Ian Bell: Modding, Throwback Game Modes Coming to GTRevival

GTRevival Audi R8 LMS GT3 Evo II Cockpit.jpg
One of the big sim racing titles joining the market in the next year or so is GTRevival. We had a chat with the project’s leader, Ian Bell about the game and his team’s projects including the game’s development.

Image credit: Straight4 Studios

From the early 2000s working on ISI engine mods to the glory days of Simbin and the GTR series. Then moving on to creating Slightly Mad Studios and the hey day of Project Cars. Ian Bell has been an integral part in some of sim racing’s most special eras. He and his team are now hard at work on their latest project.

Having put together Straight4 Studios from the ashes of the senior Slightly Mad Studios team, their latest project throws back to what Bell himself describes as “a special time.” GTRevival is all about combining the soul of the glory days of sim racing with new gen tech. We were able to get a few words with the man himself and discussed everything about the new game.

GTRevival Logo.jpg

A logo draft for the upcoming Straight4 Studios game. Image credit: Straight4 Studios

Including chat about the project, he mentioned that the game will have many features rarely seen in modern racing games. He also broke down the plans for the future after the title releases as well as answering an important question; will GTRevival allow for modding?

What is GTRevival?​

Kicking off the chat, Ian Bell was keen to point out the main goal for GTRevival. When asked what the team is targeting with the game, his initial answer was, “to rebuild trust with our community.”

In fact, a messy restructuring of the SMS team upon its Codemasters takeover led to Project Cars 3 falling short of fans’ expectations. “we wanted that title to be a Forza Horizon-type spinoff of the CARS franchise. In the end, our new owners decided otherwise, and we were saddled with that decision. It hurt us, it hurt our reputation that had taken us a quarter-century to build, and it’s still hurting us,” he added. Clearly looking to right past wrongs, it is clear this game is truly a passion project.


OverTake: How would you describe the difference in style or approach between the Project CARS series and GTRevival?

The first word Bell used to answer this question was: focused.

"We have a good amount of cars and a lot more experience in the team and that means the cars in GTRevival will all be given the superstar treatment their pedigree deserve. And that, ultimately, is the difference in scope of the two sims.The other major difference, of course, is that GTRevival is unapologetically a motorsport sim. Pure, passionately, motorsport."

In fact, Bell goes on to explain that it is a way for the team to return to its roots; “With GTRevival, we have a sim with a certain breed of car that lends itself to our strengths.” The most recent screenshots show that this could well indicate a return to early 2000s GT1 models, such as cars seen in GTR2.

Straight4 Ferrari 550 Maranello GTS Cockpit Teaser.jpg

This Ferrari 550 ran in the GT1 class which featured in GTR and GTR2. Image credit: Straight4 Studios

OverTake: Is it still an aim for GTRevival, and the GTR series to be focused on a single series or discipline? Or will it resemble more of an Assetto Corsa/AMS 2 sandbox style?

"I can tell you what it isn’t. It’s not a CARS or AC or AMS2 clone. And it’s also not a single championship. As I alluded to earlier, funding for those types of sims—particularly if you want to make a AAA-title across the major platforms—just isn’t practical for us right now."

Alongside fighting the corner of a focused simulator, Bell mentions that the Audi R8 GT3 one sees in many screenshots on the developer’s Twitter feed aren’t as significant as the community believes.

GTRevival-Audi-GT3-1024x540.jpg

The Audi R8 GT3 may not even feature in the full GTRevival release. Image credit: Straight4 Studios

"So what was up with the GT3? Well, it’s our test-mule for physics and for the look and feel of the sim during the initial phase of development. GT3s are popular these days, and that affords our teams across multi-departments the ability to benchmark because all our main competitors feature pretty much the same car. That’s crucial for us, as it is for all other developers.

I wouldn’t, however, read anything in that image in terms of the content that will come with GTRevival. Not in the least."


Clearly then, the simulator will yet distance itself from the current crop of modern GT racing games. It is indeed a crowded market with the likes of Assetto Corsa Competizione and Rennsport among others tackling the niche.

Features Included​

If a sim racing title only includes cars and tracks to race, even the best physics in the world won’t entertain fans for long. The best games have a plethora of features and game modes to keep players coming back for more. It seems GTRevival will be no different. But in a very different way.


OverTake: Are you looking to replicate the success of the Project Cars career mode in GTRevival?

