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Real Racing 3 Chevrolet Update Is Out Now

Posted by Andrew Stevens on April 11th, 2013
+ Universal & Apple Watch App - Designed for iPhone, iPad and Apple Watch

It's time to grab the Camero ZL1 or Cobalt SS because the Real Racing 3 Chevrolet Update is live in the App Store. A new event type, Hunter mode, is also available, allowing players to pursue and overtake the hunted car within a single lap. There are also over 100 new events to partake in as well.

Real Racing 3 Recap and a Contest with Prizes!

Posted by Rob Rich on March 1st, 2013
+ Universal & Apple Watch App - Designed for iPhone, iPad and Apple Watch

Wow, what a month it’s been for racing fans. Specifically Real Racing fans! You might recall how we kicked things off with our three-part series documenting the history of the Real Racing series, Firemint’s (now Firemonkeys’) approach to designing the first two games, and a peek at Real Racing 3’s Time Shifted Multiplayer that everyone’s been talking about. If you don’t recall you should give them a read. You know, for science or something. Not because I wrote them and am proud of my work or anything.

Of course that was just the beginning. There was also our look at Real Racing 3’s first true hands-on demo. And of course that whole free-to-play business that turned into something of a debacle. Let’s not forget the seething jealousy that was undoubtedly felt when we all found out both New Zealand and Australia were getting the game a couple weeks earlier than the rest of the world!

Before we knew it, Real Racing 3 was only a week away. Our lord and master, Jeff Scott, really dug into the mathematics at play and analyzed the in-game economic structure, for better or for worse. Blake Grundman followed with a look at the top 5 drool-inducing rides players can get their hands on (thus far), and soon after that Carter Dotson stepped up with a look at the 5 most alluring real-world racetracks on offer. Finally, the week was capped off with Carter’s in-depth look at Time Shifted Multiplayer while Jeff hopped back in the driver’s seat (sorry, I’m only human) one last time to bestow his Real Racing wisdom with an impressive number of tips and tricks. We also reviewed it, of course.


Get Racing - we've got prizes!

Since it’s been something of a non-stop Real Racing 3 party here at 148Apps we wanted to draw things to a close with a bit of style. Which is why we’re going to capitalize on all the spirit of Time Shifted competition and challenge you, our readers, to a race. Specifically the Pure Stock Challenge, Indianapolis Motor Speedway, Nissan Silvia (S15) Showcase Cup race pictured above. I think I’ve typed that out correctly. Why this event? Because it requires one of the first cars new players will have access to and doesn’t allow for any other; providing as even and easily accessible a playing field as we could find.

All you have to do is drive your heart out. Snap a screen shot (hit the Power and Home buttons on your iOS device at the same time) of your best time and post it in the comments below along with your Game Center username. We’ll pick random winners from all of the entries and post the results here on Monday (3/4) afternoon.

The prizes? We'll give away three $10 iTunes gift cards to spend how you see fit. Although in the spirit of the contest we’d suggest something like, oh, maybe the Race Car Booster Pack that includes 65 gold and a 2010 Dodge Viper SRT10 ACR-X?

Update: We'll contact our three winners via email. Thanks for playing and look for more Real Racing 3 contests coming up soon.

Real Racing 3 - Tips, Tricks, and Cheats or at Least Dirty Tricks

Posted by Jeff Scott on February 28th, 2013

Now that Real Racing 3 is out, we are going to give you some tips to get the best times and have the most fun with Real Racing 3. All of that with an eye toward how you can minimize any real money investment in the game.

Real Racing is the most beautiful racer on any mobile platform, and it's free, so there is no reason not to try it. I've played Real Racing 3 for around 30 hours total now, let me give some tips on how to get the farthest possible in the shortest amount of time and without paying a thing.


Racing Tips

Manual brakes = faster times. The main tip I can give is one that I still haven't mastered completely myself, turn the braking assist to low or even better off. Of the three assists in the game it makes the most difference in your racing times/speed. When the computer does all of the braking for you, it does so very conservatively. If you can at least turn braking to low, it will greatly decrease your times. One thing to remember, you can change this in-race, at any time. Hit the pause button and you can then get to the settings in the lower left of the screen. (See more dirty tricks below)

Get inside, quickly! You start in last place in every single race. Seems unfair, but get used to it. You can usually jump up at least half way up the standings in the first couple turns with smart maneuvering. The key here is to not follow the car in front of you. If you do that you can only go as fast as they are going, and the car in front of them, etc. Pick your own path, preferably on the inside of the turn, and zoom past the other cars as they all line up and then slow down when the car in front of them does. It's best to not follow another car at any other time if at all possible, you get no advantage from drafting and will be more likely that you will need to slow down to avoid hitting the car you are following.

