Whenever we receive an invite to a
developer’s HQ to view their latest
game it normally means that they
have something decent to show us.
After all, developers hardly ever invite
us when they know that their game is
a load of old tosh, simply because they would be
unwise to let our negativity spill out to our readers.
It was with that thought in mind that we headed
up to Warrington to meet Juice Games on the
company’s fourth anniversary, feeling confident,
but ever-so slightly sceptical, that its new Juiced
title would be worthy of motivating us to write
something positive.
The first iteration in the Juiced series hurtled
in straight to the number one position in the
UK videogame charts, in spite of receiving
mixed reviews amongst the media (scoring
predominately in the 7 and 8 bracket), due
its relatively lacklustre approach towards car
customisation, a limited career mode and a slew of
repetitive courses. Juiced was originally planned for
release at a time when the videogame industry was
suffering as a whole from low consumer spending,
and whilst many only just managed to keep their
heads above water, Juiced’s original publisher,
Acclaim Entertainment, filed for bankruptcy shortly
before the game was released. THQ stepped in to
acquire the Warrington firm, release Juicedto the
world, and set the developer back on track, giving
the firm the freedom to spread its wings and tap
into THQ’s resources and studio support.
The security of having such a financially stable
publisher in tow has allowed Juice Games to
expand on the series and concentrate fully on
improving flaws that it openly admits to in the
original title. In addition, Juice has been able
to beef up its existing team of designers and
animators to create a much improved sequel,
which is almost unrecognisable from the original
Xbox game.
Times have moved on and the videogame
market is buoyant once again after the
introduction of next-gen consoles, so Juice Games
has stepped up to the challenge once again and
will be competing with other racing titles such as
PGR4, Forza Motorsport 2 and Burnout 5 in 2007. We
weren’t huge fans of Juiced first time around, but
Juiced 2 has been given an extreme makeover in
almost every aspect and this time it’s ready to take
on the racing big boys.
First off, the sequel has been given a flamboyant
new name, Juiced 2: Hot Import Nights. The name
derives from the male-orientated extravagant auto
show that travels across the US, showing off the
best modified cars against a backdrop of scantilyclad
women and DJs who pound out the latest
dance tracks. Juice Games has drawn its inspiration
from this stimulating mix of babes, music and cars,
and now claim that Juiced 2 will be “the evolution
of the street-racing genre”.
The branding deal with Hot Import Nights has
given Juiced 2 a nerve centre, a focal point in which
they have built on to give the game a real sense
of character. At the exclusive hands-on, this was
demonstrated through the pre-race and post-race
cut-scenes which capture the essence and spirit
of the real-life event through the medium of racy
dance music, the inclusion of some hot chicks and
post-race podium scenes where crowds gather
to share your success or jeer at your failure. MCs
are also due to be thrown into the melee, offering
their unique blend of rap, while DJ Adam Freeland,
well known for his commitment to pushing dance
music in a new and exciting direction, will be
mixing a number of licensed tracks that aim to
further entice us into the culture.
After creating his own custom avatar, Juiced 2’s
Project Leader, Richard Badger, took us on a tour
of some of the tracks in his ‘suped’ up Supra MK4,
which sported a rather stunning custom created
decal. In Juiced 2, the designers have moved away
from the use of a fictitious US city for the track
locations and instead we were treated to some
familiar landmarks. First up, we travelled around a
few circuits of the London track, zipping through
Trafalgar Square and the neon-lit Piccadilly
Circus, complete with the familiar wide-screen
advertisements from the likes of Samsung.
In total there will be approximately 11 locations with an
estimated 33 circuits to race around, including
driving through the middle of the Coliseum in
Rome, weaving our way around the streets at the
foot of the Eiffel Tower in Paris and navigating the
steep inclines of the Alps – in addition we can look
forward to taking a trip around Sydney and San
Francisco. The tracks will not be exact re-creations
of the areas, like the PGR series, but they will all
include noticeable landmarks to give races that
authentic feel. Despite being months away from
release, the locations ooze next-gen with detailed
backdrops and great lighting effects that make
impressive use of the Xbox 360 hardware.
