Oh, yeah! Real Racing 3 just got real beautiful by adding gorgeous new Ferrari vehicles to the game. The latest update brings the Ferrari FF, 458 Italia, and the F12 Berlinetta. Do I really need to say anything more? It's time to drive Ferraris!
Ok, fine, the update also added Spain's Circuit de Catalunya track to the game and the ability to hire crew members to earn Real Racing money. Those are pretty noteworthy things, but still not as cool as FERRARIS!!!
Over one million apps have made their way onto the App Store during its five years of existence. A million. That's a pretty miraculous number when you think about it. However it's not the amount of apps we have to pick from that I find so fascinating, but rather just how much things have changed since 2008. Pickings were comparatively slim at first, and many developers were just starting to dip a toe in the waters of Apple's new smartphone.
On top of that, the technology itself has changed tremendously in a relatively small amount of time. It makes me wonder if anyone from 2008 would even recognize current iOS devices, and by extension the App Store. Would a newer Apple initiate have any idea what they were looking at if they somehow managed to take a trip to five years ago? I think it warrants a look at how the hardware, the App Store, and the apps contained within it have evolved.
2008 - The Beginning of the Beginning
The App Store's first year was a rough but promising one. The iPhone 3G rolled out to coincide with Apple’s new software venue and the original iPhone was still viable. The iPod touch was also present and accounted for, while the second generation appeared closer to the end of the year. Even at this point many developers were eager to push these early iOS devices to their limits, to make them more than just a phone or an .mp3 player with a fancy screen.
Handy apps like Pandora Radio, Last.FM, Facebook, and Yelp were to be expected, but that didn't make them any less impressive to have on a handheld platform. Others such as the intuitive personal organizer Evernote, the eerily accurate song-identifying app Shazam, eWallet’s convenient and secure account password management, and MLB At Bat with its extensive baseball coverage further capitalized on the particulars of the hardware and its general portability. Of course there were also some pretty unnecessary options out there, too. Flashlight kind of served a purpose but was also fairly pointless. It wasn't as bad as stuff like More Cowbell!, though.
At the same time, the games available on the App Store were beginning to show people that "mobile" didn't have to equal "mediocre." Sure there were a few simple ports of the odd classic such as Ms. PAC-MAN, Vay, and Scrabble, but there were also some impressive iOS renditions of popular console games like Super Monkey Ball coming out. Potential mobile gamers also had a few really special titles such as Galcon and Fieldrunners to tide them over. When all was said and done there were over 7,500 apps on the App Store by the end of the year, with more being added every day.
2009 - Moving Right Along
The following year saw even more impressive releases as Apple's digital marketplace began to expand. The second generation of iPod Touch was the bright and shiny new toy at the time, but it was followed shortly by the iPhone 3GS in June while the latest and greatest third generation Touch closed out the year in September. It all meant better processors, better CPUs, more advanced operating systems, and so on. All stuff that developers needed to acclimate to, but also stuff that meant they could push their boundaries even further. There was no loss of steam when it came to content, either: the App Store finished off 2009 with well over 100,000 apps available.
Many of the basic smartphone necessities were covered, but there was room for so much more. Especially while the technology was improving. Plenty of people used their iPhones as phones, sure, but with the addition of Skype they were able to enjoy the added functionality of instant messaging and voice chat without cutting into their data plans (so long as a wifi connection was present). Big companies were really starting to take notice as well. That same year Starbucks and many other big businesses threw their virtual hats into the ring with their own apps designed to make life a little bit easier for their iOS-using customers. Practicality was also becoming an even bigger focus. The Kindle app gave iOS users a practical e-reading option, and Dropbox was there being Dropbox. By which I mean "an awesome and super-convenient way to transfer files between multiple platforms." And this same level of refinement could be seen creeping into the games as well.
So many of the App Store's most notable games and franchises came out around this time. It was almost a mobile rennaisence of a sort. This was the year Real Racing first blew mobile gamers' minds, even causing some of them to question the legitimacy of in-game video footage until they were able to see the finished product for themselves. Zenonia was just a fledgling action RPG at the time, and while a lot of people liked it I doubt they knew just how many sequels it would spawn. The same goes for Pocket God, although with updates rather than multiple releases. Flight Control began to eat away at peoples' free time, Angry Birds and Doodle Jump hit it big (like, super big), and Myst and The Sims 3 further displayed the potential for major releases on mobile platforms. Oh, and Canabalt almost single-handedly invented and popularized a genre.
