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Wii U GamePad "Screams Innovation", Says Project Cars Developer

Posted by Orla Madden

More positive comments

The developer behind Project CARS seems pretty pleased with the Wii U GamePad, saying that it "screams innovation" and that it intends to take full advantage of the controller's features.

Speaking with NowGamer, Slightly Mad Studios creative director Andy Tudor said:

The gamepad just screams new innovations for gameplay and is a perfect match when thinking about using the gyroscope as a handheld wheel like in Mario Kart Wii and showing data on the screen such as a map, telemetry, speedo, or rear view mirror. When you couple that with Miiverse functionality and community it’s a no-brainer.

Earlier this week we reported that the dev also feels that the forthcoming racer will "'look and feel amazing" on the Wii U.

What do you guys think? Are you getting adequately pumped for this speed-fest?


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User Comments (50)



SethNintendo said:

At least they aren't afraid of it like some developers. AKA make an excuse for not releasing game on Wii U due to not knowing what to do with the gamepad. Hope this game turns out to be good because there has been a void of racing "sims" on Nintendo systems.



Ryo_Hazuki-san said:

hope this racing game has alllllllot o cars in it like gt5 carlist and the customization of forza that would be amazing !



Yosher said:

Not a big fan of realistic racing games but I may get this just to show support for 3rd party games! Does look like it could be fun.



Nintendo4Lyfe said:

If Tudor says, "...screams innovation...", I say, IT IS INNOVATION!!!!! The GamePad would be an awesome asset to Project CARS. Presented in HD at 30fps, it's still a freakin' pretty game to own.



CyberNature said:

This guy says the Wii U "screams innovation" while Michael Pachter says it's not innovative enough. Hm, I think I'll listen to the guy who actually MAKES games.



Shining-Void said:

We haven't really heard much about this game but it looks awesome. I hope I don't end up dissapointed.



JSuede said:

Sweet. Always good to hear someone talk up the WiI U and "get it". When they announced the Wii, my mind raced with all of the possibilities of the motion control....the exact same thing happened when they announced the Wii U.

I's like a DS....but BETTER. (severe generalization, I know.....but still)

Now if other third parties would actually take the time to develop for it. They seem to be the only ones who have taken the time. Not saying 3rd parties are completely at fault, they probably didn't have full dev tools until launch and their budgets didn't have enough wiggle room for it to make financial sense. Now that their games are out/coming out, they better start actually putting in some effort, because there is really no excuse not to.

They know the install base will grow by the time their next game is ready, the Wii U will have a larger base than the PS4/720 this time next year....they would be morons not to. Money left on the table.



ultraraichu said:

The Wii U GamePad screams "innovation" but most developers/publishers currently screams back "we don't know how".



DreamOn said:

Critics and analysts are preaching that's not about the controller at all it's all about processing power. And that's it.

This is a nice comment from a game maker about a console made by one of the most successful and experienced game makers out there.



SpaceApe said:

It screams innovation no doubt but many devs are too lazy to code for it. That is a shame because a lot of games out there would excel greatly with the Wii U gamepad.



SneakyStyle said:

This will be on my to buy list for sure, and great to see more devs opening their eyes to some of the WiiU possibilities and catering towards it. Pity so many other devs which shall not be named can't live upto this standard.



DrSlump said:

I don't understand if the game will use a tv output @720p or it will be rendered @720p and then upscaled to 1080p as all other Wii U actual games.



Aviator said:

Companies aren't just not releasing games because they "don't know how to use the gamepad."

The Wii U, for some companies, is not profitable to put their game on the system.



Luffy said:

companies need to see units sold. if wii U sold 100 million units every company no matter how big and how small would do anything in their power to be able to get the privilege to make a game for that system.



Aviator said:

Can you prove it's their sole reasoning that they don't develop for the console because they don't wanna implement the gamepad.



Haywired said:

"and showing data on the screen such as a map, telemetry, speedo, or rear view mirror". Seems like more of a whisper than a scream...

But the thing is, why would you want to look down at your controller away from the race to see this stuff, instead of having it on the main screen (as it usually is in racing games) so you can glance at it quickly/have it in your peripheral vision without stopping the action? Seems like a solution to a non-existent problem...