Thirst Quencher
In the finished version there will be 92 cars
available, almost double the amount that we saw
in Juiced, including some impressive additions with
the likes of the BMW-M3 and Z4. The licenses have
also been secured for a number of new Super cars
including the Pagani Zonda, Nobel M12 and Ascari.
Sadly, Juiced 2 won’t feature any vehicles from the
Porsche or Ferrari garages. We were told that the
licences for these cars alone would have cost more
than the all of the 92 licences that have already
been acquired!
An unprecedented amount of detail has gone
into the look and design of the cars on offer and
both the exteriors and interiors are exact replicas of
their real-life counter-parts. With the addition of a
number of Super cars we were extremely keen to
know whether online play would result in gamers
choosing one of these cars above the others, due
to their ridiculously high performance (remember
driving against seven other Dodge Vipers in
Juiced?). Well, we’re relieved to be informed that
the designers were aware of this problem in the
original and will now ensure that approximately 20
of the high performance cars can be modified to
offer a similar performance online. For example, if
we fiddle around with the tuning of a Toyota Supra
we’ll be able to compete with the Pagani Zonda!
Interestingly, we will also be able to view the
history of a car both offline and online. Each car
builds up this history as it competes in races, has
money spent on it or whenever it changes hands.
This comprehensive history carries over whenever
you sell a car online or whenever you lose it in a
pink slip race.
Pink slip races are just one of the modes that
will be making a return so, in Juiced 2, we’ll once
again be able to bet our cars on the outcome of a
race. It’s a huge risk to gamble your car, especially
if you’ve spent thousands on creating the perfect
look and performance, but it fits in perfectly with
the street racing culture, not to mention the added
pressure of losing your vehicle to an AI or online
opponent. We can look forward to some tense and
probably dirty pink slip races as we battle toothand-
nail to keep hold of our pride and joy.
Juiced 2 will accommodate most of the standard
game modes from the original. So, it’s a predicted
return to circuit racing, drift racing, challenges,
plus the aforementioned pink slip races. For
those who our familiar with the game, you may
be disappointed to hear that sprint races will be
ditched as Juice prefers to concentrate and perfect
the dynamics of circuit and drift racing. Gambling
will also play a huge part in the game, and through
making a wager with your opponent pre-race you
can win and lose huge sums of money that can
then be spent on modifications and the purchase
of high-powered cars. However (now this really
made us sit up and take notice), during online play
we will be able to spectate and bet on races that
we’re not competing in. Furthermore, spectator mode will allow for up to 1,000 players to watch
and gamble on any one race (up to two-thirds into
any race) and, check this out; the players racing in
the game will be able to see how many people are
watching them and how much money is riding
on their success. This feature will no doubt land a
considerable amount of pressure on the racers, as
well as increasing the level of excitement for those
gamers being watched.
The complex, convoluted career system that
confused so many people in the first title has
been scrapped in favour of a natural or linear
progression of goals and races; similar to what
we’ve already seen in a number of racing games,
such as PGR3. Despite the underlying framework
of the events being linear, we’ll still be able to pick
and choose the challenges we wish to participate
in, with all goals being able to be completed by
choosing one of three different events. Through
completing goals, we’ll unlock new cars and
new modifications for our car, but far from being
lacklustre this time around, customisation is user
friendly, uniquely designed and can be as in depth
or as simple as you wish.
Custom Love Affair
In the garage, where we had the chance to view
the cars close-up, it’s clear to see how much work
has gone into the design and how invaluable the
next-gen architecture has been in breathing life
into the vehicles. Badger explained that there are
over 40,000 polygons in each car’s design; in fact,
there are more polygons in one wheel in Juiced
2 than a whole car in the original Juiced. From
the car’s interior to the authentic engine system,
every inch of the vehicle can be explored during
modification. Badger explained that whenever we
remove parts of the car in order to replace them
with modifications, we’ll be able to see what’s
actually behind the metal, rather than just seeing
a black silhouette. This visually impressive offering
hasn’t yet been implemented in the version we
saw, but we’re hoping that peering into an engine
and actually seeing where new parts are fitted
might help us understand our own motors; maybe
we’ll even be able to change our own oil one day.