Most iOS gamers are familiar with the idea of asynchronous multiplayer at this point; one person takes a turn and submits it, then next person takes their turn whenever they’re able, and so on. Many iOS multiplayer games use this mechanic to great effect these days; Robot Entertainment’s stellar Hero Academy, OMGPOP’s Draw Something, and Playdek’s Penny Arcade The Game: Gamers vs. Evil are just a few examples.
It’s great for playing anything turn-based on the go because it enables players to jump in and make their move whenever it’s convenient for them. Taking a break to get lunch, turning off the phone for a few hours during a long trip, or even taking a break partway through a match are all possible thanks to this particular form of multiplayer.
Real-time multiplayer games are a bit more difficult to execute on iOS devices. Not so much because the technology isn’t there, but because the very nature of mobile platforms creates a different sort of “flow” for users who aren’t tied down to a particular location. And Game Center is still in its relative infancy, so setting up a match among friends typically requires a decent amount of prep work. Especially given the sheer number of titles available for most Apple products these days. Capcom’s Street Fighter IV Volt and Marvel Vs. Capcom 2 are both examples of this particular multiplayer type, and both fun games, but setting up a match takes more work than it does on many gaming platforms.
The fast paced nature of the gameplay and the speed with which most bouts are completed fit the real-time online play well, but it still requires players to find a good spot to stop for a moment if they want to get a match or two in. Or they could also always play to their heart’s content while relaxing at home or any other location with proper seating and wireless internet.
Real Racing 3’s Time Shifted Multiplayer is a sort of amalgamation of both asynchronous and simultaneous play, and could very well lead to some significant changes in how we play mobile games with other people in the near future.
“What could we do if we had no limitations?” is the mantra that was used throughout Real Racing 3’s development according to the game’s Development Director, Kynan Woodman. “The answer to that question for many of us," he said, "is that we would be able to play against our friends and other real people anytime and anywhere.” It might not seem like a big deal but not everyone has the same daily schedule.
Anyone who’s ever tried to play games online with a friends who lives in another state, even one that’s in the same time zone, knows just how problematic it can be at times to try and coordinate. Being able to play with friends without needing to adhere to a specific schedule means everyone can play when they have a moment rather than having to set aside a specific time or possibly turn down an open invitation.
And thus Time Shifted Multiplayer was conceptualized. Without worrying about whether it was “possible” or not, they got to work figuring out a way to combine the accessibility of asynchronous play with the pulse-pounding action of simultaneous play. In essence, it’s meant to be the best of both worlds.
Blazing a Trail
Firemonkeys hasn’t revealed the exact details of Time Shifted Multiplayer just yet, but it has explained the basics of how everything comes together in practice. When a Real Racing 3 player begins a race against someone else it’s not actually a direct competition.
Rather than racing against their opponent directly they’re in fact racing against “... their fully interactive time-shifted double," Woodman said, "which emulates their performance and skill.” In other words it’s like racing against their ghost, only this particular ghost is tangible. This “non-ghost” can be driven off the track, react to other racers jostling for position, and all the other stuff a real player would do automatically.
Imagine racing against a snapshot of another person; a sort of virtual player that’s compiled from data based around their particular skill level and performance. If left to its own devices it’ll achieve a time similar (if not equivalent to) the player’s original run, but that’s only if it’s left alone. This is, in essence, what Time Shifted Multiplayer is.
It’s never a good idea to get too far ahead of things when it comes to speculation, but it’s also incredibly difficult not to get swept up in all the Time Shifted Multiplayer madness. It’s a technology that combines the two primary forms of online play iOS users have come to rely on for all of their games, and as such stands to create quite a stir once more and more titles begin to adapt similar techniques. Fusing the play anywhere/anytime convenience typical of most mobile multiplayer games with the more directly interactive (and often more competitive) nature of real time multiplayer certainly seems like a brilliant idea on paper.
Firemint (and now Firemonkeys) has been on an interesting road trip up to now; full of all kinds of unexpected detours, the occasional paint job, maybe a trade-in here and there, picking up a few new passengers along the way, and bittersweet goodbyes to those who've been dropped off. Of course it's not over yet. There's still a lot of road to travel. We’ll have to wait until next month to see how well everything Firemonkeys has experienced and created comes together for the newest pit stop, but the potential is definitely there.
