Powerdrome

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An update the classic 1988 Amiga and Atari ST futuristic racer.

Format: PlayStation 2
Release 00 Dec 2004
Developer: Argonaut (Defunct)
Publisher: TBC
Players: 4
PEGI Rating:
Editor Score: 0 User Score: 5
No boxshot
Also available on: Xbox

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Powerdrome Feature

Derek dela Fuente

09/07/2003

Derek dela Fuente

Amiga and ST fans are in for a treat as TVG gets the lowdown from the developers on a sequel to a classic.


Argonaut is one of the worlds premier development teams so when you hear about a new game loosely based around a massive 16 bit title, Powerdrome, and that the author and coder Michael Powell, who worked on the original game, is very much an influencing force on this next Powerdrome title you eagerly seek out information.

For those who can mentally journey back to the good old Amiga and ST days, Powerdrome was released in 1989 by EA and was a massive hit. It was not only a 3D futuristic racing game that was way ahead of its time but, more importantly, a terrific game offering both challenge and innovation.

The aim is to create the ultimate ultra-high speed racing experience set in the futureThe basic premise to the game is that twelve champions from the far ends of the galactic hegemony compete for an interstellar trophy by racing their Blades - jet-engined, anti-gravity aircraft. The drama-filled competition is staged at break-neck speeds around spectacular tracks. The game features 24 circuits, across 8 dramatic environments, ranging from a sub-tropical Ocean Dam to a race on and under a terraformed ring-world. Although the storyline could be conceived as pretty standard, the technology, ideas and even execution of the code, along with the presentation will offer up something really exceptional and distinctive we are sure.

Derek dela Fuente, who actually interviewed Michael back in those âgood old daysâ, had the first question answered by Michael himself. The key members of the team then took on the task of answering in detail in this enlightening Q/A.

Q: The game is based on Powerdrome, which was a huge hit on the Amiga and ST. What is the significance of the âPowerdromeâ name to this new title - apart from the fact it was a futuristic racer?

The new Powerdrome came about simply because the capabilities of the new consoles meant that the time was right to produce a fantastic racing game for the next generation of consoles. There is no significance to the title, just that we like the name!

Q: So Michael, what have you been up to since 1988?

Itâs been a long time since I started in 1988! Powerdrome and its various versions took me up to 1991, working completely alone doing all code, graphics and sound. I then developed a âsubmarines of the futureâ simulation for Microprose called Subwar 2050. Joining forces with Glyn Williams, we recruited a small team and did I-War (Independence War in the US). We then expanded again and produced I-War 2: Edge of Chaos, and since then weâve been working on Powerdrome.

Q: One of the enticing aspects of Powerdrome was that it really pushed the Atari ST as well as the Amiga. How focused on innovations is the team and what new and exciting elements do you feel you can present? (Also why no PC version?)


Iâll let my colleagues answer this, but we really feel that Powerdrome presents the experience of speed in a completely unique way. We have many, many layered visual and sound effects that create that illusion - itâs so intense that weâve had people do an entire race and forget to blink!!

I wouldnât rule out a PC version - but we arenât doing it at the moment.
Michael Powell

Q: Have all the circuits been designed and what kind of varied environments can we expect to see within the game?

We have detailed production design for all the game environments and have implemented over 60% of these in game. They range from post-apocalyptic, struggling industrial worlds of sandstorms and heavy machinery, to idyllic ocean moons with sinuous circuits that cut across the ocean surface. Each environment brings with it an inherent geographical/geological style, and these variations - city streets, rock pillars, water, desert, jungle, etc. -  bring with them simple hazards like the spray of sand or water on your visor as well as the natural hazards of colliding with a tree or weaving through a sea cave at supersonic speeds.Gavin Davenport, Lead Designer

Q: Developers talk about their AI and various laws of physics being applied in their racing game. Are you adhering to any laws and how sophisticated will the AI be?

The physics is classical Newtonian rigid-body dynamics using second order numerical integration techniques for improved stability. Everything that affects the blade is modeled using combinations of forces and torques, from the mundane (gravity) to the obscure (subtle drag effects from the wakes of other blades). This gives us a very consistent racing experience based in reality, as opposed to the modal skid/grip physics used by some arcade racing games. Obviously weâre pushing these forces to extremes youâd never get in a car-based racing game so you get a massive sense of danger and excitement.
Will Vale, Lead Programmer

The A.I. in Powerdrome seeks to be different by driving the blades through the same physics as the player.  This actually simplifies the problem of getting realistic A.I. because the A.I. is constrained by the physics itself. There are no laws but real physics so it canât do anything that the player canât do.  Many racing games have what appear to be near-perfect A.I. and this is simply unbelievable.  Powerdrome A.I. makes mistakes, especially when being pushed by a player, and does so in a believable fashion.  Because we are not constrained by having it follow set routes, it is able to overtake, block and perform other manoeuvres directly linked to the A.I. personality.  In essence each A.I. racer has a unique personality, which affects their driving right down to the lowest level.
Brett Laming, A.I. Programmer

Q Powerdrome is being developed on two different formats. What is your lead machine, do you feel that PS2 racing games tend to be very arcade and where does your game sit in terms of audience and style of play?