The authenticity of the customisation feature
isn’t compromised by an over-complicated
interface, but instead those gamers who are
normally scared of tampering with their cars,
will be offered standard licensed kits which
contain everything we need to bring the car up
to scratch. However, if we wish, the option will
be there to buy our own parts to ‘pimp’our rides
and improve the car’s performance, from adding
a Lamborghini door kit to fitting a new exhaust
system. Furthermore, during the fine-tuning of a
car, where we will be able to adjust every aspect
of our ride’s handling, weight and power, Juice
has introduced an X-ray visual which allows us to
see straight through the metal of the car – you can
actual see where your parts are being fitted. The
idea behind the X-ray visual is that gamers should
feel more involved in the tuning process, plus the customisation will be more accessible to the
novice mechanic. It worked for us!
Badger then shifted focus from the fine-tuning
of the car to the custom decals, something we’d
been desperate to see after we were told that Juice
Games had taken what Forza did and expanded
upon it. Juice is keen to encourage gamers to
experiment with decals and thus have made the
process simple, yet in-depth. Up to 50 layers can
be applied to a car, which was demonstrated by
a unique and stunning effort from one of their
in-house designers. There are dozens of decal
packs to choose from, which we’ll be able to
edit and mix, rotate, flip and re-size, with each
of these packs having their own unique theme.
Painting your car has also been improved with the
addition of a number of new effects, such as matt
finishes and a stunning-looking metal flake, which
makes your car look like the surface of a speckled
American bowling ball (on the track, this effect
looked even more impressive with lights bouncing off the bonnet). Juice was fairly tight-lipped on the
online aspect of things and this point was not sure
whether a trade feature will be available. Whatever
the case, the cars are looking so impressive after
a few customisations and paint jobs that we’ll
undoubtedly see some supreme pieces of art
jostling for bragging rights on the virtual streets.
Following the walkthrough of the impressive
customisation features, our attention was turned
back to the racing – after all that’s what it’s all
about - and onto drift racing, giving us our first
chance to go hands-on with the game. Juice
has taken its inspiration from the superb drift
mechanics of Sega Rally, and was adamant that
they wanted to make drift racing fun, realistic and
relatively easy to learn. In single-player mode, drift
racing will take the form of solo races, where we’ll
need to beat a high score to win the challenge or
twin races where we’ll compete against an AI racer.
According to Juice, the physics model for drifting
will differ between drift challenges and drifting in
circuit races. Exactly how it differs we don’t know
yet, but we’ve been informed that it will be a subtle
change. In the short time we had navigating the
drift track, the car responded well to our twists and
turns and actually felt more like drifting does in
Need for Speed Carbon – not a bad thing! Juice has
promised a good variety of drift tracks to test out
our skills, including a multi-story car park, named
‘Vortex’ and a ride around the Sydney Opera
House. The visual and audio impact of drifting has
been accurately captured, the front wheels point
in the opposite direction of the turn, sparks flew
when we were scraped against barriers, skid marks
appeared on the road during sharp turns and
smoke rose from the burning rubber during slides.
More importantly, it felt right; the cars handled
well and drifting had that addictive quality that we
always look out for in a game as well as being a lot
of fun.
Circuit racing will be self explanatory to any
fan of racing games and, although we didn’t
get to test drive the mode, Juice explained and
demonstrated some of the features we can expect
when the game arrives later this year. The nitrous
boost will play a large part in Juiced 2 offline, but
more importantly, online. Players will receive a
full nitrous boost meter at the beginning of each
race. Once the boost has been used, we’ll then be
able to fill it back up by power sliding. Phil Owen,
the PS2 and PSP Lead Designer, showed us how
we could fill the nitrous boost to the brim by
power sliding around one of the wider corners,
but whilst travelling around shorter corners, he
could only fill approximately half of the meter.
Due to the huge advantage of using the nitrous
boost at strategic points on a track, power sliding
will become a necessary skill to master if anyone
wishes to compete successfully online and rise
up the leader-boards. The best racers will need to
know every inch of the track in order to maximise
its use; make no mistake about it, strategic racing
will be at the heart of Juiced 2’s gameplay. Using
the nitrous boost feels powerful and the designers
have done a tremendous job in capturing the
visual impact and feeling of speed as you hurtle
down the straights.