Last time we took a look at the history behind Firemint and its popular Real Racing series. In this post we are going to go into a bit more detail on just how these games came about: design troubles, device compatibility considerations, gameplay mechanics, and ideas that help to define a developer and its products. Enjoy!
Everything To Everyone
A whole lot of iOS gamers are familiar with the Real Racing series. It’s well known (and rightly so) both as an example of the ever-increasing visual prowess of mobile gaming platforms and because it’s just plain fun. But creating something with so much quality and depth takes plenty of effort, especially considering that there are several possible generations of hardware to play it on. It’s quite the list, really, ranging from the original iPhone through the 3G, 3GS, 4, 4S, and now the 5. And let’s not forget the iPad, iPad 2, 3rd Generation, 4th Gen, and the adorable iPad mini. Don’t worry, I didn’t forget about the iPod Touch 1-5, either. So that’s, what, like 16 different iOS devices total, right? Each of them with their own limit on supported operating systems. Even ignoring the hardware side of things, that’s still at least five different OS platforms to check for compatibility.
The original Real Racing was developed in 2009: the middle of the iPhone 3G’s life cycle. Since the 3G was built around the earlier generations of iPhone, compatibility wasn’t too much of an issue. Real Racing 2, however, pushed things quite a bit further and gave the team a little difficulty when making it compatible with older devices. The game hit the App Store when the 3GS was still going strong and the iPhone 4 had only recently become available. According to Real Racing 3’s Development Director, Kynan Woodman, “Real Racing 2 was the first game where challenges with legacy hardware arose, but we managed to support everything back to the first iPhone on Real Racing 2.”
Even with a still comparably small list of devices and iOS software to worry about, things were starting to get more complicated. Firemint even went so far as to develop two separate base sets of code for its follow-up racing game: one designed to take full advantage of the iPhone 4 and fourth generation iPod touch’s specs, and one for everything that came before it. The different codes were then tailored to make the best use of their intended devices as possible by way of including different art assets, using higher framerates, etc.
Real Racing 3, on the other hand, will most likely break with that tradition of near-universal iOS compatibility. A number of older devices are incompatible with iOS 6, and many of them also lack the processing power to manage more demanding games. Compatible devices haven’t been officially announced yet but Real Racing 3 is “... using Open GL ES 2.0 and relies on this for the advanced lighting," said Woodman. "Everything prior to the iPhone 3GS only supported OpenGL 1.0.” Given the specificity of that statement, it’s looking like support for anything predating the 3GS is off the table. It’s amazing to think that the lighting is what’s primarily responsible for the game’s hardware compatibility. Of course, iOS hardware upgrades are always an option and with each new release, prior versions become even more affordable.
What’s really interesting and even downright commendable about Firemonkey’s approach to Real Racing 3’s development, which began mid-2011, is the way it didn’t let hardware limitations dictate the design. “When we started developing Real Racing 3," Woodman said, "we started out with a core question: ‘What could we achieve, if we imagine, even just for a moment, that we have no limitations whatsoever.’” It was a question meant to steer (no pun intended) people away from worrying about whether or not their ideas would be feasible on any particular iOS device and get them thinking much more freely.
In other words, they tossed all preconceived limits out the window and let their imaginations run wild. So they got to work creating the racing game they wanted to create, with no consideration as to whether or not the hardware could handle any of it. “We went into this project anticipating hardware as powerful as the iPhone 5," Woodman said, "so when the iPhone 5 did come along, we were ready."
The idea was to design the game first, then worry about hardware specs later. It gave the team at Firemonkeys more of a chance to explore their ideas, and to play around with any concepts they could dream up and give them a real shot before deciding if they would work in Real Racing 3 or not.
So they worked backwards; developing Real Racing 3 as they saw fit, then hoping they could find a way to put it on Apple’s current and at the time future hardware. Ideas were given time to be fleshed-out rather than getting the axe early on thanks to the “no limits” approach. This led to the inclusion of an honest-to-goodness rearview mirror to help keep an eye on everyone currently eating your dust, a larger number of racers on the track (22 instead of the previous 16), new events that have never been used in a Real Racing game before that also sadly haven’t been specifically named, and real world racetracks like Indianapolis Motor Speedway and Silverstone.
