Sunday 7 May 2006

Industry Quote: Exclusive access to Pilot Academy

http://www.pocketgamer.co.uk/r/PSP/Pilot+Academy/feature.asp?c=1007

Exclusive access to Pilot Academy
Come fly with us as we talk to Kuju about its intriguing PSP flight sim
Product: Pilot Academy
Developer: Kuju
Publisher: Rising Star
Genre: Simulation
by João Diniz Sanches
Loop back to last September and you may remember reading our Pilot Academy preview. Still a unique proposition on PSP, this is a title we've been keeping in our sights.

So when news about it missing its originally intended March landing (it's now expected in September) glided into Pocket Gamer HQ, we took off like an F-15 from an aircraft carrier in search of a development team member hoping to get a more in-depth look at the title's blueprints.

We soon locked onto producer Simeon Pashley, whose answers you'll find below.

Pocket Gamer: At first glance, a flight simulation isn't an obvious choice when you think of PSP games. What led you to develop Pilot Academy?

Simeon Pashley: The term 'flight simulation' is a little misleading as it conjures up images of PCs with lots of key presses, quirky controls and real-time flights between London and LAX. Pilot Academy is more 'flight action' in that the planes can be easily controlled with a single analogue stick and a couple of buttons, and the scenarios are much more fun.

Pilot Academy is an extension of the hugely-successful Japanese flight sim series Pilot Ni Narou! – directly translated as "Let's Become A Pilot!" – which first appeared in 1998, and has since been released on both PlayStation and PlayStation 2. The game offers civilian and military flight simulation, with both single-player missions and challenges, and multiplayer aerial combat.

Pilot Academy is being developed by Kuju – we have a history of flight games running back many years – with design duties handled by Pilot Ni Narou! series producer Junichi Kutsuzawa.

This fusion of east and west development talent will ensure the game retains the spirit of the original titles whilst making the most of the PSP's formidable hardware. Ace Combat has already proved this is a popular genre and the market isn't too crowded, so it is an ideal opportunity.

Technically, how well does the PSP handle this type of simulation?

The game itself has a realistic physics system at its heart, emulating the flight of an aircraft, on which we've built an easy-to-use interface for the players. The PSP has handled the whole ordeal pretty well but it's certainly been a challenge to fit in the large 64Km2 maps, create great visuals and entertaining gameplay – but then again we are experts!

How have you managed to get around the button limitation of a console and how comprehensive can we expect the controls to be?

The controls have been tuned to give a realistic feeling of flying an aircraft without over-complicating things. Most of the complexity comes from minor adjustments to control surfaces, trimming, throttle and other items – none of which are important when you want to barnstorm or are in the heat of battle shooting down some bad guys.

Most of your flight is simply controlled by the analogue stick, along with a couple of buttons for throttle up/down. Indeed, it's possible to complete your early lessons with nothing more than the analogue stick. Layers of complexity are introduced as you move up in grade to include things like weapon select and camera controls but nothing overly complicated. It just feels 'right', regardless of whether you're piloting – a small Cessna, a large 747 or a modern fighter jet.

What kind of audience are you aiming Pilot Academy at then? Sim veterans or a more mainstream group?

The game has always been designed to be accessible to all and we feel we've achieved that aim. It's certainly a world away from the complex simulations of old, offering a more contemporary streamlined approach.

There seems to be a healthy variety of missions. Do these fit together as part of the main game or does each plane carry a number of sub-missions?

The basic premise builds upon the notion of learning to fly, so when you first start you have access to a civilian and military lesson track. Completing the lessons unlocks missions, challenges and aircraft in turn so you've always got something new to try.

Each level opens up something new along the way – there's a challenge right up until the end. There's the enjoyment of simply passing a level to unlock new items, but there are also awards for how well you complete each of the levels.

Have you finalised the number of planes, yet? We know there's a 747, a WWI bi-plane, a stealth fighter, and a Spitfire – are you able to disclose any other models?

There are 22 aircraft in the final game. The specific list is still under wraps! But it includes a broad variety of civilian, commercial and military aircraft, from old to new.

And what locations can players expect to see scrolling below?

There are three worlds to play in: Pacific – a collection of islands, cities and natural features; Europe – includes a mountain range, forests, castles, open fields; and Desert – includes canyons, military emplacements and oil fields.

What's been the most rewarding aspect of development to date?

One of the most enjoyable things is seeing the smile on people's faces when they play the game. There's something odd that happens when you buzz the floor in a 747, or fly through your first barn. Most people come to it as a 'flight sim' but it's not a sim; it's accessible, fun and engaging and definitely worth picking up.

Lastly, what do you expect players to enjoy the most when they get their hands on the Pilot Academy UMD?

Flying, plain and simple. It's a weird free feeling to just fly around in an aircraft – almost serene. We added a 'free flight' mode to accommodate this as we found it entertaining to fly without worrying about being shot down, running out of fuel or time!