Using an improved version of the Crash Time: Autobahn Pursuit game engine developed for Mercedes-Benz World Racing,[4] Synetic also developed a "pathfinder" system to allow AI controlled vehicles to choose their own route to a destination, so that no two pursuits are the same. According to Andreas Leicht, product manager at Synetic, creating the "pathfinder" system was the most difficult and time-consuming part of the development cycle.[4] The scenery runs at a polygon count of 1,200,000 triangles per scene[4] with a damage model based on physical impulses during a collision, in which the vertex basis is deformed. Also, visual damage to the animated model is triggered if the deformation exceeds specified limits, meaning that the cars not only deform but that parts can break and fall off.[4]

There was praise for the crashes,[7] and it has been noted that the explosions are poor, but their resulting debris is a nice touch. Francis Clarke of AceGamez stated that the graphics are not acceptable for a modern game with textures not standing up to scrutiny and a clipping effect when driving through fields.[13] There has been criticism that the vehicles in the game pop-up, which is emphasised by the speed at which the player is travelling.[6]




Crash Time 4 The Syndicate