Incorporating these tracks into Real Racing 3 is something that Firemonkeys is understandably excited about, especially considering all the work that went into the process. Each raceway needed to be thoroughly documented and multiple reference photos had to be taken. Once that step was finished it was time to research each track's elevation data and use it to create a close digital approximation. It's not a simple process, but the results are well worth it.
Of course, there's also the Time Shifted Multiplayer everybody’s been talking about that allows players to race against friends and foes anytime, anywhere. “We didn’t start out with Time Shifted Multiplayer," Woodman said, "we started out by putting real names on the cars and pretending that we had the ultimate multiplayer mode. It felt great and we worked our way back from there to Time Shifted Multiplayer.” It’s a method that’s resulted in some impressive new software technology that’s garnered a fair amount of attention since its announcement. It may not have ever come into being without such an open approach to design.
We’re still a ways off from Real Racing 3’s February release date, but that hasn’t kept people from talking about it. Not just the pretty graphics or the smooth controls, but also the unexpected surprises such as the Time Shifted Multiplayer which we'll be taking a look at in the next post in this series. Even so, Firemonkeys is still holding a few of its cards close to its vest. It’s exciting to take a moment to consider just what it is we haven’t been told yet.
The soon to be released Real Racing 3 is on a lot of iOS gamers' minds these days, especially many of us here at 148Apps. Because of this we thought it would be a good idea to recap the series. In fact, we might have gone a bit beyond that and created a trilogy. First we'll be taking a look at the series' history and the history of Firemint, the Melbourne based studio that created the series. After that we'll be taking a look at the design factors and what when into creating the first two Real Racing titles as well as a little of the third. And in the third part of this series, we'll take a look at the new Time Shifted Multiplayer found in Real Racing 3.
One of the best-known examples of how far developers can push Apple’s new iPhone 5 hardware is looming just over the horizon. However, it wasn’t always so. Sure the Real Racing series has steadily become pretty much synonymous with near console-quality visuals on mobile platforms, even going so far as to have a permanent spot on the App Store’s Big-Name Games and Racing Games lists, but there was once a time when no one knew the name Firemint. This was around four years ago, when most mobile games were still easily distinguished from virtually every other platform. You know, when Solitaire and box-pushing puzzles came preloaded on everything and acquiring new games wasn’t anywhere near as convenient as it is now. Oddly enough, the developer’s first major innovation wasn’t even based around graphics.
According to Kynan Woodman, Real Racing 3’s Development Director, the original Real Racing was actually more of an experiment than a real game. Specifically they were trying to figure out how to rig up accelerometer steering for a Nokia handset in a way that wasn’t awkward or unnatural. Keep in mind this was back in 2008, and up to that point attempts at such a control scheme would tilt the view along with everything else which wasn’t exactly conducive to a driving game. “To solve this problem we tilted the horizon dynamically to counter your steering of the device," he said, "so that regardless of where you moved the horizon in the game would match the real world. It seems obvious now, but no one had done it at the time.” Firemint didn’t just find a work-around for a common problem, the team developed a solution that set a new design standard for accelerometer controls.
Building A Unique Race
Once it had the horizon tilting figured out, Firemint began to construct the game that would eventually become Real Racing around it. “There was a lot more to the Real Racing franchise than great controls," said Woodman, "but it started with that as a key innovation.” As it turns out, innovation ended up being Firemint’s calling card of sorts.
The developer’s second major task was to construct an interior view that the series has come to be known for, “... so players could actually see the steering wheel move as they steered," Woodman said. It’s a feature that isn’t uncommon in console racing games these days (Codemasters’ Race Driver: Grid is a prime example), but it’s not prevalent in many - if any - iOS racers. The added level of detail, and by extension immersion, goes a long way to enhancing the “simulation” experience.
The decision to create a racing game built around closed tracks was made fairly early on in the cycle, however, but the rest of the design evolved as the game was developed. No one at Firement (now Firemonkeys) expected their project to become such a juggernaut on the App Store or to be the target of much speculation when early gameplay footage (above) was first revealed on PocketGamer in August of 2008. “We particularly enjoyed all the comments from consumers about how it was ‘clearly fake,’” said Woodman. Encouraged by these reactions, Firemint continued its work on through 2009, listening to fan and potential consumer feedback all the while. “We had a good idea of what people would like from the game," he said, "because we could read comments and talk to press and consumers about it. Although we couldn't do everything that players would like, we did use their feedback to help us focus the game design.”