Are we looking to replicate the success? Yes. Are we looking to bring the same career path to single player? No. We have something better, and that fits more organically with the ethos of GTRevival.

"This sim represents a blend between the past and the future. Its soul is the glory days of sim racing while its tech’ is very much next gen’. So obviously while I can’t give anything away, I can confirm that our career mode is something … let’s say nostalgic and leave it at that. Although I should add—when we look back at the glory days of sim racing, there were gameplay elements back then that really brought games to life. We want to bring that back because it’s our opinion that some things have just fallen through the cracks through the years for no good reason at all. Things that worked, and things that will still work given a little love and tender updating."


Not only will the game’s career mode get plenty of attention during the title’s development, GTRevival will also seemingly feature a collection of rarely seen features in modern racing games. GTR2 had a nifty track learning system and Driving School feature that pushed players to improve if they wanted to unlock tracks to race on and championships to compete in. Could the new game draw inspiration from that as the team looks “into the past and its history” for game mode implementation?


One new age addition we were anxious to ask Bell about was AI. Early in 2023, Austin Ogonoski, the S4 Game Design Director shared videos showcasing AI synthesised commentators and pit crews. It seems they will indeed feature in the game as AI is reportedly a big focus point for the development team.

OverTake: What can you tell us about these features’ implementation into the game? Will they feature at all?

"I’ve made it a priority that the dev team gets these things into the game. That said, it’s not easy working with new technology, and for us, as a new studio, it’s doubly-hard because we’re also dealing with new tech’ when it comes to our underlying physics engine and so on.

The AI components, what’s more, haven’t been done before in sim racing, so we don’t have a model we can point to and improve on, we’re having to literally invent the whole thing ourselves. It’s hard work but we have a good group here at S4 when it comes to AI: we’ve recruited an entire team dedicated to AI and we’re seeing positive results."



GTRevival Will be Moddable​

As aforementioned, the Straight4 team is a group of developers that, for the most part, began their careers creating mods for sim racing games like F1 2002. This ISI engine mod later went on to become the first GTR game, a legendary title. So it’s clear that mods are important to the team. This is something Ian confirm.

OverTake: Is there any discussion on modding capability and making third party content easy to create and install for GTRevival?

“I started my career as a modder, and our first sim, GTR, was essentially a mod of an ISI F1 game named F1 2002. We owe our existence to modding and, because of that, we understand the spirit and what drives that community.

We see modding as an integral and vital dynamic of this new sim, and we have an entire department dedicated to ensuring GTRevival will be the most moddable platform we’ve ever delivered. And I say this without prevarication: we are absolutely committed to offering the modding community all the tools and behind-the-scenes help that they require to make GTRevival the community’s foremost modding sim.”


It seems then that not only will mods be available for GTRevival. They will indeed be an integral part of the game. With the necessary tools being made available to budding content creators, we should see the sim have a long life beyond the developer’s support. One must therefore expect to see this title rival the likes of Assetto Corsa and Rennsport. The latter recently announced it is also welcoming third party content.

Launch and Beyond​

Speaking of the title’s life post-launch, Ian Bell also had something to say about that. Whilst he could not go into much detail on the matter, he did confirm that content will be added further down the line.

OverTake: Are there plans to support the game long-term post-launch? Will there be many DLC packs for fans to look forward to?

“Will there be DLC? Yes. But they’ll be a little different than what’s traditionally on offer. Again, though, this is directly linked to PLAION and therefore not something I’m able to discuss at any length.”

PLAION-X-Straight4-Studios-1024x576.jpg

Plaion will publish the new title. Image credit: Straight4 Studios

So GTRevival will indeed receive DLC packs to keep fans entertained after it releases to the market. But he once again attempts to set his upcoming title aside from the heard. The traditional DLC offering typically features a set number of content pieces for a price. Whether GTRevival goes down the iRacing route of single content pieces, we do not know. We will simply have to wait and see what Bell means by this after the game launches.

At the end of this year, GTRevival will go through an early access soft launch akin to those of the Project Cars days. Those truly committed to the title will get their hands on the game then in one form or another. The team announces a full release of late-2024.

Are you excited for GTRevival? Tell us on Twitter at @OverTake_gg or in the comments down below!
About author
Angus Martin
Motorsport gets my blood pumping more than anything else. Be it physical or virtual, I'm down to bang doors.