Further tactical elements come into play with
the use of ‘spook’, a feature which is only available
offline. ‘Spooking’ will involve driving into an AI
opponent’s slip stream for a set amount of time in
order to fill a ‘spook’ meter. Once the meter is filled,
the opponent will suffer car handling problems
that may cause them to temporarily lose control
of their car. ‘Spooking’ will be made more efficient
when used on corners and, if timed correctly, could
result in an opposition racer crashing into the
barriers. ‘Spooking’ is an interesting addition which
we’re looking forward to trying out for ourselves.
Racing DNA
One of the most intriguing features of Juiced 2
– and something that we believe may be a first in
a racing game – is DNA. During races, the words
‘DNA evolved’ kept appearing on screen, but we
were teasingly kept waiting until it was explained
in full later on in the presentation. Any stat whores
will be glad to hear that Juiced 2 has incorporated a
system that will not only monitors our race results,
but will also analyse the way we drive; in short,
it builds up a DNA profile, which can be viewed
as strands of DNA in the DNA lab and can be
compared with other AI and online racers DNA.
You’re probably thinking, “big deal”, but there’s
a lot more to it than that. The DNA system will
analyse three sections of your gameplay habits
– circuit, drifting and gambling. These habits will
then take the form of this DNA strand as well as
statistics being displayed in table form. In turn,
this will allow us to see where our own strengths
and weaknesses lie as well as our opponents.
Ultimately, this means we’ll be able to see the areas
in which we need to improve, but online, DNA
offers a new meaning. During matches we’ll be
able to capture a team-mate’s DNA and transport
it into the AI of our offline opponents. To the
casual gamer this means that you could collect
the DNA from a friend, transport it into the AI of
your opponent and they’ll then take on exactly
the same characteristics during races. The feature
will also apply to crew-based racing (something
which we didn’t see in practice) meaning that
you could use the DNA from 10 friends to make
up your racing crew. You could argue that it’s an
unnecessary feature that some people won’t find
particularly useful, but it could be a valuable tool
for training and practising against your friends,
even if they’re offline. Sure, it’s never going to
replace real friends, but it’s as close as we’re going
to get with today’s technology.
We left Warrington on the long journey back
to the south, full to the brim with chicken satay
and beef rolls, feeling glad that we’d made the
trip. Juiced 2: Hot Import Nights is looking the part
and the branding, which is a huge platform for
the game, gives it an identity that we feel was
lacking in the Xbox original. It’s true that we didn’t
have the opportunity to test out the mechanics
of driving in circuit races, so we still only have a
small insight into how it will play based on the
developer’s demonstration. However, drifting
felt and looked the part – as good as drifting in
any other racing game we’ve played – and the
customisation options are impressive, easy to
use and presented in a dynamic, interesting way.
Additions and enhancements to the series, such
as avatar creation, car history, identifiable tracks
and more cars added to the roster, show that Juice
Games has listened to fans and critics of the series
and acted on its previous shortcomings.
The unique features, such as spectator
gambling, DNA and the X-Ray tuning feature
(we really do like that) prove that Juice Games is
moving along with the times and attempting to
innovate within the street racing genre, something
which we admire and respect. Speaking with
animators and designers of the Juiced 2 team,
during the odd cigarette break, it gave us the
opportunity to chat casually and ask them
individually about their motivations and enabled
us to look deep into their souls (Paul McKennastyle)
to determine whether their passion was
genuine. We came to the conclusion that the
whole design team are a close knit unit whom
are genuinely hyped about their new creation.
One thing we are certain of is that the team do
care passionately for Juiced 2 and have worked
tirelessly to bring it to a point where they feel it
can compete with the other racers on the market.
Here’s hoping we feel passionate about it to when
it hit stores later this year.
If you haven’t guessed already, we’re impressed
with Juiced 2: Hot Import Nights and can’t wait to
see more of it in action. Let’s just hope it drives
as well as it looks when it finally pulls in during
September 2007.