Clément Pinget: This is how the PSP-version will be
In this interview, exclusively made for PCM.daily, Clément Pinget finally tells us what we'll see in the upcoming Playstation Portable-version of Pro Cycling Manager. If you don't already own a PSP you might want to after this ;)
Q: First of all, why did Cyanide choose to make a PSP-version of PCM?
A: We had several inquiries about making a console version of PCM. However, we didn't want to do a straight port, but wanted to make sure we'd offer a different game experience which would still share the same core values as PCM. We felt that the PSP was a good platform to try this concept. Since the release of the game is timed for the Tour de France (June/July), many players are actually on holidays and most of them don't have a PC with them. We felt that bringing the game to a handheld console would fill this void. We also needed a console powerful enough to provide solid 3D graphics and we felt that only the PSP met these requirements.
Q: Will the name be Pro Cycling Manager? Or will you choose another name?
A: The name is not yet defined.
Q: Do you have any other experiences with other platforms than PC?
A: Yes. Some of our programmers & artists worked on console titles bejore joining Cyanide.
Q: Will the game be like PCM2, but with a 2007-update? Or will it be like PCM1?
A: We started the PSP project from PCM 2006 but as I said before, we didn't want to do a straight port.
Q: How will you manage to convert the controls to PSP?
A: Orders are made with Cross (relay, independent effort, keep position in the group), Circle (attack + power during sprints), Square (refreshments). You access info screens with Triangle. With left/right buttons you'll increase/decrease effort With up/down button you'll be able to follow the next/previous rider in the race. And the most important, with L/R buttons you'll change the rider you currently control in a race. With the select button you'll be able to switch between different cameras.
We're sure that the controls can be picked-up within 10 minutes of play, opening the way to hundreds of hours of fun.
Q: How "deep" will the manager part be?
A: A career be across 5 (number to be confirmed !) seasons. It will include training, fitness levels, contracts and scouting. The PSP is more suited to 3D sports than management so we didn't go overboard on the management side of the game. That side will be exploited in the next PCM 2007 version on PC. So we really focused on 3D races and just kept the most interesting modules of the management side.
Q: Will the 3D-part still focus on the entire team?
A: Yes...but with major modifications for the new gameplay. You manage a team of 5 riders (instead of 8/9 on PC) in a smaller scale (1/25e instead of 1/10e on PC) and you give the orders only to the rider with the focus (remember on the PC you could give simultaneous orders).
The Cycling Manager series has always sought to reflect reality and we were sure that the arcade style gameplay would not detract from this requirement. From what we've seen so far we're very happy so both gamers and cycling fans should find what they are looking for in the game.
Q: How about the modifications? The PC-version is known for its "open-source-like" way of being - you can change nearly everything. Will that also be possible for the PSP-version - f.e. new databases?
A: We are thinking about it.
Q: Do you have anything to show yet? Screenshots?
A: We have some nice screenshots but we've got nothing official yet.
Q: Do you have a feature list? Or can you mention some of the features which will be in the game?
A: Here is a non-exhaustive feature list of the game: Control 5 riders during a realistic 3D race that lasts from 8 to 15 minutes.
20 teams from 2007 season (that makes 100 riders viewed on the PSP screen!) + 20 historical teams (from 1964 to 1997) that can be unlocked.
22 races (122 stages) with 1/25e scale.
5 years season mode with some management features: - Fitness planning - Training - Scouting - Contracts
In-Race gameplay: you control one rider at the time, with orders like “Relay”, “Keep Position in the group”, “Independent effort”.
Attack gameplay: with Circle button you launch a reaction progress bar. If you have a perfect bar (100%), you make a powerful attack.
Sprint gameplay: you control your sprinter as if you were in the pack. You have to make sure that your rider is protected without boxing him in so that he can give maximum power when you want to go for the win!
“Spy-gameplay”: during the race you can observe some riders in order to discover their fitness. While fitness will have a very important influence in the Tour, Stage & Classic modes, it will be very important to discover the fitness of your main rivals.
Individual time-trial gameplay: you control your rider on the road with trajectories and power
4 players in LAN etc...
Editor Comment: Thanks a lot, Clément. We hope the best for the future development of the game.