Comments

Was this an interview? Given the way the all thing is written, it seems a paid piece to advertise his game.
Also, it's difficult to distinguish what is the question and what is the answer when you don't use quotes: they are missing for the most part and writing the answers in italic doesn't help with the font used in the page.
There are too much personal considerations from the author, and very optimistic ones. It's not you that has to tell the readers what the game probably will feature and be like, it's Ian Bell. If he doesn't want to be clear and specific, but vague, then leave it like that.
Finally, why the name of his new game is always written in italic when it's used the regular font? Is it special compared to other games? :whistling: :roflmao:
Think I'll be getting my interviews and reading from elsewhere more often, as I said earlier the format of this interview is needlessly hard to follow.
 
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Ageism in these words there is. :coffee:
Not really just a piece of advice to the youngest ones, do not take any word for granted especially when it comes from someone who is tryong to sell you something.

And if he also did not deliver proper products before and tries to use references from a past before you were born (this is why I used the "old huts" term), and if he described a revolutionnary feature his team is working on not being aware thar this already exists, just don't trust his word.

Ask to other old guys what they think (I may be part of the old guys myself). I may have been harsh by stating GTR2002 was bad. It was good on its time but the F1 2002 game wasn't that good. One year later F1 Challenge put the bar really high in terms of physics, it was several step ahead of the previous games. GTR2002 became obsolete when better GT mods, thanks to the improved physics, came for F1C. One can probably still find the mod and the game somewhere on the internet to try it himself. Whereas F1 challenge and its mods are still relevant today, although the graphics are absolutely outdated, the older ISI F1 games and the GTR 2002 mod are really not ; that's probably why F1 challenge included the F1 seasons depicted in the previous games, these ones becoming immediatly obsolete and outdated even a year later.

I didn't know the interesting story Duke55 has posted. Ian Bell is just collecting the results of what he sowed during years.

By the way, I wonder who owns Straight4, it would be much more interesting and would put any of this interviews into a context.
 
Trust me all those "could be this could be that" that you just said wouldn't be enough even if you fix those and you'll definitely want more. It's in the human nature and you can't please everyone. I don't even trust him about modding because he also said some stuff about modding in PC1, but never really materialize.

Though that said, I'm still excited with the prospect of them being able to bring new revolutionary gimmicky stuff once again. Then there's always a refund button later if it doesn't suit me well.
There are talented people in this project, no doubt about that, and this was the case with pcars (still looking good and complex compared to current titles). The question is whose project is it and who decides? As you said, there's a refund button, but let's hope it won't be another frustrating title (which is worse than a bad game).
 
Premium
Who decides is who puts more money, as always.
The publisher will have a word for sure about the content and release date, despite what the developers could say advertising the game. When Bandai Namco joined the pCars 1 development, they imposed some stuff. The moment that the publisher says "we have to release the game in this window of time", the devs are screwed, because the scheduling of their job changes and they are forced to rush and choose to make some compromise.
Absolutely, the purseholder is so often the hidden boss, and the face of the company takes it all on the chin.
 
Who decides is who puts more money, as always.
The publisher will have a word for sure about the content and release date, despite what the developers could say advertising the game. When Bandai Namco joined the pCars 1 development, they imposed some stuff. The moment that the publisher says "we have to release the game in this window of time", the devs are screwed, because the scheduling of their job changes and they are forced to rush and choose to make some compromise.
Before accusing the publisher (the company which takes the risks by the way and without which the game would.not exist and developpers without jobs) of every failure, especially at the project launch, it's better to look at the owners of the development studio. Publisher's pressure may make a studio release the game in an unfinished state but it doesn't give it any excuse not to finish the game (who at first promised to deliver the game at that specific date? Yes, the developper).

A studio may not dare to say the publisher the required date isn't realistic, or may not impose its view, but still, it doesn't means the game should not be fully developped. The developper is willing to deliver the product or not, and this is the shareholders and CEO's decision. If the shareholders are just investors, the profitability and the generated cash will be the most important things, and if the CEO "forgot" to include all the developments in his business plan, the game then is indeed screwed. If all the developments have been included and accepted there's no reason not to develop the full game.

And if the shareholders are the people who have created the company, well, you just have to hope they have some good logic in their mind. We already know Ian Bell won't care about delivering a finalized product. That's why it is interesting to know who really owns this business and actually runs the studio.

And if the business logic behind this studio is to sell one game and count on the money of the publisher, which would justify tye logic you've stated, that's a very bad business model and you can expect a bad result. I don't think it is the case, and if there's one thing Ian Bell is for sure competent for, it is business launch.
 
