You can feel it keeping you out of trouble by sending power to the front wheels when you start to oversteer. For example (this is just for the gearheads out there), the Skyline GT-R V-Spec II (R34) in SRS actually features Nissan's Super HICAS four-wheel steering system and the ATTESA PRO Electronic Torque Split with Active Limited Slip Differential. Our physics system is modeled so realistically that it can even tell you what the friction on the clutch plate is at any given moment-and it's something that we actually let you control! SRS is the first console racing game to give those who wish to use it an analog clutch! We even model traction on a wheel-by-wheel basis, based on each tire's contact patch, and take into account weight transfer, drive train, and real vehicle-specific driver-assist systems. You won't see a stock Celica pull a Skyline GT-R off the line in SRS.ever. The differences are inherent to our physics model. If you're sick of games where the cars all feel the same, suffer no more. The cars drive like the real cars and feel different from one model to the next. It's been a tough balancing act, but we've managed to bring out the personalities of each of the individual cars in the game. Our cars drive incredibly realistically, while still being accessible to the guy who wants to just stab the pedal and go. To keep pace with the graphics, our physics model had to be the best too. SRS has more than 790 billion combinations! For those doing the math, other games are claiming something to the tune of 80 billion possible combinations of cars and upgrades. Street racing fans will have more choices than ever before to create cars they can be proud of. There are also rare JDM versions included as well. The game will have around 50 licensed, fully upgradable cars that will take damage, and that damage will affect performance. In fact, you can actually read "Brembo" off the Skyline's brake calipers, and the V-Spec II has the Naca Duct cut into the hood! We've got brake glow, wheel blur, bump mapping on the roads, depth-of-field blur, reflection mapping, specular effects, reflective road surfaces, speed effects, dynamic cameras, particle systems, a high-res rearview mirror, and car models so accurate that they'll make your eyes bleed. Our lighting really feels like night, with dynamic shadows that react to street lamps as you fly by. In many racing games, the developers have had to choose one or the other (graphics or frame rate). And having stellar graphics was also a mandate. Running at less than 60 just wasn't acceptable for us. If you're a fan of racing games, you know how important a fast, solid frame rate is. First off, SRS runs at a solid 60 frames per second. We've gone all out and have totally revamped the technology to ensure top-notch visuals that just spank anything you'll see in the street racing genre. ![]() GS: What's changed about the game since we saw it last? ![]() Namco has a reputation for quality, and we haven't settled for anything less than the best street racing game on the market. With this last year, we have built it into a game that is vastly superior to the older version in every way. GS: Has the change of publishers affected development at all? We're constantly amazed with the team's passion in making SRS the fastest, most expansive, and most authentic Street Racing game to ever hit consoles. Robert Zalot: Development is going very well. The SRS team has made the golden number-60 frames per second-which is a priority during development. GameSpot: How has development been going? In anticipation of the game's release, we fired off a few questions to Namco Hometek producer Robert Zalot about the progress that's been made on the game in the last few months. Street Racing Syndicate has been a long time in coming, but the underground racing simulation is finally speeding down the home stretch.
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