http://uk.konami-europe.com/news.do?idNews=55
18.02.2005
Exclusive ENTHUSIA interview
We caught up with the producer on ENTHUSIA Manabu Akita recently and grilled him on all things related to this fantastic looking game.
Why is it called ENTHUSIA?
I came up with the name originally from a Japanese term for car enthusiasts, called 'Enthu', and based on that I came up with a new name: ENTHUSIA.
The game holds a lot of in depth appeal for car enthusiasts, but what is the very basic thing that would attract a more casual player?
I think for the average gamers it would be better if they start with the Driving Revolution mode, which in essence has a more 'videogame' feel. Once they play the game and get used to the control, and get used to the physics and the cars' behaviour they can probably try out the ENTHUSIA Life after that.
What are the biggest advantages of ENTHUSIA if you compare the game to its biggest rivals?
We didn't create ENTHUSIA just to compete with other titles in mind. The basic concept behind ENTHUSIA is to create something new and different. And, of course, delivering more realistic physics and car behaviour. New game modes like ENTHUSIA Life and Driving Revolution, I think, bring something different to the racing game [genre].
Will the cars suffer any kind of damage?
Car damage will not be shown graphically in this game.
What are your thoughts on the current racing game market at the moment, how do you see ENTHUSIA fitting in to that market
Rather than being placed somewhere in the market, this is also Konami's first racing title. So with this new concept, we'd like to create a new position in the racing market. We'd like to open up a new frontier, having realistic car behaviour and physics and graphics. Even with that in mind we still have something that delivers a driving game as a fun videogame.
Can you tell us about the origins of ENTHUSIA - how was the idea first born? Why did you want to do this game?
I'm also a car enthusiast, but more than that Konami did not have a real simulation type of racing game and we thought that this would be a good opportunity to open up this market for Konami.
Why is there no network gaming mode in ENTHUSIA?
Initially we did have the idea of having online and also thinking about what kind of game mode we could put for this type of network play. But in the end we thought that the ENTHUSIA Life mode and the Driving Revolution mode had enough content and replay-ability. So for this particular game we haven't included online aspects in the end.
What cars do you drive - what are your favourite cars?
I own two cars: one is the Skyline GTR, the other one is a Roadster.
Was the VGS (Visual Gravity System) something that was in place right from the very beginning of the project, and does it simply show more information to the player about the car's behaviour or can the player read the information to help his driving improve?Normally in a racing game, the information provided to the player is very limited, so we thought of bringing in a new type of visual interface so that players would be able to read and obtain more information when driving.
How close to reality do you think ENTHUSIA is? Is this 100% simulation, or has there been a consideration to appeal to a wider audience?
If you play the game in regular settings, it will be almost 100% to the actual car and the game will be almost the same in terms of car behaviour. But the players can go to the options and tweak Computer Assist for traction and such that cannot be done in real life but can be done in the game.
Check back next Friday to see the second part of this interview.
18.02.2005
Exclusive ENTHUSIA interview
We caught up with the producer on ENTHUSIA Manabu Akita recently and grilled him on all things related to this fantastic looking game.
Why is it called ENTHUSIA?
I came up with the name originally from a Japanese term for car enthusiasts, called 'Enthu', and based on that I came up with a new name: ENTHUSIA.
The game holds a lot of in depth appeal for car enthusiasts, but what is the very basic thing that would attract a more casual player?
I think for the average gamers it would be better if they start with the Driving Revolution mode, which in essence has a more 'videogame' feel. Once they play the game and get used to the control, and get used to the physics and the cars' behaviour they can probably try out the ENTHUSIA Life after that.
What are the biggest advantages of ENTHUSIA if you compare the game to its biggest rivals?
We didn't create ENTHUSIA just to compete with other titles in mind. The basic concept behind ENTHUSIA is to create something new and different. And, of course, delivering more realistic physics and car behaviour. New game modes like ENTHUSIA Life and Driving Revolution, I think, bring something different to the racing game [genre].
Will the cars suffer any kind of damage?
Car damage will not be shown graphically in this game.
What are your thoughts on the current racing game market at the moment, how do you see ENTHUSIA fitting in to that market
Rather than being placed somewhere in the market, this is also Konami's first racing title. So with this new concept, we'd like to create a new position in the racing market. We'd like to open up a new frontier, having realistic car behaviour and physics and graphics. Even with that in mind we still have something that delivers a driving game as a fun videogame.
Can you tell us about the origins of ENTHUSIA - how was the idea first born? Why did you want to do this game?
I'm also a car enthusiast, but more than that Konami did not have a real simulation type of racing game and we thought that this would be a good opportunity to open up this market for Konami.
Why is there no network gaming mode in ENTHUSIA?
Initially we did have the idea of having online and also thinking about what kind of game mode we could put for this type of network play. But in the end we thought that the ENTHUSIA Life mode and the Driving Revolution mode had enough content and replay-ability. So for this particular game we haven't included online aspects in the end.
What cars do you drive - what are your favourite cars?
I own two cars: one is the Skyline GTR, the other one is a Roadster.
Was the VGS (Visual Gravity System) something that was in place right from the very beginning of the project, and does it simply show more information to the player about the car's behaviour or can the player read the information to help his driving improve?Normally in a racing game, the information provided to the player is very limited, so we thought of bringing in a new type of visual interface so that players would be able to read and obtain more information when driving.
How close to reality do you think ENTHUSIA is? Is this 100% simulation, or has there been a consideration to appeal to a wider audience?
If you play the game in regular settings, it will be almost 100% to the actual car and the game will be almost the same in terms of car behaviour. But the players can go to the options and tweak Computer Assist for traction and such that cannot be done in real life but can be done in the game.
Check back next Friday to see the second part of this interview.