Build your stable of cars, smartly. You will need a single car that is one of the 3-4 for each circuit to race in that circuit. But you will need all of the cars in the circuit to complete it 100% as there will be races that require each car in the circuit. You should also note that most cars you purchase will be able to race in more than one circuit -- just check out the list on the main page to see the circuits you have access to.

All You Need To Know About Real Racing 3 Time Shifted Multiplayer

Posted by Carter Dotson on February 28th, 2013

Real Racing 3's standout feature just might be Time Shifted Multiplayer. This feature takes the performance of actual players, and makes them the racers that you then compete against. There are no fake computer opponents; every event is a race against actual people (though not their exact performance, per se, because it is possible to interact with the cars). Still, the whole game is one entire multiplayer race, and every event presents an opportunity to not just get first place, but to beat the actual times of real people, including friends' times. It's extremely satisfying.

However, this feature can be confusing when trying out the game for the first time. When you see that you're racing some random schmucks and not your friends, you might wonder. To alleviate any potential confusion, then, here are the answers to some frequently asked questions about Time Shifted Multiplayer.

How do I race my friends?

You just need to add them to your friends list on either Game Center or Facebook. As they download and play the game, they will be added to your friends list and they will start to populate the race grids. There's nothing you necessarily need to do manually to be racing friends--the game handles it all automatically. And it's not just ghost performances that you race against: in time trial and top speed events, their ranks are what you need to top.

So what's that invite button on the left sidebar for?

It's meant to invite friends who aren't on Game Center or that you haven't added yet to join your friends list, or to invite existing Facebook friends to download the game. There's no need to do anything to add your existing friends who play the game to your in-game player list, the game will add them automatically.

Why am I racing all these people who aren't my friends?

Well, that's for two reasons: one, if you don't have enough friends to fill out a race grid then it will use other people from the internet. Two, the game will try to provide a fair challenge when trying to earn trophies. If friends fit that bill, they will be your competitors in that race. This is meant to provide a sense of balance, as if you just had friends who were really good, then it would be impossible to get the top-3 finishes necessary for trophies. Conversely, if you outclass your friends, then it would be way too easy to succeed.

So how do I actually race my friends?

Get a gold medal on a track, and the game will focus on making you race friends, especially ones with better times than you, in order for you to try and beat their times.

Is there any benefit to adding friends to race against?

Well, there's certainly pride: seeing the name and avatar of a friend disappear in your rear view mirror is plenty satisfying. Plus, they get a push notification saying that you've bested them. It's more of a push humiliation, really. However, as a more tangible benefit, the game also grants cash bonuses for beating the top times of your friends.

Have any more questions about Time Shifted Multiplayer? Ask us in the comments below!

Real Racing 3 Review

Posted by Rob Rich on February 28th, 2013
+ Universal & Apple Watch App - Designed for iPhone, iPad and Apple Watch

Developer: Firemonkeys
Price: FREE
Version: 1.0.2
App Reviewed on: iPhone 5

Graphics / Sound Rating: starstarstarstarstar
Gameplay Rating: starstarstarstarhalfstar
Playtime Rating: starstarstarstarhalfstar
Replay Value Rating: starstarstarstarstar

[rating:overall]

The only thing more daunting than reviewing a game from a significant iOS series is doing so when it’s surrounded by both hype and controversy. It’s probably fairly common knowledge at this point that Real Racing 3 has gone free-to-play, which is where the bulk of the controversy comes from as lots of fans are understandably worried about what such a change could mean for their beloved franchise. It’s also been widely publicized that Firemonkeys has incorporated what they call “Time Shifted Multiplayer” into their new baby, which is something that they feel could change multiplayer mobile games forever. These are both complex issues that warrant some discussion but the important thing to note is that Real Racing 3 is very, very awesome no matter how people might feel about it going free to play.