Not Just A Racing Game Studio
Amidst all the hullabaloo surrounding console-quality visuals and innovations up the wazoo it can be easy to forget that Firemint doesn’t only make racing games. In fact, before Real Racing came out, it was already flying high (*rimshot*) thanks to the success of Flight Control. This casual mobile rendition of a day in the life on an air traffic controller began as a simple experiment concocted by Firemint CEO Robert Murray. It was meant to be a simple design exercise created over the winter break when the studio was shut down for the holidays, but garnered so much attention around the studio that fellow Firemint designers, Alexandra Peters and Jesse West, hopped on board to help turn it into a full-blown game--a good call considering that it’s sold over half-a-million copies in its first month and well over three million to date.
The original Real Racing went on to receive plenty of accolades, including 2010’s Apple Design and IMGA’s Excellence in Connectivity Awards, as well as a Best App Ever Award for Best Racing Game, Best Graphics, and Best Simulation Game in 2009. It’s also sold a whole bunch--and that’s just the first game. Not surprisingly, after Real Racing was launched in June of 2009, work on Real Racing 2 began roughly 6 months later.
The sequel to Firemint’s critical darling turned its fair share of heads as well when it was released in December of 2010. In addition to carrying over all the new concepts and special features that made the original Real Racing so noteworthy, Real Racing 2 added plenty of new items to its pedigree. The career mode was greatly expanded upon by allowing players to earn cash to purchase new cars and even upgrade their current ones. More camera options were added along with a special TV broadcast-style instant replay system. Vehicles were given damage models so that particularly rough races would leave telltale signs all over the racer’s cars. Online save options were added to allow players a chance to carry over their racing career when they installed the game to a new device. It was one of the first games to incorporate Apple’s Airplay technology which allowed players to view their games on their TV, using their iOS device as a stand-in for a controller. Actually, it allowed up to four players to view their games on the bigger screen all at once by way of the special Party Mode.
Last but not least, and in keeping with the whole “innovation” thing, Firemint also managed to include 16 player races (against AI in single player or 15 other people online), which was a first for iOS games at the time and no small feat in and of itself. All of these various features reportedly pushed Real Racing 2’s development costs to over $2 million. So it wasn’t just a first for iOS multiplayer, it was also a first for iOS development costs. Real Racing 2 has received a fair share of success with a combined (critic) Metacritic score of 94 to date along with taking the Best App Ever Awards for Racing and Graphics in 2010. With so many hits on Firemint's hands, it’s no wonder large publishers like EA took notice.
The following year, Firemint was absorbed into the collective that is Electronic Arts. Some were understandably concerned about the acquisition, as it’s not uncommon for smaller studios to lose most of what makes them special (or get dismantled entirely) once they become a part of a much larger whole. However, Firemint CEO Rob Murray, as well as EA Interactive’s Executive VP, Barry Cottle, were quick to put those fears to rest by recalling the developer’s history. Many of Firemint’s pre-Flight Control and pre-iOS releases (Need for Speed Most Wanted, Madden, etc) were created while under contract for EA Mobile. One could even argue that EA helped to shape the folks at Firemint into the dream team they are today. Getting bought by one of the largest video game publishers in the business while being able to maintain their creative freedom made for an exciting opportunity for the already quite successful developer. But it didn’t end there. In July of 2012, Firemint joined forces with IronMonkey Studios (Dead Space, Need for Speed Undercover) to create Firemonkeys. I hope they braced for all the inevitable Infernape jokes beforehand. Since then, EA’s involvement has most likely influenced Firemint’s/Firemonkey’s pricing structures, but overall it seems like they’ve left the developer to do their own thing, which is to make fantastic games.
