Forum Index > Coș cu teme șterse > Jocuri > Need For Speed™ World News

#0 by Nanu (vtuning design) (0 mesaje) at 2006-12-31 01:28:38 (974 săptămâni în urmă) - [Link]Top
Need For Speed™ World News

Editat de către Nanu la 2007-06-14 10:34:16




Mesaj util ?   Da   4 puncte

1 2 3 4 5 6 7 8 9 10 11 12 13 ... 50 51 52 53 54 55 56 57 58 59
<< Precedenta      Următoarea >>

#76 by Felicriss (-[!]-) (0 mesaje) at 2007-06-03 12:28:09 (952 săptămâni în urmă) - [Link]Top
#74 jackal, mda da sa speram :)


Mesaj util ?   Da   0 puncte
#77 by Freedom (User) (0 mesaje) at 2007-06-03 12:36:53 (952 săptămâni în urmă) - [Link]Top
#74 jackal, "... am inteles ca joaca a sa fie serioasa foc ..." - de unde ai luat ? :lol:


Mesaj util ?   Da   0 puncte
#78 by Felicriss (-[!]-) (0 mesaje) at 2007-06-03 12:43:09 (952 săptămâni în urmă) - [Link]Top
#77 Freedom, cum de unde???? poate intradevar ca fi mai buna decit Most Wanted shi Carbon :hmmm:


Mesaj util ?   Da   0 puncte
#79 by Freedom (User) (0 mesaje) at 2007-06-03 12:47:05 (952 săptămâni în urmă) - [Link]Top
#79 Felicriss, eu n-am spus k va fi rea ... am intrebat de unde el " a intzeles" k joaca va fi kul


Mesaj util ?   Da   0 puncte
#80 by Liutsifer (angelum lucis) (0 mesaje) at 2007-06-03 12:55:49 (952 săptămâni în urmă) - [Link]Top
фуйня... запарили уже клепать ети НФСы ...теже яйца тока в профиль


Mesaj util ?   Da   0 puncte
#81 by Felicriss (-[!]-) (0 mesaje) at 2007-06-03 12:58:40 (952 săptămâni în urmă) - [Link]Top
#79 Freedom, ramine doar sa ashteptam :)

#80 Liutsifer, ????


Mesaj util ?   Da   0 puncte
#82 by BVSX Drivers Club (\__| ---- * ---- |__/) (0 mesaje) at 2007-06-03 13:08:51 (952 săptămâni în urmă) - [Link]Top
#80 by Liutsifer , shas u nih drugoi sostav programistov i vashe liudei katorie zanimaiutsa NFSom, tak shto ne te je iaitza viidut, mojet kakaenibuti morkovka viidet :D


Mesaj util ?   Da   0 puncte
#83 by Felicriss (-[!]-) (0 mesaje) at 2007-06-03 13:21:10 (952 săptămâni în urmă) - [Link]Top
#82 BVSX, :D


Mesaj util ?   Da   0 puncte
#84 by zziipp (Power User) (0 mesaje) at 2007-06-03 16:37:53 (952 săptămâni în urmă) - [Link]Top
Краткое содержание того, что будет в Need for Speed: Pro Street.
— Need for Speed: Pro Street — это официальное название игры;
— Будут специальные места для того, чтобы разбивать свой автомобиль и получать за это специальные медали;
— Первые три уровня повреждений автомобиля, не будут нарушать его движения по трассе;
— Autosculpt также будет присутствовать, как и в Need for Speed: Carbon, но в Need for Speed: Pro Street, он будет более совершенным, и доведенным до ума;
— Создано 28 автомобилей, в их число входит Honda, которая была убрана в предыдущих частях игры;
— В игре будет только 8 экзотических моделей автомобилей;
— Всего будет 4 игровых режима: Close circuit, Drift, Drag и Speed challenge;
— Теперь не надо быть всегда первым, досточно быть первым по количеству набранных очков, как это было в Need for Speed: Underground;



