Firemint Talks about 'Real Racing' and Reveals New Details, Screenshots, Video
Thursday, March 19th, 2009
We've been closely following Firemint's Real Racing game since its initial preview back in August 2008. We were very impressed by the brief clip that was provided at that time and have been anxiously awaiting its release.
Now, seven months later, we are finally approaching the game's release, and despite the number of existing of iPhone racing titles, Real Racing seems even more impressive than ever. Since that time, Firemint has also released Flight Control which is a wonderfully polished and addictive original iPhone game. While Flight Control was a much simpler project, the quality of that title makes us believe that Firemint's Real Racing will deliver on the hype.

Firemint's CEO Robert Murray has provided TouchArcade with this exclusive interview to reveal some details about his company, the game, and why Real Racing should stand out amongst the competition. They've also provided new screenshots and a new high definition video:
[ Full HD version | Low Bandwidth version ]
Both Robert Murray and Alex Peters of Firemint have also been active in our forums and have also agreed to field some of our reader's followup questions in this forum thread.
Q: Thanks for speaking with us Robert. Can you tell us a little about Firemint, the company's background. How long you've been around etc...
Rob: I founded Firemint in 1999. I’d been working on PC and console games for a medium sized game development company and decided to start my own business. Initially I focused on providing high-end technology products to game development studios, but in 2001 I had the opportunity to develop a Nintendo GBA game, Nicktoons Racing, which led to further titles. Firemint really took off in 2003 when we started recruiting additional staff.
Since then we’ve had growth bursts where we sometimes doubled in size in a short period. We now have 40 full-time people in our team and close to 30 published titles, mostly on mobile phone, including three years of EA Sports Madden NFL 3D, The Fast and the Furious: Fugitive and Pink Slip, FIA World Rally Championship and also The Sims DJ for click-wheel iPod.
Our core business is still developing games commissioned by top tier publishers, however we are increasingly working on original IP, both for ourselves and for our publishers.

Q: So, getting straight to the heart of the matter, as you know, there's no shortage of racing games in the App Store. Tell us about Real Racing and what makes it different or better?
Rob: Well, Firemint Real Racing is a high calibre pro racing game. I haven’t seen anything like that on iPhone yet. I think there are a lot of racing games on iPhone because it is a genre that the platform lends itself to very naturally. Similarly you will find lots of great first person shooters on the PC, simply because the controls work so elegantly. I think this is a great thing for racing fans with an iPhone.
As for what makes Real Racing special, we have a lot of unique features that I think people are really going to love.
For example, we have a cockpit view with animated driver and integrated instrumentation. In other camera views we have a HUDless UI (that is, there is no head up display cluttering the user interface).
The game has amazing graphics and effects like lighting, specular highlights, filtered light effects, shadows, reflection mapping, smoke and skid marks. Our engine delivers extremely high polygon and texture throughput, optimised through years of work on lower spec’d hardware. The control system works the way you want it to; holding it in front of your face, in your lap, upside down in bed or using the touch screen if you choose. We’ve brought together a brilliant physics engine with the right camera and control systems to produce that elusive ‘feels right’ vibe. The game has a massive amount of high definition content , with 12 uniquely built tracks, 36 cars and numerous online leagues.
The other unique aspect is the connectivity built into the game [with YouTube and other social media networks].
However, what’s really important to Real Racing is not just the unique features, but how polished they are and how well they fit together into the whole game. Some games feel so polished, so whole and complete that everyone appreciates them, whether they are fans of the genre or not. When you deliver a game like that, all people can say is “it’s great, you have to play it”, they can’t always explain why in terms of features. That sort of game, and that sort of polish is the holy grail for us and it is what we want to achieve with Firemint Real Racing.


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