboot, it was one of the first genuine MMORs (Massively Multiplayer Online Racers), giving you a diverse, naturally elclosed driving universe to play in. You step off the plane, buy your first car and house, flick on the stereo, and put your foot down - and that's where the tutorial ends. Coast to coast, city to city: where you race is your own business.

 

So where to for TDU2? It's Ibiza, a beautiful and suprising Spanish paradise. "We chose it because it's a perfect fit for meeting and inviting friends," adds Nadal. "Having up to 32 avatars running around changes the entire thing."

 

That social aspect is the whole point of TDU, including the pride of ownership. Pimp a car and it looks identical online and off, so whatever you've added can be seen by passing players. The game's avatar, garage, and lobby systems have been drastically expanded - the options for racers are now much closer to those of an MMORPG. You can walk freely around your cars - even when they're sitting on the starting line waiting for a race - and better yet, around your frinends' rides, too. You can sit in each other's cars, meet up in showrooms, and then throw down the gauntlet and bet on the result.

 

Eden's lips are sealed regarding Twitter and facebook support (a la the upcoming Blur), but the most exciting aspect of its new social scene is co-op. That's right: you don't have to leave your buddy's car when they decide to crank the ignition. Should you choose to be their wingman for a race of casual drive, you can use voice chat or instructional icons to make yourself useful, checking the map for routes and shortcuts. Those can now be anywhere in TDU2 thanks to some other new arrivals: off-road 4x4s.

 

Just like Oahu, Ibiza has more than its share of ups and downs. But unlike TDU, the sequel makes them as attractive a destination as any on level ground. Take the road less traveled and you'll come across wrecks that award you exclusive cars. You'll also rack persistent stats: Competition, Discovery, Social, Collection, and Global. Taking a cue from fellow open-world racer Burnout Paradise, TDU2 offers constant rewards for simply playing it as intended. That could mean visiting your friend's new yacht (the most prestigious in-game purchase), powering into oncoming traffic without trading paint, or just charting some of the game's 577 miles of roads.

 

Bringing to mind the corporate economics of PC MMO Eve Online, each car club (i.e., clan) has its own bank account used to rinance expansino, accessories, and, or course, cars. Purchase options in the demo include Small, Dabbler, and Devotee houses, the more prestigious adding their own garages and, to sweeten the deal, exclusives like the Gumpert Apollo supercar. Only one club member can take these cars fr a spin, cementing their role as online status symbols. There's passing mention of "stealing" money from rival clans, implying a genuine and persistent sense of risk and reward in the game's interclub challenges.

 

If TDU is an acquired taste, it's not just because of where it chooses to drive. Nadal is the first to admit that last tame's handling and physics wavered throughout development like an F1 car on a skid pan, wildly veering between degrees of simulation. "It's the center of everything we're doing," he explains. "We're proposing a line-up of luxurious cars for car lovers, so we have to provide the sensation of actually driving them. We changed the physics from the first game because they were too demanding: there was no feedback to say you were really moving with the cars."

 

There will be this time, he continues, with much of Eden's effort going into things like front-wheel drive versus rear-wheel drive, or modern versus classic cars. For now we'll have to take his word on that: there's no hands-on time for this demo, unfortunately - probably because Atari doesn't want cowboy journalists slamming a system that's far from finished. It's a testament to the sequel's dynamic camera that we still get a sense of momentum, the view pulling back as you pick up speed and floating to the side as you skid, suggesting deviation. But you have to wonder if this is tuning we're witnessing of something more, and whether Test Drive Unlimited's identity as a racing game is still lagging behind that of a social driving experiment.

 

Physics aren't really up for discussion, either, although senior producer Nour Polloni agrees that thdy "need to make sure you can feel it. We don't want to pentalize players because they love to mess around, but it has to be a credible reaction if you crash." A rather ill-advised part of the demo sees our driver crash full throttle into a lamppost, leaving some basic deformation and all kinds of cosmetic damage, the car bounding back like a toy. It's a personality trait as much as anything, this being a series obsessed with outward appearances and the horror of scratches on expensive carbon fiber. Actually totaling a car Dirt-style, splaying it across the roadside like a murder victim, is simply beyond TDU's remit, and possibly even its technology.

 

Barring some unlikely catastrophe, it's safe to assume that TDU2 will be a world apart from, and above, its predecessor. That doesn't automatically mean more fans for this iconoclastic racer, but it's hard to imagine anyone complaining: more than 1.2 million unique players enjoyed TDU online - a collosal number for a non-FPS. And they have every reason to return, with Eden a vast, dedicated, community-driven DLC program lasting "as long as the fans demand it."

There might be some spelling errors on it.
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No, only staff can create new threads in this section to stop everyone and their dog posting up the same news in a new thread each time. Helps us keep it organised so to speak.

 

I'll move your post to a new thread now though.

 

BTW who was the actual author of the article? Got to give them credit.

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Hopefully in certain cars (with sunroofs) we can have our own roofcam again, just stick mike out of the sunroof and hold onto his shoes!

 

On a serious note, this is a great article, thanks for transcribing it, it's much appreciated

 

Front Wheel drive is great! We just need my beloved SEATs now

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