Lead Designer of Pursuit Force: Extreme Justice discusses change

Lead Designer of Pursuit Force: Extreme Justice discusses change - Image 1BigBig Studios‘ original Pursuit Force was a fun game, but it was by no means perfect. With the upcoming Pursuit Force: Extreme Justice, fans of the game have been wondering about what changes and refinements the developers will be implementing.

Lead designer Chris Whiteside was recently interviewed by Kikizo and he gave a little peek at the developments, heartaches, and change that came with the development of the new game. You know that this is going to be a good game because from the get-go, the development team at bigBig listened to the gaming community and did a lot of research on how to improve the game.

It’s quite a painful experience. You’ve got to look at it professionally. Initially when you see things, and you’re so close to the project, you hope that everything’s perfect. Sometimes that isn’t the case. We’ve made a conscious decision not to begin production of any new stuff until we’d gone through and worked out plans for fixing the existing thing.


One of the strong points of the previous game came from the relatively engaging story and the feeling that you were a hero. Yes, it sounds very movie-ish, but that’s where these guys drew their inspiration from. The trend looks to be continuing with
Pursuit Force: Extreme Justice.

According to Whiteside, the development team and himself watched a number of movies to prepare for the game’s development. “The most exciting thing about it was that we realized quite quickly that to deconstruct and then reconstruct into our medium wasn’t that difficult, once you have a basic understanding of how they do things,” said Whiteside.

Finally, he discussed the game’s tracks – all of which were re-thought and re-designed. For those who played the first version, you might remember the rather sharp turns that most tracks in the game had. It was very unforgiving, and to be honest, not really that fun.
Whiteside said that the turns were changed to be a little… gentler.

It allows for an easier drive, but it also allows for the player to be more strategic and focused on the action around him. Because the roads are so wide now you get that Burnout effect of being able to take an apex of a corner and slide for about 200 metres around it.


Pursuit Force: Extreme Justice is slated for release this September on both the PSP and the Playstation 2. If this game turns out the way Chris Whiteside looks to be designing it, then this game could very well be one of the best games released for both platforms. If you want to see the full interview, feel free to click on our read link.

Lead Designer of Pursuit Force: Extreme Justice discusses change - Image 1BigBig Studios‘ original Pursuit Force was a fun game, but it was by no means perfect. With the upcoming Pursuit Force: Extreme Justice, fans of the game have been wondering about what changes and refinements the developers will be implementing.

Lead designer Chris Whiteside was recently interviewed by Kikizo and he gave a little peek at the developments, heartaches, and change that came with the development of the new game. You know that this is going to be a good game because from the get-go, the development team at bigBig listened to the gaming community and did a lot of research on how to improve the game.

It’s quite a painful experience. You’ve got to look at it professionally. Initially when you see things, and you’re so close to the project, you hope that everything’s perfect. Sometimes that isn’t the case. We’ve made a conscious decision not to begin production of any new stuff until we’d gone through and worked out plans for fixing the existing thing.


One of the strong points of the previous game came from the relatively engaging story and the feeling that you were a hero. Yes, it sounds very movie-ish, but that’s where these guys drew their inspiration from. The trend looks to be continuing with
Pursuit Force: Extreme Justice.

According to Whiteside, the development team and himself watched a number of movies to prepare for the game’s development. “The most exciting thing about it was that we realized quite quickly that to deconstruct and then reconstruct into our medium wasn’t that difficult, once you have a basic understanding of how they do things,” said Whiteside.

Finally, he discussed the game’s tracks – all of which were re-thought and re-designed. For those who played the first version, you might remember the rather sharp turns that most tracks in the game had. It was very unforgiving, and to be honest, not really that fun.
Whiteside said that the turns were changed to be a little… gentler.

It allows for an easier drive, but it also allows for the player to be more strategic and focused on the action around him. Because the roads are so wide now you get that Burnout effect of being able to take an apex of a corner and slide for about 200 metres around it.


Pursuit Force: Extreme Justice is slated for release this September on both the PSP and the Playstation 2. If this game turns out the way Chris Whiteside looks to be designing it, then this game could very well be one of the best games released for both platforms. If you want to see the full interview, feel free to click on our read link.

Add a Comment

Your email address will not be published. Required fields are marked *