Список авто (возможны изменения)
2006 Aston Martin DB9
2006 Aston Martin DBR9
2006 Audi RS4
2006 Audi S4
2008 Audi TT
2007 Audi S3
1971 Dodge Challenger
1969 Dodge Charger
1968 Chevy Camaro SS
94-98 Toyota Supra
2006 Lotus Elise
2006 Mazda Speed 3
93-96 Mazda RX-7
05-06 Mazda RX-8
2007 Mazda MazdaSpeed MX5
2006 Saturn Sky
2006 Scion Tc
92-96 Ford Escort Cosworth RS
2006 Chevy Corvette C6
2007 Chevy Corvette Z06
2006 Chevyet Cobalt SS
03-up Infiniti G35
2006 Lexus IS350
93-99 Nissan Skyline RB26DETT
2007 Pontiac Solstice GXP
2007 SEAT Leon Cupra
1999 Mitsubishi Eclipse

Первый обзор (на английском)

NFS Pro Street - First Look
We got an exclusive first look on Need for Speed Pro Street, the next game in the NFS series

Need for Speed Pro Street is the new title of the series and so Electronic Arts invited some of the fansite owners to EA Black Box, who are developing the game, to Vancouver, Canada. There we could get a first look at the game and even could play a pre-alpha version.

As far as I have seen, Need for Speed Pro Street is somewhat different than any other Need for Speed you know. If you think this is an add-on of any previous title of the series – it isn’t. NFS Pro Street is different; it has a totally new driving experience, new game modes and new features. With this title EA wants to shift up street racing to the next level.

The most important change is that the whole game takes place in closed tracks. EA did a lot of research on this and this is where the culture in real life is going, an aggressive street racing with almost no rules, taking place on closed roads without any cops or traffic.
The game is already in development for almost 2 years and there are going to be some significant changes. Basically, the main new features are damage, physics and smoke. All three things are highly evolved, but I’ll get to that later.

Damage:
What cops and traffic did in earlier NFS games to make it harder for you to finish the race, is now done by damage. The game is all about damage, you have to watch out, that you don’t wreck your car, because repairing is expensive and you might not be able to use it for a while.
This time the damage is not just scratches and bumps…this time you could wreck your car completely, so that you aren’t even able to finish the race. I watched it in action, and the damage model looks really amazing…far more realistic than what I’ve ever seen before! Bumpers and tires can fall off, windows break, hoods fly away and based on the material (metal, glass, plastic or carbon) it gets scratches or breaks. All the damage is calculated on-the-fly, so it doesn’t look always the same. It even depends on how fast you hit a wall, the car will be damaged based on many parameters. And the best thing is: the damage will affect your performance. The more you crash your car, the slower you will get. If you crash your car too much, the race is over.
Since repairing does cost some money, you might want to spend most of it to build in new parts to the engine and what is under the hood, than repairing the outside. It’s still street racing, so it actually would look cooler, if you don’t have a shiny new car without scratches, but a car where everyone knows that you already raced with it. We’ll see how this works out once the game steps further in development.

Locations:
The tracks in Need for Speed Pro Street are based on locations, which exist in the real world. EA did a lot of research and took many photos to make the tracks look as realistic as possible. As the player you travel all around the world to participate at the race events, which take place all over the world. Each event is hosted by different organizations, so it will always have a different style. It’ll play even a different music style, depending on which event you participate, but I’ll talk about that in the music section.

Game modes:
There are 4 game modes in Need for Speed Pro Street: GRIP, Drift, Drag and Speed Challenge. For every game mode, you will have your personal car, which is perfectly balanced for this type of race. EA didn’t talk much about the game modes in the game, but so far GRIP will be like the circuit mode, where you race a certain number of laps. The drift mode will be different than in NFS Carbon, because of the new car physics. To extend accessibility, Electronic Arts built in “assists”, which will help you steering the car and staying on the track. If you turn off all the assists, it’s more for the hardcore gamers and the game will be more like simulation – it is more real.
The drag mode returns, but there is no information yet, what will be different.
The new game mode is called Speed Challenge, which is mainly a really long track, where you can push your car to the limits. At highest speeds you race down a straight road, with almost no curves. But once you try to steer, you have to watch out not to get off the road, because that high speed can be dangerous…