Weâre developing simultaneously on PS2 and Xbox. Yes, there has been a trend towards more arcade-orientated racers on all console formats, but thatâs inevitable as there isnât really a developed simulation market there - consoles are more geared to the âpick up and playâ mentality. Whilst Powerdrome will be a console focused arcade styled game, weâre bringing a lot of âreal worldâ driving mechanics into a fantastic setting - it will be immediately accessible but have a lot of depth and things that will give it greater longevity.
Gavin Davenport, Lead Designer

Q: There is a real lack of originality pertaining to racing games nowadays. Is this due to developers sticking to a formula, being less creative, even the limitations of machines a factor? What is the premise the team is working towards in producing Powerdrome?

A lot of the stagnation in the market is due to conservative assessments of what the public wants and a tendency to sell them the same thing again and again - the games industry is very risk averse at the moment. Powerdrome has a character focus that is absent from many racing titles; each of these has its own vehicle, driving style and handling, and each has the benefit of familiarity with a certain circuit. This isnât totally unique in itself, but the characters are able to take their relationships through a racing season both in and off the track - characters will challenge you to illegal street races before or after the legal racing and the âbeyond the trackâ aspect is something new, we think. Weâre trying to give the player everything they expect and then a whole lot that they donât.
Gavin Davenport, Lead Designer

Q: Give some detail on the vehicles you drive, how they are powered, what makes them original and what qualities they have in respect to racing?

Blades (as Powerdromeâs Vehicles are called) are relatively simple. Each is around 5 meters long, they have an antigravity lift field, but the other mechanisms are low-tech. Many are modified commercial vehicles or home made constructions. They have jet engines, ramjets and very little in the way of safety features. The control surfaces behave like those of a plane, modifying the airflow around the blade. Itâs best to imagine them as a cross between motorbikes and jet planes - some have cockpits, others just saddles but all have hugely powerful engines and ludicrous top speeds. In terms of innovation weâre trying to create something more âbelievableâ within the constraints of a âfantasyâ racer.
Gavin Davenport, Lead Designer

Q: What are the prime objectives to the game and who will you be competing against?

Each character has his or her own motivation - in the universe of Powerdrome, daily life is very safe and everyone is perceived as being equal. This isnât necessarily the case, and there are those who struggle to find a voice, or those who want more than society affords. All these characters are drawn to the Powerdrome, with thousands not making it to the annual grand season. Those who do have their image beamed around the universe, so their simple aim is to win the championship, be seen and get their point across, whether it be showboating for the ladies, speaking out against oppression on their home worlds or just basking in the glory of crushing your opponents into the dust. Our characters range from an ancient and outspoken female android to a devious human drifter, a huge war robot, and different races of aliens all with unique personalities.
Gavin Davenport, Lead Designer

Q: Can you give a little insight into some of the hazards you will encounter driving the vehicles and also how complex the tracks will be? What more other than straight-line racing is on offer?

Tracks on different worlds will have differing levels of complexity - San Kei is an Earth-like world that has tracks very similar to what you would expect on a Formula One circuit - its simplicity doesnât make it easy however - this will challenge real driving skills, judging braking points and amount of drift, managing the throttle correctly. Other tracks such as Mata Wai will take you through caves, man made tunnels, across the surface of the ocean, and challenge the instinctive white-knuckle style of driving to make it through. We move beyond straight âtrackâ style circuits to bring realistic environments in, with all the variations in altitude - huge plummets, hill climbs, etc. and different racing surfaces - no wheels mean we can race over, sand, water, anything, providing some beautiful and dramatic locations for racing.
Gavin Davenport, Lead Designer

Q: What kind of progression/learning curve does the gamer have, and how restricted to the track is the player? Are there any other events the player must understand to be successful? 

Powerdrome tracks are built into the environment across lots of different worlds. The tracks are delineated by field generators which are tied into the mechanics of racing, but basically the player can go anywhere within the envelope created by this field. On some tracks that might mean a traditional racetrack experience where best line is everything, on other tracks negotiating and selecting a route through a complex natural feature might lead the player away from the âstraight lineâ. As the player progresses through the game theyâll unlock different routes, which have their own characteristic geography, weather, environmental effects, etc. Each new circuit brings its own new extremes. The learning curve comes out of learning your bladeâs handling in these different conditions and working out the best way to get through it all, of course, against ever tougher opposition.

Another of our other key events will be the illegal racing. All the racers are self sponsored and itâs common for them to gamble on their own racing prowess off the track, there are a number of established illegal race strips where the racers test one another skills in a hazard filled environment liberated from the rules of the legalised Powerdrome. Players can unlock new characters, special blade upgrades or win money by competing in these events and use the features they unlock in the main racing season to gain an advantage. The unlockable content can of course be used in multiplayer games.
Gavin Davenport, Lead Designer

TVG would like to thank Michael and the Powerdrome team fopr taking the time to answer our questions, and look forward to checking the game out at a later date.

Although this title is not due until 2004 we shall be keeping tabs on it.

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PlayStation 2 | Powerdrome | PS2 | Sony | Argonaut (Defunct) | Argonaut | TBC | Racing | Released in 2004 |

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Editor Score: 0 User Score: 5