A more recent and potentially troubling development was the announcement that Rob Murray--former CEO of Firemint, mastermind behind Flight Control, and Executive Producer at Firemonkeys--would be leaving to spend time as a full-time dad. It’s a perfectly good reason to step down and Tony Lay, EA’s Melbourne Studio GM, has more than enough experience to see Real Racing 3 to its release as the new Executive Producer, but it’s difficult not to have a little concern over what this means for Firemonkeys. Development heads come and go from time to time, as is the nature of the industry, but sometimes major shakeups can be difficult to shake off. There have also been rumblings of another kind of shakeup for Real Racing 3. The App Store is still a tough market to predict when it comes to pricing structure, and it’s rumored that Firemonkeys might do away with the premium price tag for their new racer. In fact, if the rumors are to be believed Real Racing 3 just might be free-to-play. It’s not definite by any stretch of the imagination at this point, but it is possible.
It’s impressive to think that Firemint accomplished all of this--several multi-award winning games, millions upon millions in cumulative sales, and a significant acquisition by a major publisher--in about three years' time. Where they go from here is anybody’s guess, but with Real Racing 3 looming on the horizon, the future definitely looks exciting, and pretty shiny.
Tomorrow, we'll delve into the design decisions and what it took to make the premier iOS racing game series, so stay tuned.
Historically, it's always been Firemint and the Real Racing series that has been first to introduce such features such as iPad 2 optimization and 1080p output. It's no different this time round with numerous features being added to Real Racing 2 and Real Racing 2 HD.
As predicted earlier in the year, AirPlay support will be added so that players can stream the game to their HD TV. Dual screen functionality will also be possible with real time racing telemetry on the iPad 2 or iPhone 4S.
More entertainingly is the addition of Party Play for 2 to 4 players, enabling players to play split screen local multiplayer over AirPlay.
Besides such revolutionary features, there'll also be numerous visual upgrades to ensure that Real Racing 2 is still a cut above the rest.
Check out the Party Play trailer below. It's looking pretty impressive.
The update is set to go live in time for iOS5 and the iPhone 4S release.
If you haven't been living under a rock, you'll have been awaiting the release of the next hit from superstar developer, Firemint. They've recently been acquired by EA, and are putting some of that marketing muscle behind their upcoming release (this week!) with a brand new contest.
Spy Mouse: Solve the Clue is game in which entrants must help protagonist Agent Squeak solve clues on a daily basis, using Twitter. Simply head on over to the game page and click on the "solve the clue botton." A question will be posed, after a quick sign in to Twitter, and each daily correct entry will be entered to win a copy of SPY Mouse, Dead Space, The Sims 3 or Real Racing 2 for the iPhone and iPod touch.
But wait, there's more. The kind hearted Firemint folks have also given two other chances to win, with a second Twitter entry button and a Facebook like contest - tweet disdain for the easy clues on Twitter and Like the SPY Mouse Facebook page for two more chances to win.
The contest continues through August 26th, a day after the purported release of SPY Mouse on iOS, so get while the getting is good!
Each title offers some excellent simulation based racing and are all equally worth players' attentions. It's particularly fun to see just how far iOS gaming has come just in the time that Firemint has been developing the Real Racing series. Real Racing 2 HD is particularly revolutionary with the likes of TV-out functionality and cloud based saving synchronization.
Don't forget though, these offers end August 22. So be quick to snap up a bargain!
In an age where it is hard enough to find a console game that displays in full 1080P, it is practically unheard of to even fathom an iOS game reaching those heights of resolution. Choosing to push the envelope of the platform, Real Racing 2's developer, Firemint, has announced that there is an update that should be hitting by Easter that will unlock full 1080P output from the iPad 2 if you use an external monitor that is HDMI capable.
These unique dual screen controls allow you to interact with what is happening on your external monitor, while displaying the groundbreaking game with a graphical fidelity has been unheard of on the platform, truly showing off what the iPad 2 as a device is truly capable of. But now that they have pulled out all of the stops, where can Real Racing 2 go from here? Watch out Gran Turismo, there is a new competitor in your rear-view mirror.
Firemint have done it again. Real Racing 2 HD hits on the eve of the iPad 2 launch.
One of our highest rated games of all time, Real Racing 2 has been given the HD treatment just in time for the iPad 2 launch.
Firemint have released Real Racing 2 HD to really show off what the iPad 2 can do. This version includes full screen anti-aliasing for an ultra sharp look. In addition, seven new career events are exclusive to Real Racing 2 HD.
