Rail Simulator

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Rail Simulator will offer the opportunity for players to take charge of steam, diesel and electric trains on real routes in the UK and Germany. Challenging and fun gameplay will even enable players to design their own ideal journey routes. Creators Kuju Entertainment previously developed Microsoft Train Simulator, which sold a million copies and inspired third-party companies to develop over 40 expansion packs.

Format: PC
Release 12 Oct 2007
Developer: Kuju Entertainment
Publisher: EA Games
Players:
PEGI Rating: 3
Editor Score: 0 User Score: 9
Rail Simulator boxshot on TotalVideoGames.com

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Rail Simulator Q&A Feature

Derek dela Fuente

06/09/2006

Derek dela Fuente

After an agreement with Deutsche Bahn, TVG finds out more on Kuju's return to the tracks...


Understanding the appeal of a train simulator is a tough and arduous task; fishing-sims surprised us and kept us entertained on the banks far longer than they should have and flight sims kept us hooked with their sheer sense of immersion, but train-sims? Yet the genre remains a popular one with a devoted following across the world.

Arguably the most recognized, at least from outside of train-sim circles, was Microsoft and Kuju Entertainment's 2001 release of Microsoft Train Simulator. But despite building a loyal community and a strong following, Microsoft issued a sign of no confidence in the genre with the cancellation of its sequel, Microsoft Train Simulator 2 in 2005, leaving the series and train enthusiast alike to face an uncertain future.

Undeterred the Kuju division carried on regardless, forging an equally commanding partnership with EA last year. With a release scheduled for later in the year, TVG sent along its resident train-spotter to find out more about the title with Kuju's Richard Rogerson.


What gave Kuju the ideas and inspiration to create a Rail Simulator and what are the game's similarities and differences to Microsoft Train Simulator?

Kuju has been looking at developing a new railway simulation ever since it became clear that Microsoft was not going to continue with Train Simulator.

Rail Simulator is an entirely new game; a new game engine, new application code, new tools and content. However, it is a railway simulation and we aim to deliver the level of immersion and attention to detail that we know the community wants; so in that sense we will be using the same philosophy that we did with earlier Simis & Kuju simulations. Further, while all of the code will be new, the team is a mixture of new faces and old hands - several of whom have worked on our previous railway simulations.

We have seen in the past a number of Train titles that have recreated bygone times; firstly who are you aiming the game towards and do you have any concerns that there will be a suitable market for the title?

There are several points to cover in this question - the first is that, while we are including a historical UK route, Rail Simulator is emphatically not just about re-creating bygone times. The majority of rail simulation enthusiasts are as interested in the modern, hi-tech operations of rail systems as they are in the steam age.

That leads into the second part of the question - we are aiming this game at people who will enjoy the challenge and excitement of being able to drive these huge engines. We are producing a simulation, but that doesn't mean we can't be accessible and fun and a lot of effort is going into making the experience customisable by the user. So we are aiming at the existing simulation community, who will appreciate the detail and the difficulty of a 'full-on' simulation - but we also want to appeal to people who just like the idea of driving a train and playing the scenarios.

"Modern electric trains are easier to drive but trying to stick to a busy timetable is not without its challenges..."

As for whether the players have moved on - well, the existing railway simulations are still selling with new add-ons being produced and selling well, so a lot of people want to get involved with the genre. Rail Simulator is a natural PC game and we think users will respond to a fully interactive and immersive simulated world that uses all the current PC technology.

What kind of in-house expertise have you brought in and do you feel under any pressure to ensure all facts and nuances of the experience are relevant?

We have a number of Subject Matter Experts as part of the Kuju Rail Simulator team. They are an integral part of the development process. They are involved in the content design, the programming issues and advise on the best way to simulate how trains and routes function. We have also created a Rail Simulator Advisory Committee to get the community involved in the development of Rail Simulator. They function through private forums giving expert and exact advice on the many issues that can potentially be problematic- like the signaling for instance - and are always on hand when any member of the KRS team needs quick but accurate advice.

However, both we and the community know that we won't manage to get everything into a first release - part of our job is to be already gathering ideas for version 2! We think most people understand that a large part of development is keeping the scope under control and delivering a core version first. So overall we get more help than pressure from the community, for which we are very grateful.

In terms of challenges what differing parameters are attached to the eras with steam, diesel, and electric or is it entirely cosmetic?

It's definitely not cosmetic, the simulations for each type of train are accurately re-created so driving a steam train and operating the fireman is a real challenge in terms of keeping the fire stoked and the engine performing at its best. Driving a heavy loaded diesel train requires precision and concentration so that the train doesn't run away down a steep gradient! Modern electric trains are easier to drive but trying to stick to a busy timetable is not without its challenges; being late will bring the whole network to a halt as it does in real life!

We focus a considerable amount of effort into making this a simulator and not a game therefore the differences between the eras and across the different train types is an important feature of Rail Simulator. It's the core of what the teams are doing here but more importantly we feel this is certainly what the audience wants so we are confident the users won't be disappointed.

"...both we and the community know that we won't manage to get everything into a first release..."