As the name (and the two previous releases) implies, this is a game about racing. Many of the features found in earlier releases are still around and will feel instantly familiar to veterans and fans: Tilt steering, tapping the screen to brake, automatic driving, tons (46 to start) of licensed vehicles, and showpiece visuals are all present and accounted for. However, even if someone doesn’t like the simplified auto-drive control system there is a wealth of customization options to suit their needs. Steering can be set to a virtual wheel rather than tilting, acceleration can be set to tap-and-hold, and every single assist (steering, braking, etc) can be turned on or off. There are also a wealth of race types available in the 961 included events ranging from cups to eliminations to drag racing to speed records and more. So there’s essentially something for everybody.

Real Racing 3’s spectacular visuals are without a doubt some of the (if not the) most impressive I’ve ever seen in an iOS game. Heck, they rival some console games I’ve played. Cars display damage, paint jobs actually reflect the environment around them including other cars, real world tracks have been painstakingly recreated, and each vehicle's interior has been lovingly reproduced with impressive detail. It’s a shame that the replay feature from the second game hasn’t made its way into this release since everything is so pretty and warrants showing off. However, more than the graphics it’s the sheer volume of content that really impresses me. That initial circuit I mentioned is massive. There are four different cars available to use for most of the events and a myriad of race types to keep things interesting. I’ve unlocked 24 individual events and I’m only 50% done. And it’s only one circuit out of over 25 that are available right now. All told there are 961 races included in this initial release. Running out of stuff to do will be incredibly difficult to say the least.

And that’s without factoring in the Time Shifted Multiplayer (or TSM) that allows players to compete with their friends whenever/wherever by racing against their AI-controlled time shifted double. Sadly the feature isn’t quite as robust as I’d hoped. After some experimentation and discussion both Jeff Scott and I came to the realization that Real Racing 3 uses race times to generate AI controlled doubles that follow almost perfect paths for each race rather than mirroring their human creators’ abilities, race lines, and skill. This means it’s not really like racing against friends at all as the cars don’t do anything other than follow a path at an algorithmically determined speed based on the recorded time and cars used by friends.

The system for notifications and match ups itself is also a little underwhelming at the moment. Knowing my time was beaten in a drag race is nice, but I should be able to jump right to said drag race without digging through menus trying to find it in the first place. I also feel like there should be an option to tap on a friend’s name on the main screen and see what races they’re currently leading in, rather than sifting through menu after menu looking for microscopic avatars. Not having such a feature seems like a huge oversight. With all that said it’s still a lot of fun to jump into a game and beat someone’s time knowing that they’re about to receive a notification that they’ve just been “served.”

Another hot button issue, as I’ve previously mentioned, is the freemium model. Rather than create a paywall or punish frugal iOS gamers, Firemonkeys has created a much friendlier model in theory that ties all real time waiting and premium currency to maintenance and repairs. Well, with the exception of custom paint jobs, final part upgrades, and two cars, anyway. The way it all works is that cars suffer wear and tear as they race, along with occasional body damage when things get rough. Replacing a bumper or windshield costs a little in app currency (referred to as “R$”), but it’s never so much as to offset anything earned from the race that caused the damage in the first place.

Maintenance, on the other hand, takes time. Replacing the oil - which is probably the most common task - takes five minutes, working on the engine takes about 30, and so on. Gold coins (premium currency) can be spent to speed up the process but it’s best to simply wait it out and save those coins for upgrades or new cars. Of course once players have two or more vehicles in their garage the wait for repairs is practically negligible since they can simply hop in the Challenger while the Shelby is in the shop. Once 4 or so are in the garage there will likely always be a race to run as one car should always be repaired and ready. Just be careful when starting an event because cars currently undergoing repairs will still appear in their respective challenges with the "Race" button replaced with a "Repair" button that will automatically use gold coins to instantly finish the work. I've wasted a good many gold coins this way and really wish there was at least a secondary confirmation screen (like there is for everything else) that popped up before I inadvertently wasted my precious premium currency.

In a strange way, both of Real Racing 3’s major talking points didn’t quite pan out as expected or feared. The Time Shifted Multiplayer isn’t quite as ground-breaking as I was hoping it would be and still needs some work when it comes to the social elements, but it’s still decent fun and a good way to fan the flames of competition. Conversely the free-to-play model I’d been fearing would completely ruin the experience or even stonewall my enjoyment after a certain point turned out to be surprisingly unobtrusive and easy to work around. But ultimately neither of those things is important. What is important is that Real Racing 3 is just really darn fun to play and spectacularly gorgeous. Which is all I ever really wanted from it in the first place.