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To illustrate and extend my point. Ian Bell has announced the team was working on a new tire model, but tells at the same time that pcars2's tire model was amazing and that reiza had only changed less than 10 lines of its code, among millions, for AMS2. If it is that good would not be less costly to make a deal with CM instead of rteying to reinvent the wheel? Yes, for the hype it is better, especially to avoid the "no, pcars again" effect. Well the effect is already there anyxay.

A team is in charge of the AI engineer ; the technology already exists, why just not making an agreement with the developper? It would cost less but, again, it would not help to build a hype around "revolutionnary" features.

These are just small details which show how money is wasted at the beginning of the project. It is less money for other developments and to meet the deadlines or just for other projects (or for the shareholders), or just less money to borrow.

These are just 2 examples I can mention thanks to the few information we have, imagine all the bad decisions which have nothing to do with a publisher, which could lead to an unfinished game. For sure, the publisher won't put more money if some have been wasted, that's not his problem.
 
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Even if Ian only delivers on 50% of the promises, it will still be better than many of the games currently on the market and in the bata stage. The fact is, he knows exactly what matters in SimRace, where the problems of the past have been, and he has an insight into what the current vendors are struggling with. I think the team will also have read the community posts and have an idea of what the requirements are. We as the DRM-MODDING-TEAM are looking forward to the fact that GTR-Revival will offer the possibility to integrate modding content as well. Ian has been grabbed by his own balls by PCars 3, he certainly had some catching up to do when you realize the funding and background of the decision makers. That he got the old team back on board in parts tells me that can be a really good simulation. Good luck to the team
 
Premium
Even if Ian only delivers on 50% of the promises, it will still be better than many of the games currently on the market and in the bata stage. The fact is, he knows exactly what matters in SimRace, where the problems of the past have been, and he has an insight into what the current vendors are struggling with. I think the team will also have read the community posts and have an idea of what the requirements are. We as the DRM-MODDING-TEAM are looking forward to the fact that GTR-Revival will offer the possibility to integrate modding content as well. Ian has been grabbed by his own balls by PCars 3, he certainly had some catching up to do when you realize the funding and background of the decision makers. That he got the old team back on board in parts tells me that can be a really good simulation. Good luck to the team
Then I'll look forward to your input as much as the SIM from Straight4 itself... with the likelihood of enough racing to keep me busy until Elder Scrolls VI comes out in a decade or so.:thumbsup:
 
Where are AC2 news, why Kunos are so tight-lipped?
The big guys only talk when they have something great to show ( Kunos, Iracing, BeamNg, etc). That's why they are the market leaders.. In the other side we have the club of studios that talk too much but deliver less. This new studio S4G just joined the club with pride. Those who would say anything to catch attention. Personally I don't expect too much from this game. Already no ounce of shame bragging (3d renders ) with a car that isn't the game at all ( Audi gt3 ). That's a sign and a key tone for the things that are coming.
 
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They are still using the madness engine so how in the hell is this ever gonna be any good physics wise? Even Reiza still can't figure this engine out.
 
Premium
The big guys only talk when they have something great to show ( Kunos, Iracing, BeamNg, etc). That's why they are the market leaders.. In the other side we have the club of studios that talk too much but deliver less. This new studio S4G just joined the club with pride. Those who would say anything to catch attention. Personally I don't expect too much from this game. Already no ounce of shame bragging (3d renders ) with a car that isn't the game at all ( Audi gt3 ). That's a sign and a key tone for the things that are coming.
So if no details emerge about AC2 for a decade then that will be a good thing, yes?

To be honest if the most of the original team have enough trust in what's going on at Straight4 then who are you to dispute their trust (and understand and inside knowledge) ?
 
Yes, we have......
Really? Very optimistic.
We know that Cyril Cherry was working on the conversion of the DRM mod for RF2. Can you tell us something about that, because the thread where the development progress was posted (in the S397 forum) went silent months ago? The DRM team will give his permission for the conversion? Yes, no?
Yes, we did. But Cyril has a life outside of modding
 
I find it bizarre that Bell is even applauded for GTR2 to begin with. Its just not that good. Cars ram you from behind constantly, weather didn't work, the cars were too diverse BOP wise, long races wouldn't work because the AI would bump each other so much that the damage would add up and make them super slow, no custom championships in game, no talent editor in game (NR2003 had this). I could go on.

Honestly, though, I give this game more of a chance than I do Le Mans Ultimate.
 

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