Video game development is rarely about one man, but if it was, then Terence Groening should certainly get a mention for his contributions to the genre as the man responsible for the physics of Sportscar GT, EA’s PC F1 and NASCAR games of the early 2000’s, rFactor, rFactor 2 and every title and rFpro simulator that spawned from ISI’s engine.
This interview with RSC details his early life and career, through to him joining iRacing in 2021.
Asobo, known today as the Microsoft Flight Simulator developer, created groundbreaking technology for large scale maps that was intended to be used in a high quality rally raid title. It was never released and ended up as FUEL, a post-apocalyptic open-world racing game. What happened?
Last week Milestone previewed gameplay from SBK 22 on YouTube (skip to about 15m20s for the start), promising that “over the next 30 or so minutes” we’d see all about SBK 22. The stream then continued for just under 16 minutes with Milestone discussing previous Superbike releases across all platforms until they showed bike detail, track detail and eventually actual gameplay at around 18m30s. The final minute was spend signing off after the show.
I can’t say I’ve really liked the lack of marketing for SBK 22. I don’t really understand it… Check out the livestream archive below.
View this video on YouTube. Please consider subscribing to RSC’s channel.
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