Driving:
I could try the Nissan 350Z on the Infineon Raceway and I have to say (although I really sucked driving this track) it was really fun. You have the possibility to drive with assists on or off. I like the feeling of simulation games, so when you switch all assists off, the car is not easy to handle and it’s more realistic, due to the new physics. It doesn’t feel anymore like you’re driving a tank, as it was on the last Need for Speed games. This time you can drive the way you like. If you are more the “arcade-style” guy, you can just turn the assists on, and it is easier to drive, just as you’re used to it from older NFS titles. Need for Speed Pro Street still stays between an simulation- and arcade-game and this is how it should be.
A big affect on the driving experience will have the customization, but I will get to that later.

Cars:
It is typical for Need for Speed, that the game consists of licensed cars and so it is also this time. There will be more cars than in any other Need for Speed games. Unfortunately I can’t talk about the car list yet, but there will be cars from around 26 manufacturers. From all these cars, there will be 8 “super-cars”, which you will be able to tune to the high-end.
If you don’t like all the these eight super-cars, you are free to take a lower-end car and tune it up, so that you can compete with the better cars. In the end, it’s all about your driving and the tuning combinations, you build in your car. More about that under “customization”.

Customization:
The customization is a big part in Need for Speed Pro Street. For once, you have the visual styling with Autosculpt, we already know from NFS Carbon. But this time it’s much more detailed and you can autosculpt almost any part of the car. And the best thing is: The visual tuning of your car will affect the performance! So you should think about the practical sense of how you design your car, because of the new physics engine, every modification will affect the performance. It’s not only about the look anymore. For this reason EA built in for example a wind tunnel, where you can test your new car design, if it fits your needs. It’s a pretty cool feature, which I’m definitely going to use.

Apart from the visual tuning you have the performance tuning. As with Autosculpt also performance tuning is far more detailed than before. To extend accessibility, EA introduced different layers of modifications. On the first layer, the “arcade-style” people can upgrade their cars by just using predefined upgrade packages. If you want to go deeper though, there is a whole world of possibilities. You can change almost everything, parts of the engine, brakes, tires…there are 90+ individual part slots and 30+ tuning variables. You can modify your car in a way, that it fits exactly your needs. You can build in plenty of aftermarket parts, and each will affect the performance of your car in a different way. You have the possibility to test your car on a dyno though, and you’ll get a graphical feedback, so that you can find the best combinations of parts.
Since there is so much concentration on the customization, EA introduced a new feature called “blue prints”. You don’t have to build in every part you want immediately; you can save your tuning combinations as a blue print. So you can create your ideal combination of parts, and only if you apply the blue print to your car, they’re going to be built in.

Graphics:
I played only a pre-alpha version, so I can’t say very much about the graphics, but I can let you know, that it’ll be very detailed. The cars are designed to look more photo-real, not as in NFS Carbon. Each car has about 15.000 to 20.000 polygons, and they really look good. The lights reflects as it should, even based on the material, and as you already saw on the trailer, the damage model is very detailed too. The car models are real titbits for racing fans.

A big new graphical feature in this game is the smoke! In almost every racing game, the smoke the tires make looked very primitive or are even 2D textures. From what I saw at EA of NFS Pro Street, the smoke looks damn good. Especially when doing a burnout or drifting around it’s very important that it feels as real as possible. And it really does with the smoke, which was made with Shader Model 3.0.

We will see how it will look like with older graphic cars on the PC – the next-gen consoles can handle the graphical features very well so far. The system requirements for PC will definitely be higher than for Carbon or any other racing game lately, but we’ll know more about that as the development evolves.

Music:
As in every Need for Speed game the music is very important. This time EA got Junkie XL to create some tracks, which are playing during the game. Depending on which event you’re participating, you’ll listen to different music styles, like for example Hard Rock, Techno, Electronic or Punk. These styles are connected with the organizations, who set up these events.
Apart from Junkie XL there will be also other music from licensed artists.