MAB said:

Because in a real car you would have to look away slightly to view the speedo/mirror and stuff as it doesn't just float around in front of your eyes... Also allows more main screen real estate as to not hide those good graphics behind junk



DePapier said:

@Haywired You put the GamePad upfront of you as a steering wheel, you see both the GamePad's screen and the TV at the same and move around motion control style (or with sticks, you decide). The GamePad has all HUD, the TV screen is cristal clear with the game display only. How is that for a solution?



DePapier said:

They could also use the Wii U GamePad as a "converged" rear-view mirror, in the way that it would mix both of the cars rear-view mirrors into one perfect mirror that sees right behind you... Like in Sonic Racing Transformed, but filling the entire screen, and you could switch between HUD screens on the GamePad tapping left or right or triggering L or R: one for the map, one for the speed and all, one for the mirror, one for... I mean, if that's not problem-solving, I don't know what is.



Haywired said:

@Grubdog The DS/3DS screens are right next to each other. It is essentially one big screen. It's not the same. But thanks for the obnoxious comment though.

@DePapier and @MadAussieBloke Fair enough, I suppose if you hold the Gamepad up in front of your face with your arms outstretched that would make more sense, though that sounds incredibly uncomfortable (like that awful Kinect racing game). I still stand by my point that putting HUD information on the controller does not "scream innovation" and is a solution to a non-existent problem.

I mean, for those that think putting HUD information on the Gamepad to "de-clutter the screen" is such a huge innovation and necessity and has been such an unbearable, intolerable nuisance for gamers for so many years, let me ask you, how did you cope playing Mario Kart Wii for example (as we're talking about racing games)? I would imagine with HUD information on the one screen it was completely unplayable for you. After all, Mario Kart DS had a lot of HUD information moved to the second screen, so surely it would have been impossible for you to go back? Oh no wait, I would wager my entire bank account that it didn't even cross your mind and wasn't even remotely a problem for you at any point.

I assume when playing Street Fighter you think "Oh my God, I hate being able to see my health bar right there so easily! It's so quick and convenient! Why can't there be an innovation to make such things more clunky and convoluted?!" If it were such a problem that needed a solution, people would be buying more Wii U consoles. It clearly isn't a problem (and if it is it's one that no one cares about. i mean, how on earth did Mario Kart Wii manage to sell over 30 million copies when having HUD information on the screen is such a big problem?) If "de-cluttering the screen" is mind-blowing next-gen innovation then we're really clutching at straws.



TheRealThanos said:

@ultraraichu In this game, having your F1 racing steering wheel put on the display of the GamePad will make for quite a realistic driving simulation, seeing as in real life the steering wheel is also detachable and full of buttons. Not to mention the comparison in shape...
@Ryo_Hazuki-san and @AceTrainerAndy check the 'all the cars' clip below in my comment to see what kind of cars to expect...
@Rod64 Slightly Mad Studios consists of the entire team that made the two Need for Speed Shift games and some other developers & programmers with experience in the field of racing sims. A VERY well-rounded team and one sure to come up with an excellent game.

Here is some footage I posted in the previous Project CARS article:
(and crank the visuals up to full screen HD if your PC or connection can handle it) - an almost 1,5 year old beta put together quickly from in game material, but it already showed promise. - only a couple of months later, once again ALL in-game shots. And do not forget to check the amount of detail: fully defined environments, even depth and 3D modelling on the curbstones, truly RIDICULOUS amount of detail on the cars, textures actually looking like they should (carbon steering wheel and dashboard, suede gloves, metal surfaces, rubber tires and so on) and real tracks and licensed for just about anything. and - two clips of a later beta version on max visual settings, loving the textures again... - all the cars... - Project CARS vs real life racing.
And finally, one of the more recent official trailers:

And I could on and on, and yes I'm a BIG fan of this game and love that this is coming to Wii U.



Aviator said:

@SethNintendo Tomb Raider was announced late 2011, which would mean it was in development for a little while before then.

The Wii U was released late 2012.

It's not lazy development. If Crystal Dynamics wanted to incorporate the gamepad in a way that was deemed innovative (which at the moment seems to be a map or playing the entire game on the gamepad, whoopie!), that wouldn't have been possible.

Because you want proof, even though you yourself can't provide it, I'll prove my point.

"At this time, no. When we started developing the game we made a conscious decision that it was all about building the game for a platform and making sure the game was specific to that platform. Given that we've been working on the game quite a while before Wii U was announced I think it would not be right to try and port it across. If we started building a game for the Wii U we would build it very differently and we would build it with unique functionality." /> that was posted on Jan 26, 2012, a year before NintendoLife's article that you mentioned.

