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.
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.
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