Real Racing 3 Now Available in the US App Store

Posted by Jeff Scott on February 28th, 2013
+ Universal & Apple Watch App - Designed for iPhone, iPad and Apple Watch

The hotly anticipated free to play game Real Racing 3 is finally available in the US App Store. Grab it now and hit the tracks! Check out our Review of Real Racing 3 while you download this social racer.

The Five Hottest Tracks in Real Racing 3

Posted by Carter Dotson on February 27th, 2013

EA and Firemonkeys' new racing game Real Racing 3 not only features real cars, it also features real-world race courses. Some of the world's most famous race courses are in the game, and so is one interesting fictional course with real-world basis. So without further ado, here are the five hottest tracks of Real Racing 3.

Indianapolis Motor Speedway

It’s not the most exciting course layout, no. It’s four left turns. But in a game full of twisty, turny courses, this is one track where cars can go all out, trying ot drive as fast as possible, running the smart racing lines to keep speed highest. That, and consider the history of the track, home of the Indianapolis 500, one of the Triple Crown of Motorsport races. It’s a basic layout, but it’s a famous one.

Mount Panorama

This track located in Bathurst, Australia, may not be well-known to the casual racing fan, but racing on the track will make its appeal apparent. It’s like a roller coaster, with much of the race being a twisty, uphill climb. But it all comes to a head when the downward slope hits, offering a beautiful panoramic view of its setting, and a chance to set some fast speed times on that downhill slope. This track serves as one of the first speed tests in the game, and it also is a challenging multi-lap track thanks to its 2–3 minute lap times.

Mazda Raceway Laguna Seca

This raceway, built at the bottom of a barren lake, is one of America’s most famous road courses. It's particularly famous for its corkscrew turn at turn 8, where the a sudden left then right on a banked road causes the ground to look like it’s twisted like a corkscrew. Its dry and barren look gives the course a different visual look than many of the others in the game.

Circuit de Spa-Francorchamps

The Belgian hillsides are a lovely and idyllic place, a lovely place to take a nice leisurely joyride through at over 140 miles per hour, no? This lengthy track boasts a long straightaway to make this one of the fastest courses in the world and in the game, with plenty of great views. Just don’t get distracted, as there’s plenty of dangerous, hilly turns, including the famous Eau Rouge corner and the Blanchimont turn.

Southbank

This track stretches the definition of what is a real course and what isn’t. It’s based off of a real-world location, but nobody has actually raced here. Instead, Firemonkeys took the actual Melbourne central business district, worked out how to cordon off side streets to make it into an actual race track, and put it into the game. So it’s possible to actually race through the streets of Melbourne, seeing actual sights around this area, at speeds no one has hopefully ever gone at!

The $503 iOS Racing Game: The Expensive Reality of the IAP Economics in Real Racing 3

Posted by Jeff Scott on February 25th, 2013

Here's a quick rundown on how earning in-game money in Real Racing 3 relates to real dollars and time and what it would take to finish the game. What we found is rather shocking, doubly so if compared to current day console racing games.

Before we get to the details, we should note that these numbers are current at the time of writing. But like most free to play games the in-app purchase prices, timers, and values can change at any time the developer wishes. In the two weeks I've been playing, changes have already happened twice. So, the numbers reported could be different than they are when this is read.

In Real Racing 3, to get to 100% a player needs to win every one of the 961 current events. As there are races restricted to each one of the 46 cars in the game, to enter those races the related car must be owned. So to get to 100% in Real Racing 3 players must buy every car and win every race. What will it take to do that?

Also take note that like many free to play games, Real Racing 3 is tuned to allow players to earn everything without paying. But a player really has to want to put the time in to earn it. The developer doesn't charge anything for the game with the hope that players will spend some money in the game to speed up their progress.

To earn enough money to buy every car in Real Racing 3, what would it take? Our numbers show that it would take over 472 hours to earn enough money to buy all of the cars in the game. Or to purchase all of the cars with real money via in-app purchase, it would cost $503.22 at the current best rate.

To earn all of the cars in the game rather that buy them with real money, a player would need to finish 6,801 races with an average (per our RR3 stats) of 4:10 per race earning R$3,700 per race. That would equal 472 hours to earn the R$25,163,573 it would cost in the in-game currency to buy all 46 cars. That does not include the cost for repairs, maintenance, or upgrades which can be rather expensive.