Overall Opinion:
Honestly, I was quite surprised, when I heard that there won’t be any open world, that there won’t be even public roads and everything will take place on closed race tracks. But EA affirmed that NFS Pro Street has nothing to do with NASCAR or F1, it’s no simulation and it’s still the street racing you do with normal cars you can drive yourself on the streets. It’s still the aggressive racing style and once I saw the damage and the really high level of customization, my doubts have been blown away. You could modify almost anything and this weighs out together with the damage model the lack of police and traffic. Let’s say, I think EA did the right step and I’m already looking forward to take a look at the game, once it is more developed.


Игра выйдет на таких платформах:
XBOX 360™, PlayStation3®, PlayStation2™, Wii, Playstation®Portable, Nintendo DS™, PC-CD, Mobile


Mesaj util ?   Da   0 puncte
#85 by TooZooDisabled UploadTorrentsBan (PS2*ManiaK*) (0 mesaje) at 2007-06-03 17:40:53 (952 săptămâni în urmă) - [Link]Top
kand iese asata nou????


Mesaj util ?   Da   0 puncte
#86 by BVSX Drivers Club (\__| ---- * ---- |__/) (0 mesaje) at 2007-06-03 17:41:56 (952 săptămâni în urmă) - [Link]Top
#84 zziipp, kak budto spisok etot is MW, no gde je Toyota Corolla AE 86??? v spiske netu, a ia uje videl screen tam ona esti !@!! :axe: zna4it i DRIFT budet :) hotea govorile shto ne budet :)


Mesaj util ?   Da   0 puncte
#87 by Nanu (vtuning design) (0 mesaje) at 2007-06-03 18:17:05 (952 săptămâni în urmă) - [Link]Top
#86 BVSX, eu de drift as spune ca este chear din cursa celor 2 RX7 dar nus tiu asa se pare in video


Mesaj util ?   Da   0 puncte
#88 by BVSX Drivers Club (\__| ---- * ---- |__/) (0 mesaje) at 2007-06-03 18:59:03 (952 săptămâni în urmă) - [Link]Top
#87 Nanu, da ai dreptate, dar mie mia fost deajuns sa vad pe screen AE86, nici nu vazind roliku deodata am shtiut ca va fi DRIFT, dar ceia ce am vazut cu mazdele rx7 in rolik, numa a DOUA! oara mo konvins ka va fi DRIFT :)


Mesaj util ?   Da   0 puncte
#89 by zziipp (Power User) (0 mesaje) at 2007-06-03 19:29:26 (952 săptămâni în urmă) - [Link]Top
eu sunt indragostit in drift... numa nu da doamne sa fie levii ca in Carbon...


Mesaj util ?   Da   0 puncte
#90 by BVSX Drivers Club (\__| ---- * ---- |__/) (0 mesaje) at 2007-06-03 19:38:39 (952 săptămâni în urmă) - [Link]Top
#89 by zziipp , te intzeleg!! eu is bolnav dupa drift, chiar shi in U1 cind dupa ce terminam joaka ap in Drift numa ma prikaleam, da altzii in circuit in drag shi figni de astea da in drift f putzini...

nu cred ca a sa fie levii ka in carbon, ca carbon ii sux, da dupa primele impresii ProStreet a sa fie mult mai reushit, sper in privintza driftului tot :)


Mesaj util ?   Da   0 puncte
#91 by zziipp (Power User) (0 mesaje) at 2007-06-03 20:20:18 (952 săptămâni în urmă) - [Link]Top
#90 BVSX, mda... de acord cu tine.... eu in U1 la drift fara un limon de puncte nu plecam de pe track..... mai ales cu mazda mx5... in drift e abezbashinaia!!!

iar U2 am primit zvania de Drift King!!! :quiet:


Mesaj util ?   Da   0 puncte
#92 by BVSX Drivers Club (\__| ---- * ---- |__/) (0 mesaje) at 2007-06-03 20:28:03 (952 săptămâni în urmă) - [Link]Top
#91 zziipp, mazda mx5!!! da nu nah, dap eu tot cu dinsa driftueam iaka tu eshti zveri!! respect!!! da limon shi mai mult faceam in 10 lapuri, marele scor la single drift este 525000 asta de 5 ori drift king :D da se poate shi mai mult dar atunshi nu mai aveam timp sa mai fac mai multe puncte dintrun singur drift...undes CDurile mele cu U1 datzinile!!!!!!!! aaaaaaaaaaaaaaaaaaa!!!!


dar U2 in comparatzie cu U1 in drift sux!!! numi place parca zdohnesc dvijoacel;e cu ful tune pe ele...shi se conduc cam tupa :(


Mesaj util ?   Da   0 puncte
#93 by zziipp (Power User) (0 mesaje) at 2007-06-03 20:30:42 (952 săptămâni în urmă) - [Link]Top




nu am dovedit sa fac fotka cu inscriptzia Drift King da te potzi uita shi aici...

shi aici tot http://www.torrentsmd.com/imagestorage/206543_3a9.jpg

da cu laja la motoare is de acord 100%... raz dva shi so oprit... mlea...


Mesaj util ?   Da   0 puncte
#94 by Nanu (vtuning design) (0 mesaje) at 2007-06-03 20:41:21 (952 săptămâni în urmă) - [Link]Top
#92 BVSX, "... dar U2 in comparatzie cu U1 in drift sux!!! ..." - nu am inteles tie in U2 riftul nu iti place ?
mie de exemplu mai tare imi place cu un dino tuning si iese super


Mesaj util ?   Da   0 puncte
#95 by jackal (Power User) (0 mesaje) at 2007-06-03 20:45:38 (952 săptămâni în urmă) - [Link]Top
Dvijok sovsem drugoi, povrejdenia..dnevnoi svet, zakritie gonki..novoie dvijenia NFS..+autosculp na golovu ludshe..kstati vash spisok vishe ne sovsem verni..poskoliko na fotke razgliadel AE86 i 200sx =)


Mesaj util ?   Da   0 puncte
#96 by zziipp (Power User) (0 mesaje) at 2007-06-03 20:54:35 (952 săptămâni în urmă) - [Link]Top
#92 BVSX, haaa.... iaca eu am gasit screenu meu vechiiiii...


hmmmm... azi daca am timp poate il rup inca o data...

apropo shtie cineva sa ridice mashina in U2 pe rotzile din spate???

#94 Nanu, apropo de dino... ar fi super daca lar intoarce..... eu faceam multe acolo... exemplu: http://www.torrentsmd.com/imagestorage/206588_24d.jpg


Mesaj util ?   Da   0 puncte
#97 by BVSX Drivers Club (\__| ---- * ---- |__/) (0 mesaje) at 2007-06-04 11:39:34 (952 săptămâni în urmă) - [Link]Top
#94 by Nanu , ai dreptate DINO e cool stuff in U2, dar nu mai mult, in U1 DRIFTul e mult mai super mashina se controleaza foarte bine shi foarte real, tre sa compari asha diferentza na so simtzi

#95 by jackal , da drept shi za spisak dac mashinile de pe screen nishi nus in el!!! dac este AE86 shi nissanul 200SX al meu , ap  DRIFT baby!!( da cstati uni ai vazut tu 200 SX ? )!! dupa cum am intzeles in Interview ap a sa fie greu shi mai aproape de real tak shto kopii de tzitza sa nu vad zaruliom la NFS PS :D

#96 by zziipp , aici la tine e driftul total! dar single drift e mai important iak uitete ce am facut mai inainte in U1 , am mai spus se poate shi mai mult...
http://img175.imageshack.us/img175/4032/bestdrift4xj9.jpg

shi apropo se poate in dino shi mai mult sa scotzi... :wink:

Use http://www.torrentsmd.com/imagestorage.php for images

Editat de către DIMEX la 2007-06-04 12:01:27




Mesaj util ?   Da   0 puncte
#98 by zziipp (Power User) (0 mesaje) at 2007-06-04 11:47:04 (952 săptămâni în urmă) - [Link]Top
#97 BVSX, din pacate screen cu drift din U1 nu am... dar facem... shi apropo de dino... acolo nimic nu e la maximum dar uitete la diferentza... chit am scos...