Can you give us an overview to the sort of tasks open to the player, the kind of difficulty levels the game will offer and also the kind of progression?

Initially the player will be presented with a choice of route, we have 4 available, 3 UK and one German and from this the player will be able to drive around freely and explore the environment. Within each route there will be a variety of scenarios the player can choose, ranging from easy through to very challenging. An easy scenario might see the player being required to pick up a couple of wagons and take them to another siding, whereas a more challenging scenario will demand the player meets their timetable to the last second or the whole network will come grinding to a halt! Progression within Rail Simulator is about growing in experience as a train driver and becoming familiar with the in-game editors to allow players to define their own challenges.

Can you expand upon the prospect of creating your own route and what this entails?

We will be providing a set of in game editors that will allow the user to recreate any real or imaginary route. Being able to create your own route and scenarios is an exciting possibility for the players. Our in game editors will allow them to do this simply and intuitively allowing them to unlock their imaginations and satisfy their particular desires. With the world editor they will be able to re-create almost any real world environment to a very high level of detail using the various tools such as terrain manipulation, object placement and, of course, track laying; they are limited only by time! The scenario editor will allow them to generate new gameplay experiences on any routes they choose, providing a wonderfully comprehensive mix of fun and realism.

We have designed the editors to be easily accessible from within the game and easy to use whilst containing enough power to create realistic full length routes.

You've chosen to recreate the Somerset and Dorset Route which is a familiar area for us at TVG; firstly what does this route offer to you, and secondly what kind of authenticity can we expect?

There is almost nothing left of the original route aside from what has been preserved by the Somerset and Dorset Railway Trust and the Somerset and Dorset Heritage Trust. We also got a lot of reference material from the very helpful local museum in Radstock where a section is dedicated to the S&D Joint Railway routes with relics and archived material such as old film footage and documents. However the popularity of the line now and in its day has led to numerous publications. The vast amount of information stored and recorded by the line's fans and enthusiasts means we are not short of archived and old footage material.

We are recreating the passenger services as they ran in the early 1950s! The coal industry in the area has a long history of using the line to transport ore which will be fully exploited around areas like Radstock, Midsomer Norton and Chilcompton (running close to TVG Towers). There was an almost constant climb from Bath to Masbury Summit and numerous stone viaducts and long tunnels on the route, which will help us create a wide variety of scenarios along the entire length of the route. We are adding different levels of difficulty to the engine control that the player can choose, for instance, the player will be able to drive the Steam locomotive in its full simulation, struggling to keep steam pressure up on the constant climb with 8 full passenger coaches dragging you back. Alternatively the player can turn off the complex simulation and drive the train simply with forward, backwards and stop.

What do you see as some of the innovations within this offering compared to that of any previous titles and how important has been the advancement of technology over the last few years (since the release of Microsoft's Train Simulator) to stretch the genre?

I think in common with most PC games Rail Simulator is taking advantage of the increased PC power to produce more complex, richer worlds and better looking models; it's hard to pick a specific example, as we are talking about a four year jump forward since MSTS came out - but I suppose one of the nicest visible changes will be the introduction of 3D Cabs.

How important is the theme of accessibility to Rail Simulator; will it be necessary to study pages of a handbook before taking control?

One of our key aims is to make Rail Simulator accessible, so anyone can pick it up and play. That doesn't mean the depth isn't there for the more hardcore users because a real world simulator like this demands it but we have been very careful with how the more complex aspects are accessed by the user. We are too early in development to comment on specific in game help devices, however, our designers are considering various options to ensure Rail Simulator is accessible to a wide audience.

We will be supplying information post release wherever possible to support the users, this could take the form of tips and tricks books, website updates and live chats with the team for instance.

Can you tell us a little about the game's interface?

The game will have an intuitive and easy to use interface, there will be a variety of specific aids that will assist the player with driving trains as well as alerting the player to useful information. You will be able to drive a train with the mouse operating the actual levers within a cab just as if you were driving the train for real!

The cameras are designed to illustrate just how large and powerful trains really are adding to the immersive feel of the simulation. There will be traditional in cab and external cameras, as well as onlooker view points and special cameras designed to assist with specific operations that train drivers carry out in their normal working days.

Finally sum up what you feel Rail Simulator will offer in a sentence!

Freedom to drive your rail world!

TVG would like to thank Richard Rogerson for taking the time to share an insight into the strange and often incomprehensible world of train enthusiasts; Rail Simulator is scheduled for release later in the year...
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Anonymous


Date Added:Mon 28th Jul 2008 03:37
BNSF DAYLIGHT AND CABFORWARD AND SANTA FE SUPER CHIEF LOCOMOTIVE WITCH IS THE F7
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Glyndwr


Date Added:Thu 30th Aug 2007 16:41
The 9:15 from London Paddington is late...again...
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Anonymous


Date Added:Wed 6th Sep 2006 15:28
Chooo choooo....
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PC | Rail Simulator | Sim | Kuju Entertainment | Kuju | EA Games | Released in 2006 |

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Editor Score: 0 User Score: 9