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"What's the point of this if you're not feeling something?" Star Wars: Galactic Racer devs on how they bottled Burnout's magic 'game feel'

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"What's the point of this if you're not feeling something?" Star Wars: Galactic Racer devs on how they bottled Burnout's magic 'game feel'

Star Wars: Galactic Racer is an absolute delight to play, and for fans of the Burnout games, it can feel like coming home. That's hardly surprising given that Fuse Games, the creators of Galactic Racer, contains an awful lot of DNA from Burnout's old home at Criterion.

But what does it mean for a game to feel like Burnout? And how do you make a game that channels the junky, battered-tech side of Star Wars? I spoke to some of the people behind Galactic Racer to find out.

So here's a quick chat with Matt Webster, the CEO of Fuse Games, along with Kieran Crimmins, the creative director at Fuse, and Craig Derrick, executive producer at Lucasfilm Games. It touches on everything from "game feel" and emotion to board game prototypes and Richard Donner's Superman.

I had a moment when I started my first game, and I set off, and I waited until I would normally press boost in Burnout, and then I pressed the boost button from Burnout, and it did exactly what I thought it was going to do if I had been playing Burnout. I think a lot of people know your lineage from Criterion. They will be thinking along the same lines as I was, and I wondered how you feel about people having that experience: the rediscovery of the Burnout boost.

Matt Webster: Well, I think "feel" is an important word. It's at the center of a lot of the things that we do.


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