Daring stunts, spectacular crashes, thrilling criminal cases: All fans of the racing genre will easily fall in love with the newest game originating from the original RTL TV-Show "Alarm for Cobra 11." Various exciting cases await the player as part of the Cobra 11 police force. Solving them requires several diverse missions to be successfully completed: Be it helicopter chases, jumps across moving trains or reconnaissance runs in tanks — top-notch entertainment is guaranteed!
The fifth installment of the series adaptation will not be short of daring stunts and spectacular crashes either. Unpredictable missions free from set tracks and opponents who seek their own escape routes thanks to the new intelligence make the racing both dynamic and authentic, and will not only delight racing aficionados. New extensive scenarios complete with highways, country roads and city streets add to variety and gaming fun, and no limits are set to the players' exploration of the environments and their secrets.
Q: You won the German games award Lara for best TV adaptation last year – did the award change the way you are approaching your work?
Andreas Leicht: We were delighted to see that our previous instalment, “Nitro”, turned out to be such a surprise hit. No one had really anticipated such a great response. The Lara award has certainly crowned this title but it also raised the bar for us. The huge success has indeed motivated our team of developers, and we are sure to be achieving our goals.
Q: Where do you see the main differences between “Nitro” and “Crash Time”
AL: Crash Time will captivate its audience with a completely fresh game play. Though at the core it is still a racing game, we have added more criminal cases so the user has something else to enjoy, more of a plot. We were able to improve the graphics of Crash Time significantly. In each of the landscapes you will find special locations, which are being used for the showdowns of the game’s criminal cases.
Q: Where do you find the inspiration for the realistic damage on the vehicles?
AL: The game is inspired by a TV show, and we have used many scenes from it. In addition to that, we also had the help of the show’s creator, Hermann Joha, and the film and stunt production company. We have learned an awful lot about stunt production, camera work, and CGI behind the scenes.
Q: Have you also been able to work with your licensing partner Seat again?
AL: Indeed. We were very excited to have Seat on board again for Crash Time.
Q: Can you give us an estimate of how many hours you have spent developing the game?
AL: This is almost impossible to measure in hours. The entire production process lasted for 9 months. 9 members of the team have worked full time for 9 months. In addition to that there are all the bits of outside production, like the soundtrack and video clips.
Q: What exactly was your job during production?
AL: I am responsible for ensuring smooth communication amongst all production team members. This includes project management and also producing. In the later stages of development I look after the testing of the product.
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