Tag Archives: Ralph Fulton
Sun, Oct 28, 2012 | 10:47 GMT
Forza Horizon ‘showcase events’ re one of the definitive highlights of PlayGround Games’ racer. These events define the ‘festival atmosphere’ and are a great excuse for different events that are perhaps a little off the wall. See them in action below.
Wed, Oct 03, 2012 | 13:46 BST
As Forza Horizon gets set to roll out next month, Stace Harman speaks to Playground Games’ design director Ralph Fulton to find out how the game fits into the wider Forza family.
Tue, Jul 03, 2012 | 09:34 BST
Ralph Fulton, design director at Playground Games, has plenty to say about Forza Horizon. He also has a load of new stuff to show.
Wed, Jun 06, 2012 | 22:35 BST
Wed, Aug 12, 2009 | 09:20 BST
DiRT 2′s Ralph Fulton’s told VG that Natal, as lovely as it is, will never be a standard controller for racing games.
“I certainly don’t ever see it replacing the wheel or the controller as the principle controller method,” he said.
Don’t panic, though, Natal-based racing fans. The motion-sensing system and traditional control aspects could very well collide to form a beautiful melange of car-based gaming simulation inputs.
“That’s not to say that I don’t think you could do some really cool things, particularly with Natal, which can function as additional control over and above the controller in racing games,” Fulton added.
More through there.
Wed, Feb 20, 2008 | 11:54 GMT
Ralph Fulton, chief games designer on Codemasters’ Race Driver GRID, has confirmed a simultaneous summer 2008 release date for PC, PS3 and Xbox 360, and has made first mention of next evolution of the company’s Neon racing technology, named the Ego engine.
“We’re aiming for a summer 2008 release and we’ll be hitting PS3, 360 and PC at the same time,” said Fulton, talking to videogaming247. “There’s no Wii version in the works because GRID uses our next-gen Ego Engine – which was previously called Neon and formed the building blocks for Colin McRae: DiRT. However, since DiRT’s release we’ve been enhancing the engine almost constantly. For GRID this means we’ve now got improved visuals, up to 40,000 spectators on tracks, up to 20 cars on the track at once, alongside a new and improved damage system.”
Fulton expanded on the thinking behind GRID, leaving no doubt that the game – which features both street and track racing – will be a clear departure from the heavy simulation of previous TOCA games.
It’s “key that this isn’t another TOCA game,” he said. “The name change is important in that it signifies a change of direction away from our simulation roots. We’re not making an arcade game, but we believe there’s a gap between those two extremes in which we can create a more accessible, immediate experience. We’re still serious about building a realistically-simulated world, but we want it to be a world seen through the lens of a Hollywood director. That means ensuring that the game is fast-paced and rich with incident – after all, nobody ever complained about a race being too exciting.”
Sounds hot. Read all of Ralph’s answers to our questions after the link.