Author
Patrick Klepek

Date
12/7/2004

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 GA Interview: Matt Tomporowski, Assistant Producer, NFS Underground 2 GBA
EA Canada Assistant Producer Matt Tomporowski shares thoughts on NSFU2 GBA, PSP, DS and more.

Even though the console versions of Need for Speed Underground receive all of the media attention, Electronic Arts continues to cater to the large handheld market with critically acclaimed portable versions of its high-speed racers. We shot Matt Tomporowski of EA Canada, Assistant Producer on the project, a series of questions about the handheld sequel, while prodding his head for thoughts on the looming battle between Sony's PSP and the Nintendo DS.

Gaming Age: Obviously, the visuals are different, but how much of the gameplay has been changed for the GBA version?
Matt Tomporowski: We’ve kept all the favorite game modes from the original but made big changes to each one to improve the play experience. For example, in drag racing we completely changed how the cars handle so the game mode is much closer to the great drag racing experience on console. The cars in drag now handle like slot cars so your control is much better as you hurtle down the road. For Circuit Races, the changes we made to the tracks completely change this experience. Our tracks are much bigger than the original and they contain many jumps and hidden shortcuts. In the tougher races, it’s critical that you know the shortcuts to stay ahead of your competition so knowing the best routes on a course becomes a big part of gameplay. In Drift racing, we opened this mode up to be playable on much bigger tracks. You can rack up awesome drift scores on the big tracks! Finally, there are four completely new mini-games that are part of “Go Underground” mode. Not only are they a unique change in the action but they are critical to complete if you want to unlock the bonus parts and build a car that can beat the stiffest competition.

GA: Why choose pixilated 3D over smoother scrolling 2D for the racing?
MT: I believe that 3D will always give you a better sense of speed in a racing game regardless of the platform. Our 3D technology has really evolved and we are able to create really great looking environments and awesome cars while delivering a high frame rate and great sense of speed.

GA: What changes have you made to enhance the 3D engine?
MT: When we started this project, we knew that we could make a great looking game. However, we wanted to make sure that frame rate did not suffer as a high frame rate is critical to the overall racing experience. So we focused a lot of our effort there and delivered a great looking game that runs at a higher frame rate than its predecessor.

GA: Is it frustrating to develop on the GBA hardware while the same game is concurrently being developed on much more advanced PSP hardware?
MT: Actually, it is not frustrating at all. Making a great game is one of the most challenging and satisfying things I can think of doing regardless of the platform. It’s important to remember that we design and develop each of our handheld versions to play to the specific strengths of each device and the preferences of target consumers on each device. The GBA version of Need for Speed Underground 2 is tailored to the platform and offers a totally different experience to what you’ll find on any other handheld.

GA: What aspect of the GBA version are you most proud of?
MT: Personally, I take most pride in the race tracks. First, we set the bar very high in terms of visual quality of the tracks. We created a city that not only has distinct areas but also is clearly set at different times of the night. So when you are in our downtown tracks, clearly you recognize office style buildings and unique downtown landmarks. You also see that the sky is dark like it is 2 a.m. When you play on our suburb tracks, you will definitely see that the whole environment is distinct from our downtown and this area has its own unique landmarks. You will also see that the sky color we chose for our races in this area suggests that you are racing at sunset.

Equally as important as the look, we really wanted to bring the Need for Speed hallmarks of jumps and shortcuts to our tracks. Doing this meant a lot of work had to be done in our AI and physics code. Now our tracks are much bigger and complex than they ever were before and because of the work on AI and physics the race experience is even better.

GA: What does the GBA version offer that the console versions lack?
MT: The feature that stands out in my mind is our unique mini games. Obviously, GBA owners carry their GBA’s around with them. When you are on the bus or waiting for class to start or waiting in line for a movie and you decide to pull out your GBA for a quick game, you only have a limited time to play. We thought about that and decided that where the consoles take for granted that you are at home and can play for hours, we wanted to give players a quick “game snack.” That’s what are mini games are: intense short game experiences that are fun and also give you bonus parts to help you build up your car for when you do have time for a longer play session.

GA: How has the "underground" mode been changed in the sequel?
MT: For this mode, we spent a lot of time looking at all the feedback on the gaming forums. Based on the feedback we received, we decided to try something different from the ranking ladder system that was used in the original game. The events are structured so you will always have the choice to play events from any game mode that you like. So if Drag race is your favorite, you can focus here if you feel like it and play other modes later. Since our garage has multiple cars that you can swap in and out for different races, you’re encouraged to have a specific car from Drag events, a different one for Drift events, and a different one for Circuits. Or alternatively, you can try and build one super car that can win at all three. Finally, at key points, you will play mini games that break up the action and reward you with the bonus parts that you need to make your cars the fastest beasts on the street.

GA: Given more powerful hardware, what would you have done differently with NSFU2?
MT: That’s a tough question because you can always do more with a more powerful piece of hardware so I never think that way when we are designing or developing a game. Instead, I like to ask myself what is the best game my team and I can make for the platform. That shifts the focus of the work to be on what really counts: delivering a great game experience to the player. The GBA is such a successful platform and I believe will continue for some time to be a really successful platform because there are so many great gaming experiences to be had on it.

GA: Creatively, which has more appeal: PSP or DS? Why?
MT: That question isn’t just tough to answer, it’s downright impossible because this is comparing apples and oranges. They are both amazing pieces of hardware and as I said earlier, regardless of which one a game developer works on each will present unique challenges and opportunities to be creative and deliver great game experiences. Definitely, having two such awesome pieces of hardware coming out will mean that the next year will be incredible for anyone who likes playing handheld games. Frankly, I want to own them both!

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