Mesaj util ?   Da   0 puncte
#99 by BVSX Drivers Club (\__| ---- * ---- |__/) (0 mesaje) at 2007-06-04 11:50:51 (952 săptămâni în urmă) - [Link]Top
#98 by zziipp, da diferentza este da cu alte mashini se poate scoate shi mult mai mult, dap uni tu ai vazut 200SX ??? :mbounce:
eu numa hachiroku am vazut...


Mesaj util ?   Da   0 puncte
#100 by zziipp (Power User) (0 mesaje) at 2007-06-04 19:52:04 (952 săptămâni în urmă) - [Link]Top
ultimele shtiri: cue nu e lene poate citi....

shi ultemele screenuri:
http://www.torrentsmd.com/imagestorage/207356_e0f.jpg
http://www.torrentsmd.com/imagestorage/207362_72e.jpg
http://www.torrentsmd.com/imagestorage/207364_6b3.jpg
http://www.torrentsmd.com/imagestorage/207368_5ab.jpg

The Need for Speed series is one of the most successful in Electronic Arts' stable, behind unstoppable forces like Madden and The Sims. With four games released in four years, no one is more aware of the potential for franchise fatigue than the team at Electronic Arts Black Box in Vancouver. Rather than unleash yet another neon-lit street racing variant, senior producer Mike Mann and his team have set about redefining the game, and pointing it in a completely new direction. The result? "It's all about authentic street racing," Mann declares. "The Fast and the Furious vibe is dated, and the culture has matured. ProStreet is a reflection of that."
In order to really change its approach, the studio essentially split in two after the release of Need for Speed: Most Wanted. Half of the team went onto address Electronic Arts' insatiable need for annual sequels, iterating on technology where it could. The result, Need for Speed: Carbon, was successful but criticized for being "Most Wanted at night, with sexier cars and stylized visuals." While these guys bore the brunt of the gaming community's "Hey, why do you have to squeeze one of these things out every year?" questions, the other half of the Need for Speed crew had the luxury of extra time to reimagine the franchise and take it in a new direction.

"We had a lot of success with the street racing thing," says Mann, "and we wanted to keep the new game tied to that philosophy, but we wanted to show how it's evolving, and how we see things moving over the next few years." The core of this has been to pull away from the illicit side of the culture, and explore the "evolution of professionalism within street racing," as Mann puts it. "It's less about the 'bling' and 'zing' and more about performance now," explains producer Mark Little. "We wanted to show that the way these guys are racing has changed," he enthuses. "It's still raw and emotional like the stuff you'd see on the streets, but now that there's more power and crazier speeds, there's a need for more discipline and more control."
"The maturation of the culture mirrors what we've seen in both the skateboarding and snowboarding scenes," Mann explains. "The popularity has meant that it can't stay underground forever, and we're seeing this stuff completely change the way motor sports are organized and presented. It's all tied in with the way youth culture keeps reinventing things and putting a new spin on conventions," he enthuses. "Traditional racing is dry and too clinical. Formula One and NASCAR aren't aspirational because they're so exclusive by their very nature. The cost of entry is prohibitive, and even if you have the skill there's no way for an average person to prove that."

So how does ProStreet reflect this? "The game is all set in the real world, for a start," Little tells us. "It's all set in real, iconic locations from around the globe that are associated with the scene we're exploring. So on one hand you have Daikoku Futo near the Bay Bridge in Yokohama, which is one of the most popular meeting areas in the world for street racers, and on the other we have tracks like the Infineon Raceway in Sonoma, California."

