Papyrus Founder Buys Back Source Code, Goes Racing
Thanks to The Pits messageboard for its post noting, via this month's PC Gamer magazine, that Papyrus co-founder Dave Kaemmer has bought back "all of the critical [PC racing sim] source code" from owner Vivendi Universal, following VU's closing-down of the Grand Prix Legends and NASCAR Racing developers. Kaemmer "teamed with Boston Red Sox owner John W. Henry" to launch this new venture, and intends to provide "high-end driving sims", seemingly involving personnel from the Project Wildfire NASCAR modding site.
Huh,
GPL, simply the best driving sim as was. Great physics engine, good graphics and modeled the best period in F1, well aside from all the deaths.
But seeing how he just paid for the source I bet he has other plans, rather than GPLing the source. Wonder if he's open to donations when it hits the purchase price he GPLs it?
It's great to hear that there's life in the game engine still.
GPL suffered from maybe too much realism (although some minor aspects of the engine were lacking). The steep learning curve to drive high-horsepower (yet lightweight and no downforce aids) cars meant that most people likely deleted the demo and bought the latest Need for Speed game. Those of us who took the time to learn how to drive the cars were rewarded with an exceptionally fun simulation experience.
No idea if it was anywhere else, but that image might just be unavailable soon... PAPYRUS TEAM READY FOR NEW VENTURE Before we get too weepy-eyed over Vivendi Universal Games' decision to close down its Papyrus Racing Games subsidiary, we should all take comfort at how the development team that earned PC Gamer's racing game of the year award for three years running responded to those pink slips. They grabbed the wheel and took over the driving chores themselves! An official press release wasn't ready at press time, but I can now report that Papyrus co-founder Dave Kaemmer (shown at left) teamed with Boston Red Sox owner John W. Henry in late May to buy back all of Papyrus' critical source code (graphics, physics, multi-user, AI) from VU Games. This monumentally significant deal should ensure an uninterrupted flow of high-end driving sims from the Massachusetts-based developer for years to come -- under whatever new moniker they choose to operate. "The simulations we were marketing at Papyrus are being sold in the wrong market," reflects Kaemmer, who believes marketing high-fidelity racing sims like NASCAR 2003 through conventional retail channels is tantamount to "selling downhill skis at Toys 'R' Us." So what can we expect from the new venture? "We have some pretty exciting plans in mind," states former Papyrus producer Steve Myers, "[And] I hope to have a nice core group of guys from Papy joining me." What makes this deal especially exciting is that the new developer no longer has to answer to corporate "suits," or worse, dumb down its simulations to appeal to the fast-twitch gamepad crowd. "Our service will eventually cover many different types of racing, starting with street cars or Formula Fords and eventually moving up to the championship level, on road courses, ovals, and even off-road/rally driving," says Kaemmer. "We'll use a generic PC-based simulation engine, with modular components." As evidenced by their decade-and-a-half of critically acclaimed race-sim products, these guys are experts at what they do, and PC racing fans should be in for a major treat once the team gets up to speed. Just don't expect to see Kaemmer and company's latest title at your local Wal-Mart or Toys "R" Us when it's ready for launch in 18 to 24 months. This one won't be for the kiddies.
SYS 64738 NO CARRIER
I try to look at reviews every now and then to figure out if there are any driving sims worth getting, but when GTA is considered "realistic", I don't know what is *really* realistic. What else, of at least GPL level of realism, is out there? Preferrably with IMSA/SCCA GT type cars.
Red Sox fans should stop complaining, though. A championship in 1918 is not so bad, you know. Not compared to one in 1908.
If it has guns, power-ups, no cockpit view, missles, no damage, "Type-R" customization, a character from a Nintendo game in it, draft meters, or anything like this, it's best to stay away from it.
Having said that, for GT type racing, you will want to check out the upcoming GTR by SimBin (demo available). Or try to find a copy of EA's F1 Challenge 99-02 and try out some of the GT mods available for it. Even F1 2002 will be good. Papyrus' NASCAR Racing 2003 is also a good candidae if you want to run some generic road physics with the "T/A" mods from The US Pits or Project Wildfire (both available at The US Pits).
It's so great to see papyrus reborn from the ashes. They've always shown a certain dedication, a non compromising stance in the creation of their games, that also attracted one of the most passionate scene of people playing, studying, modding their games. (Amazing cars, tracks, mods have been created since GPL was released initially)
To think I bought a GPL copy this week, after seeing it was now working in linux, see: http://www.zefix.tv/gpl_linux/FrontPage (for now only I have problems with making wine recognize my input device's buttons, it insists on recognizing only 2 of them)
Also, recently a mod called GPL 65, retranscribing the 1965 f1 season was released. It may be of interest to people who still haven't discovered GPL since it has an a bit easier gameplay.
Of course I'd wish they could make GPL GPL, I think the "virtual" drivers would still buy it if it came in updated packages.
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may u!sh 2 sm!le at dz!z bad nn.!m!tat!ion