The feature that really stood out to me is one that more games need - your progress is synced between the iPhone and the iPad versions, ensuring that you can pick up just where you left off when you switch from one device to the next.
Hit the jump for more screen shots and full specs, direct from Firemint.
Real Racing 2, possibly the most ambitious app to hit the App Store launched today. It's a new version of one of the best racing games ever seen on a mobile device, and better than many seen on consoles. Firemint, based in Australia, has a lot riding on this game with a reported 2 million dollars spent on it's development. We fired off a few questions to the fine folks down under to get some of their thoughts on the iOS platform and development of Real Racing 2.
Q: Real Racing 2 integrates Game Center for multiplayer, leaderboards, and achievements. How have you seen the performance of the Game Center multiplayer system? You've been able to do something others haven't by bringing 16 player multiplayer to iOS.
Game Center has been great for us and we are big supporters of it. Beyond just leaderboards and achievements, we can use your Game Center ID to locate your save games and link to other services like Youtube uploads etc. The awesome thing about Game Center is that it provides an easy way to create peer to peer multiplayer connections with up to four players at once. We have supported this in Flight Control, Real Racing, Flight Control HD and Real Racing HD.
For Real Racing 2 we have implemented a hosted solution because we wanted to support our 16 car single player grid in multiplayer games as well. We also wanted to make it really simple to find and play multiplayer games, on every device. This is something we have been working on for a long time. It is more difficult for us to do things that way, but it means we are able to support all devices.
Q: A few months ago you released a story about how you had tuned the AI in your bots to such an extent that they were cheating. Are you sure they aren't still cheating? Some of the AI race drivers seem awful good! Tell us more about the AI in the game for the computer drivers.
Well the Real Racing 1 AI weren't cheating as such, it was more that they were finding exploits in the physics engine, the same exploits that human players could find. An example of that was that the AI found if they hit a certain corner at exactly the right angle, they would explode down the track faster than any car could drive. Needless to say, we fixed that bug before release!
In Real Racing 2, we have gone to great lengths to make sure the AI are competitive without cheating. Some games allow their AI to have faster or more responsive cars, or add catchup code so that they are competitive. On release, our game has none of this, the opponents never drive a car that out performs the ones the player can drive in the game. However, they may take you to the cleaners if you enter a hard career race under-spec’d. So choose a car with as high a performance rating as possible and ideally well suited to the particular track, for example top speed is pretty critical on an oval but it’s not so helpful on a winding track. If the AI is driving a car that you know has a higher top speed than yours, then you can be pretty sure that they won’t be so good on the corners.
The AI have been written to use the same inputs that the player has, accelerate, brake and steer. The down side of this as developers, we have to make our AI really smart to keep up with a human player.
One advantage that the AI do have is that they are precision drivers, the best AI can hit a precise racing line every time, so while it may seem like they are cheating, they actually take great lines through the corners and may come out of them faster than you if you make a small mistake. So just like when you are down at the track, winning at the high levels in Real Racing takes precise driving.
Even with all our effort into improving the AI, we would still rather take on the fastest AI we have than try to compete with a top ranked Real Racing player!
Q: What can we expect in the future for Real Racing 2? Any planned updates? An iPad version perhaps? Voice chat like we've seen you recently add with Flight Control?
You can be pretty certain that we will do an iPad version and we want to do something special, but definitely not until next year. We also have the online save game system now so that we can share your progress across versions of the game including from iPhone to iPad.
We do have all sorts of ideas and plans for Real Racing 2, however they are just ideas at this stage. Announcing things is easy, but delivering is hard, so we are cautious about announcing too much at this stage. Hopefully then, when we do deliver something, we will have over-delivered :)
Q: You've developed your own 3D engine for Real Racing 2, Mint 3D. Can you tell us a little more about it and what are the advantages of a custom engine over a pre-built one?
Mint3D is a powerful and highly optimized rendering engine designed to get great performance out of the current iOS platforms, particularly iPhone 4 and iPod Touch 4. It supports standout visual effects like shadow mapping, depth of field, motion blur, detail textures, reflections, level of detail, specular highlights, glints, flares, particle effects, animation and even some improved real time shadows, whilst being able to push large quantities of polygons and models through the hardware each frame. The cool thing is, we have a very optimized legacy engine within Mint3D that was developed along with Real Racing, which is how we are able to continue to support earlier devices, albeit without the same high level of effects possible on the newer hardware.
