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| ON OTHER PLATFORMS: PC, Xbox | |
| GAME INFO publisher: Gathering developer: Terminal Reality genre: Racing MINIMUM REQUIREMENTS PIII-400, 128MB RAM, 1.2GB HDD, 32MB 3D accelerator |
ESRB rating: E homepage: www.4x4evolution.com/ release date: Nov 05, 01 (released) |
| » All About 4x4 Evolution 2 on ActionTrip | |
We managed to speak with some of the people working at Terminal Reality, regarding their latest Xbox off-road racing title. The interview includes the developer's opinion on the XDK's and the way they're utilized to make game-designing more easier. Also, it shows some details on the enhanced engine the game will use, and so on. Enjoy!
Action Trip: For starters, let's talk about everyone's favorite gaming system - the X-box. How do you see its future?
John O’Keefe: The future looks very good. Xbox promises to be enormous.
AT: Are you happy with the XDK? In view of the fact that the XDK offers a PC-based developing system, do you find it familiar and easy to use?
JK: The XDK has been very easy to work with. It's been so easy for our programmers to convert, rework, and push the engine to heights even we were skeptical about. And the power available just keeps letting us reopen doors we'd thought were locked tight. We're very excited about this platform.
AT: To divert from the subject slightly, you have a team seriously devoted to developing racing games. It's probably too early to ask, but are you planning to commit to any other game project other than 4x4 Evo 2?
JK: While the 4x4 team has traditionally done racing games in the past we are open to any type of game. We have an extremely strong outdoor engine that would ideally suit many different types of games. We've got some really fascinating things on the drawing board right now. You never know what we may come up with!
AT: As the game announcement states - "Just like the original game, 4x4 EVO 2 will feature a realistic physics engine and cutting edge graphics. Please explain a bit further about the game's so-called Nocturne engine and its possibilities.
JK: We actually use the "EVO" engine for 4x4 EVO2. I cannot divulge a lot this early but I can tell you that we are totally rewriting several major systems in the engine. We really want the game to shine on Xbox and show off it's true power.
AT: Since we're chattering about the engine, do you consider it more compelling to use the Xbox technology as opposed to PC? And what are the advantages that come with the use of that technology, and how does it apply to the game's physics engine?
JK: Xbox allows us to target a stable and consistent platform. We can optimize the game so that it uses every ounce of Xbox's power. Every gamer will have the same experience because they are all using the same hardware. Due to the infinite possible combinations of an individual's PC setup, you have to make several compromises in order to have the game run on as many systems as possible. We can roll all that "blanket" programming and design back into what really matters: game development!
AT: Can you specify for us a few components that are significant to the in-game atmosphere, such as various weather conditions and other background elements (small obstacles on the road, like gravel and fallen branches etc.)?
JK: All I can say at this point is we are totally rewriting the physics engine and making astonishing graphics improvements to give the player an amazing true outdoors experience.
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