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A few years ago, I had the chance to ask Alex Ward, the co-founder of Criterion Games, about the driving model for the Burnout series. I had heard from a friend that beneath the arcadey immediacy lay physics of rare nuance and beauty. I was reverent in my questioning, even if I was slightly clueless – is it a driving model or a handling model or a physics model? – and Ward, thankfully, was having none of it. He told me that in the very early Burnout games, the cars, such as they were, didn’t actually have wheels. How’s that for nuance.
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