If a player wanted to take the shortcut and buy all of the cars in the game with real money, that would cost $503.22 in in-app purchases. That's assuming the current best rate of R$50,005 per US$1 when buying R$5,000,000 at a time.

Let's compare the cost for Real Racing 3 to modern day console games, what could be purchased for that $503.22. For one example, a player could get a 4GB XBox 360, Forza Horizon (one of the newest racing sims on the 360), all of it's DLC including over 127 cars, and a 22" Vizio flatscreen LED TV. And still have $17.22 left over.

I think I can safely say that the way that the cars and the in-app currency are currently structured in Real Racing 3 right now seems a bit out of whack. It seems extreme to think that players have the choice of playing for well over 400 hours or paying over $500 to unlock everything to complete the game. Or most likely, some combination of the two.

And these numbers are not counting any of the promised expansions that will deliver new events and new cars. Those will increase the time and money required to get to 100% complete.

Nor are these numbers including upgrades that could be required to win races. It is very unlikely that any player can win all races without upgrading at least one car in each series. And those upgrades can get pricey as fully upgrading a car can cost more than the base cost of a car. So while on paper it could take 472 hours to earn enough in game currency to buy all of the cars. In practice that number could be as much as doubled to pay for upgrades that would be required to win each race.

Free to play games are tuned to balance the fun a player has vs. the developers need to get earn money to pay for the game development via in-app purchases, that's just the way free to play works. I'm not going to say it's wrong, but it at times like this it just doesn't feel quite right.

For players that feel the need to get to 100% in games, take caution with Real Racing 3. It will take a lot of time, or money to make it to 100%.

More Hands-On Video of Real Racing 3, Cars, Tracks, and More

Posted by Jeff Scott on February 12th, 2013

I feel lucky that I got a lot of time to play Real Racing 3. With well over an hour of playtime with Firemonkeys community manager Sam Mayo walking me through the game, I think I got a fairly good feel for Real Racing 3. That time with the game has just made my anticipation for the release greater.

I also got the opportunity to record a ton of video. Of the cars, some of the tracks and race types, the repair system, and more.

Late last night we brought you a 4:26 video walking through of Real Racing 3 that covered most aspects. We also detailed the energy system used in this free to play title. Today, let's go a little more in depth.


All 46 Cars in Real Racing 3

Wonder what the 46 cars are in Real Racing and wanted to see them? This video is for you. Here's a parade of all 46 cars where you can see their specs at the bottom of the screen.

A special note here. Some of the cars don't look perfect. The reason for that is the damage system in the game. If you damage the car while racing, that damage is persistent, much like it would be in real life. Your car will be represented as damaged anywhere in the game you see it. You can still race it, upgrade it, paint it, etc. But it will remain damaged, with it's performance reduced, until you spend the in game currency to repair it and wait the time it takes.

Now, back to that video.


Customize and Upgrades in Real Racing 3

Like most racing games, Real Racing 3 has upgrade and customization options. For Real Racing 3 you can make a variety of tiered upgrades to the Engine, Drivetrain, Suspension, Brakes, and the Wheels. Under each section there are from two to four tiered upgrades you can do. Meaning that you need tier 1 to apply tier 2, and so on. Each of these upgrades applied to a single car and has the possibility to increase the top speed, acceleration, braking, or traction of the vehicle. Each one should decrease your lap times by some amount.


Mount Panorama Track - Time Trial in Real Racing 3

Mount Panorama is aptly named. You race up this steep track on a mountain that never seems to end, crest the top to a beautiful panorama, and plunge right back down the other side. Awesomely rendered vistas, but better keep your eye on the road. I did make more than a few mistakes on this time trial / Autocross race while looking around the beautifully rendered track.


Head to Head - Circuit de Spa-Francordchamps in Real Racing 3

We also did a head to head race on the long and very fast Circuit de Spa, or just Spa. It's a great track and racer "drollted" provided a worthy challenge, until he made a mistake near the end of the first lap. It was bye bye from then on out as he had to take second place and I got the win!