The problem that devs have with the Wii U is simple. It is the only console on the market that third party companies have to add extra gameplay mechanics.

Currently, it isn't worth the time/money/effort as the rewards from potential sales aren't high enough. In a few years time, when the Wii U has some decent numbers than maybe, otherwise, it will still be used to display maps, health and all the other crap that can be done in the corner of the other versions of the game.



MAB said:

Monster Hunter is alot better when you can select your items on the screen instead of sifting through the archaic one-way only button menu... I ain't going back to that old item navigator in a hurry



Haywired said:

That's cool. I can dig that (though I would still say it's not a big deal/game changer for most games/most people. You are essentially still pausing), but I was referring to HUD information/"de-cluttering the screen" rather than inventory/item selection. Which I think is what this game is about.



MAB said:

If a developer wants to do something a certain way then it's up to them how they do it I guess... Yeah it's innovative because nothing else on the market can do what the WiiU does

No you don't pause the game you select it in real time on the fly mate.



Haywired said:

Oh yeah, I would agree that in Monster Hunter the touch screen does offer slight improvements to item management. I just don't think "slight improvements to item management" is the sort of huge innovation that gets people salivating over a new console (or worthy of the hyperbole around here).

What I mean by the pausing/inventory thing is that for most games while you may not have actually pressed pause you are still essentially pausing from the action to do it, so ultimately it doesn't make a huge difference. But anyway, yeah my beef was more with the HUD thing. Item management I can understand (though I still don't think it's a killer app that's going to make people buy a Wii U).



MAB said:

There is a significant difference between pausing and real time as it comes down to disruption of flow and less time spent in another menu out of the game because I can still run around doing stuff while I go through ma poo;)



ToneDeath said:

This obviously wouldn't suit a game like Project Cars, but how about co-op arcade racer where player 1 steers the vehicle using (and looking at) the Gamepad, while player 2 (plus 3, 4 & 5?) use a Wii remote to shoot at stuff trying to ram them off the road looking at the TV. Turn everything up to 11 with massive bosses and insane jumps and I think it could be a good laugh (as well as unique to the Wii U).



SethNintendo said:

@Aviator , I'm not sure what you are trying to say. That sentence you linked pretty much proves that the gamepad was the reason why they didn't port it to the Wii U. It seems like you are reading it whatever way you want to read it.

"Hughes went on to speak about how the development team tailor made the game for the PlayStation 3, Xbox 360 and PC and, because Wii U is offering something so unique, it would require more than just a basic port.

All three of those are really trying to deliver roughly the same experience but delivered best on each platform, and I think something like the Wii U often asks you to do something unique based on a unique interface. That’s something as a gamer I love but it’s something you don’t want to do half-heartedly as a developer."

That quote to me says that they didn't develop for the Wii U because they didn't know what to do with the gamepad. I'm done trying to put my point across because you obviously are taking the quote as a different meaning.



banacheck said:

Yeah it's innovative because nothing else on the market can do what the WiiU does.

Tablets and mobile phones in conjuntion with each other have been doing what the Wii U does, before the Wii U was even out and at the moment it's been doing at better job.



DePapier said:

@Haywired We'll see what it does in action, but as for my idea, I believe it is definitely worth it when playing with motion controls.

But back on that HUD thing. I've seen a friend of mine play a Need For Speed on the PS3, and I can tell you that nearly half of the screen was HUD with more than half of this being gameplay-wise useless. Now the innovation of the Wii U doesn't lay here only — I would refer you to Nintendo Land among other games for that at the moment — and you can do with all that HUD, fine. But seen how this is a first-person driving experience, your GamePad is your cockpit that allows you to experience the game as you see it on those screenshots, which you will not be able to do on other consoles unless you cope with missing those information, some of which being critical.

It's just a better way to play the game which, in my opinion, is pointless to argue.



DePapier said:

"In this game, having your F1 racing steering wheel put on the display of the GamePad will make for quite a realistic driving simulation, seeing as in real life the steering wheel is also detachable and full of buttons. Not to mention the comparison in shape..."

I'm glad somebody in here have that same idea, it's not that hard to figure out.



Haywired said:

Fair enough!

Though I think Thanos' comment may have been sarcastic (seeing as a real life steering wheel isn't detachable or full of buttons and isn't similar in shape).

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