We have to render a 3 mile track being traversed at high speed, from any angle with 16 cars, sometimes all on the screen at once, all with unique textures, see through windows, reflections, shadows, damage etc. It all has to look great regardless of what the player is doing with their car or with the camera or where they are driving. Everything moves by very quickly so dealing with a large object count is very important to a racer, and when you have 16 cars with physics and AI on top of that, there is a lot of variety to deal with. Mint3D is designed to handle this and to do a large variety of things well and at consistent framerates.
The choice of going with a custom engine over something pre-built is something that should be made for each game and each developer individually. It is not just an economic choice, sometimes a pre-built engine is the right choice for creative reasons. In our case, we design the game first and the engine has to keep up with that. By using our own engine we have the freedom to do whatever it takes to make it deliver for our particular needs. It feels like that is the best way for us to build signature titles and make them stand apart.
Q: How about some racing tips? Do you have any tips our readers for getting the best times on the Real Racing 2 tracks?
Generally, the fastest race times can be achieved by turning and braking as minimally as possible: a good race line with the goal of taking straight lines through corners, sufficient but minimal braking (losing traction washes off a lot of speed) and trying to maintain a high, constant speed throughout the race will hold you in good stead.
Every car handles differently, and braking and acceleration in and out of corners can count for a lot. Learn to exploit the varying performance attributes of each car and practice the techniques listed above. Driving with assists can be a very helpful way to learn to get your braking and racing line right.
Thanks to the folks at Firemint for answering our questions. Real Racing 2 is out now, and I strongly suggest you grab it if you enjoy a good race. Feel free to add me in Game Center, I'm jeff148apps -- I'll see you on the track.
For the past few days I've been lucky enough to kick the tires of Real Racing 2, the successor to the multiple award winning racing game. Real Racing for iOS really pushed the boundaries of what a mobile device can do rivaling the best that the PSP can offer. Real Racing 2 takes the core of it's predecessor and amps it up in pretty much every way. Better display, more races, real licensed cars, and an amazing 16 player online multiplayer racing mode. 16 players! On a mobile phone! And it's way more than what a PSP can offer.
So, how is it? Well you'll have to wait for our full review next week. For now, enjoy this teaser video showing the game in action.
Real Racing 2 will be available on December 16th for $9.99. Here's a full list of features straight from Firemint:
Real Racing 2 features include:
- 30 officially licensed cars
- 16 car grid against AI, and 16 player online racing – an iOS first
- Career mode with well over 10 hours gameplay and a range of event types
- Earn in-game currency to buy and sell cars, and buy upgrades
- 5 game modes: Career Mode, Quick Race, Time Trial, Local Multiplayer (8 players), Online Multiplayer (16 players)
- 15 locations with 40 miles of highly detailed race track
- Vehicle damage
- Online Save Game
- Game Center and Cloudcell integration, multiple profiles
- Wide range of control options
- HUD with minimap that can be turned on or off
- 5 camera angles including fully 3D cockpit view, and TV style replays
- Powered by Firemint’s exclusive Mint3D™ engine
11/19/10 - UPDATE: New Trailer. Feast your eyes on this:
Firemint today announced that the upcoming sequel to Real Racing will include licensed cars instead of the nameless cars of the original. We've seen Firemint release a special version of Real Racing for Volkswagon (Real Racing GTI), but this will be the first time that licensed cars will be including in the main game.
While this isn't a big deal to many, in the world of video games this feature sets the high end racers apart from the pack by adding a certain prestige. Not to mention people love to drive cars that they could never afford to own, even if it is in a video game. I think this announcement just sets the stage for what we can expect from Real Racing 2. I think we can expect some amazing features in Real Racing 2. But what the wizards at Firemint have up their sleeves, we don't yet know.
What new features would you like to see in Real Racing 2? What other cars would you like to see in Real Racing 2? Let us know your thoughts in the comments and we'll let you know more details on Real Racing 2 as soon as we are allowed to!
We don't yet know the full list of what cars will be included in Real Racing 2, but in the above image you can see the 2006 BMW Z4 M Coupe on the left and the 2010 Chevrolet Corvette C6.R on the right. Seems like a good start, but I'm sure we'll see more.