Full 22 Car Race on Southbank, Melbourne in Real Racing 3

Real Racing 2 was amazing with up to 16 cars in a single race. Real Racing 3 has bumped that up to 22 cars. In this Southbank race you'll see all 22 cars squeeze through a very narrow course. Southbank is the course through the streets of Melbourne. It's a track that doesn't exist and was just a fun experiment by the Firemonkeys team to add a brand new course. And a challenging one at that! This race gets a little dirty with lots of bumping and wall grinding in the narrow turns. I couldn't pull out a win on this one. It was my first drive on the track and I made too many mistakes. Those walls just jump right out at you! The best I could do was to climb from 22nd to a disappointing 6th. Even dirty driving can't win every time.

That's all we have right now. You can tell from all of the coverage we've been giving Real Racing 3 that we are anxiously awaiting it. Real Racing 3 comes out as a Universal build on iOS on February 28th. It also realeases for Android at the same time.

Note that this is a preview of Real Racing 3, not a review. We can never review an app when it's presented by people related to the app. The reason is that we have no idea how the game is tuned for that demo. We need to reserve judgement for the final release of the game, downloaded from the App Store, and set up just like it is for everyone else.

Real Racing 3 First Hands On Video - 4:26 of Mobile Racing Bliss

Posted by Jeff Scott on February 12th, 2013

We got a chance to grab some quality hands on time with Real Racing 3 today. We got about thirty minutes of video we'll be posting over the coming days. The game, much as we expected, it's pretty amazing! It looks great, it plays great, and our concerns about the free to play model were somewhat assuaged.

We'll have more on the free to play model once we get more time with it. But you can at least rest assured it's not super intrusive. It exists pretty much as we guessed last week, but with less friction and fewer pay walls than I anticipated.

The free to play energy system in Real Racing 3 works like this. You earn cash when racing. When you race, and damage your car, you have to pay for those repairs. The better you are, the less damage you do to your car. To fix you car, you have to use the cash you earn. You also have to pay for upgrades and new cars. While the damage to your car does affect the power of it, you can chose to not repair it and keep racing.

Also, typical to most free to play games there are two currencies included. Dollars and gold coins. Dollars pay for repairs, upgrades, etc., the gold coins speed things up, reducing your wait time.

Repairs and upgrades take time to complete. How long depends on how much damage or how big of an upgrade it is. You can speed them up by using gold coins. You only earn gold coins by leveling up in the game or by buying them with real money via in-app purchase.

All in all, not that intrusive for free to play games. But I can't totally give it a pass as the device I was playing on had millions in cash and thousands of gold coins. That doesn't give me a good feel for how fast you earn money or how fast you are forced to spend it. We'll have more when we get a chance to try it on our devices.

Here's a quick demo of Real Racing 3, featuring the first full race seen anywhere. We'll have more videos coming soon with more on the cars in the game, the repair and upgrade system, and more. But first, here's 4:26 of Real Racing 3 bliss.

Real Racing 3 launches as a Universal app on February 28th. We hope to have a promo code soon so we can start setting some hot laps. When we get one, we'll have more in-depth info.

Real Racing 3 Approved By Apple; Will It Be Free to Play?

Posted by Jeff Scott on February 7th, 2013

Sister site Pocket Gamer editor Richard Brown discovered that Real Racing 3 is showing up in Game Center. The good news is that means it's been approved by Apple and it can't be long before the release now. While it's not out yet, this does bring up something interesting. Something I noticed in the Game Center achievements lends a little to the accuracy of rumors and theories I've been hearing that Real Racing 3 will be released as a free to play game.

Last week we took you through a three part series about the history of the App Store icon, Real Racing. Rob Rich covered the history and design of the first two games in the series. He also covered time-shifted multiplayer and other new features expected in Real Racing 3. An excellent series and well worth a read. One thing we didn't cover is how the game will be monetized as it has yet to be announced. That monetization method is likely to have huge implications on how the game is received by the fans of the series.

In the past few months, monetization of games has made a huge shift. With the exception of Minecraft Pocket, the only games to spend any time high up on the top grossing list have been free to play games. It's obvious where the money is. Real Racing 3, with a budget likely to eclipse the reported $2 million budget of Real Racing 2, may have to be free to play to have the potential of making a profit. Let's take a look at the evidence.

For one, Firemint / Firemonkeys have already tested the free to play world with mixed results. The follow-up to their first smash hit Flight Control, called Flight Control Rocket was initially released as $0.99 paid download. The game was tweaked to drive higher in-app monetization and made free to play. There was a bit of a backlash though as many of the in-app purchases were considered "pay to win" items. Something that really ruins the competitive aspect of games. Flight Control Rocket was never a huge hit and it's thought to have lost money.

A similar thing happened with another Firemint / Firemonkeys game, Spy Mouse. Initially released as a $0.99 puzzle game, it was tweaked with in-app purchase items included and made free. It is rumored that this change was much more successful for Spy Mouse in generating revenue. So we know that Firemint / Firemonkeys have their tests in free to play. They also see how much money is being made in free to play, it's logical that they would move that way. Nearly the whole industry is heading that way.

Today the Real Racing 3 Game Center achievements are discovered, thanks to the carelessness of an EA employee. To my eye they verify that Real Racing 3 will be free to play. Two achievements in particular, "Extreme Paintover - apply 100 paint jobs" and "Wrenching Experience - conduct 5,000 repairs" point in that direction as they both seem excessive for a standard paid release.

Free to play games usually have what is called an energy system. This is the pay/play wall you hit when you have played a certain amount without paying anything. The energy system can be thought of as your allotted playtime. The energy / playtime decreases as you play and rebuilds as you wait. The "Wrenching Experience" achievement listed above to me indicates that cars will need to be repaired after racing, effectively refilling your energy to race again. The reason I think that is that 5,000 repairs is a huge number unless repairing the car is a necessary condition to racing. And why would that be a necessary condition of racing if it wasn't a free to play energy system?

Free to play can be done right, even in racing games, so I'm holding out hope for Real Racing 3, should it turn out to be free to play. I have faith in Firemonkeys that they will not ruin my most favorite francise on iOS. When the game play is put first, and the monetization is optional, the game could shine as free to play. But when an overly aggressive energy system interrupts gameplay and forces plays to pay up or wait, it really saps the excitement from the game. I'm hoping for the former, obviously.

I can also hope for a single in-app purchase to just unlock everything and get rid of any play limits, energy systems, or similar. That would be the best of both worlds. But I doubt we'll see that.

For Real Racing to succeed with both free to play and core racing gamers, it needs to carefully ride that thin line between pay walls and allowing players to just play. It's a tough line to ride. And if there's even a hint of pay to win, it will in my opinion, kill the game with all but the most casual gamers. Something like that would lead to a huge backlash from the hundreds of thousands of devoted players that love the Real Racing series, like me.

We'll find out next week. EA is hosting an event in San Francisco which will be the first event to let journalists get hands on with Real Racing 3. It should be evident there what the plan is for monetization of Real Racing 3. Oh yeah, and I finally get to play Real Racing 3!

Real Racing 3 - Time Shifted Multiplayer

Posted by Rob Rich on February 1st, 2013

Earlier we took a look at the history of Real Racing as well as that of Firemint itself, then it was on to the nitty gritty details of the Real Racing series' gameplay design issues. Now it’s time to talk about what could be one of Real Racing 3’s most revolutionary features: Time Shifted Multiplayer.


Of Two Minds



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.

Thinking Freely


“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.

Real Racing 3 - Design Breakthroughs and Challenges

Posted by Rob Rich on January 31st, 2013

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.

Moving Forward


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."

Dream Big


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.

Real Racing 3 - The History of an App Store Icon

Posted by Rob Rich on January 30th, 2013

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.


Humble Beginnings


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.

Award Winner


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.

Big Changes


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.

Real Racing 3 Announced by EA and Firemonkeys

Posted by Carter Dotson on August 3rd, 2012

Firemonkeys, formed from the recent merger of Firemint and Iron Monkey Studios, has announced its first title: Real Racing 3. This sequel to the popular racing series promises to boast more of what made the series so popular.

While only an alpha version was shown off, the footage is all based on in-game visuals, which displays how detailed the cars are going to be in the game. The details won’t come at the sacrifice of cars on the track, as the racing field has been expanded to 22 cars. There’s no confirmation of 22-player online multiplayer yet, though.

To help put the “Real” in Real Racing 3, real-life tracks are going to be in the game, including Indianapolis Motor Speedway, Laguna Seca, and Silverstone. New car brands have been added, including Porsche, Audi, and Dodge. No release date was confirmed, other than that it is scheduled to release sometime this year. Check out our video of Rob Murray from Firemonkeys announcing the game below.