To explain his point, Little loads up an early build of the game to show us how Infineon will look. "The whole game is wrapped around multidisciplinary race weekends, which have more of a festival vibe. It's like a big show," he explains. "These weekends are focused on four types of racing: drag, drift, speed, and grip. Drag racing was switched out for drifting in Need for Speed: Carbon because we felt we'd done everything we could do with that particular gameplay mechanic at the time, and drifting was becoming increasingly fashionable. Now that we've had some time to work on it, we feel we've really found a way to handle drag in a different way. In ProStreet you're really going to be able to feel what it's like to put down all that power and blast away from the line."
"Drifting has been completely reworked too," Little says, smiling, as he takes a stock Mazda RX-7 around the first bend at Infineon. As he hurtles into the first left-hand bend, he flings the car sideways and slides it gracefully through the curve. "In the past we kept the drift challenges to more confined areas, but now it's much open and we let you really get a feel for the flow of this kind of racing."

"Speed racing is exactly what you'd think it is from the name," he grins. "It's about taking stupidly, crazily powerful vehicles out in the desert and just tearing it up. These things are 800 hp or more, and they're just insane." The gearheads among you might be familiar with "Big Red," the legendary 1969 Camaro built by R.J. and Dan Gottlieb in 1987 that destroyed the pack at the second running of the Silver State Classic in 1989 by devouring the 94 mile course in 27 minutes and 54 seconds, at an average speed of 197.99 mph and a radar-recorded top speed of 222 mph. Though Big Red itself doesn't make an appearance in ProStreet, you are encouraged to develop something in its spirit.

Although the Black Box guys are reluctant to confirm a specific car list beyond the inclusion of Porsche vehicles and the RX-7 that appears in many of the early press materials, it seems likely we'll be able to play with some old-fashioned American muscle so we can develop something equally manly. One thing Mann will tell us is that ProStreet has "the largest car list we've ever had, with over 25 manufacturers represented," and when pressed on the balance of exotics versus more attainable cars, he reveals that "there are only eight supercars this year."

So what's grip racing? "It's what the culture is calling its version of circuit racing, basically," Little tells us. "Much like the other disciplines, it breaks from the conventions and is much more aggressive than traditional racing. You see a lot of rubbing the walls and rubbing other cars."

Which brings us nicely to what will no doubt be one of ProStreet's most celebrated features: damage. We're starting to see damage handled in more and more realistic ways in new-gen racing games (both Forza 2 and DiRT feature it prominently and proudly), but ProStreet is the most convincing we've seen yet. Rather than simply make it so graphics change when you crunch into something, the EA Black Box team has built a physics-based procedural damage system, which means that cars scrape and crumple based on what they were hit by and with what force. Clip another car on a corner and see a body panel dent or become detached. Whack something really hard and the body will deform just like the real thing.

"We knew we wanted to do something special with damage," says Little. "It's absolutely the single most requested thing we hear from gamers, and we wanted this to be a real 'next-gen' approach. In the vast majority of games out there, developers show damage by switching out parts of the model or tweaking the art. You can do that if you know exactly what the car looks like to start with, but because we have the Autosculpt feature that we pulled in from Carbon, we don't have that luxury. Conceivably, every car can be completely unique, so we needed to come up with a way of deforming the car procedurally." The result is incredibly convincing, as it's far subtler than attempts we've seen elsewhere. Paint scrapes off, metal buckles, glass cracks before it shatters, and panels can dangle precariously if the impact isn't hard enough to pop them off completely.
But it isn't just crumpled metal and broken glass that makes things look convincing; Mann is keen to stress that the dirt and grime of racing is an important part of the vibe that hasn't been adequately conveyed in any games before. "Something you don't realize from just playing games is how much smoke there is," he tells us. ProStreet will go a long way to rectify this by rendering realistic clouds of noxious tire and exhaust fumes using a clever combination of volumetric particle effects and fancy lighting. The result is something that looks remarkably realistic and not like the painted-on effects we've seen in games like Project Gotham Racing or Gran Turismo. This stuff dissipates just like the real thing.

To demo the effect, Little swings the camera around to the side of the RX-7 and lights up the tires. As he nails down the power, wisps of smoke start to swirl near the contact patch of the tire and slowly get sucked into the wheel well. As the volume of smoke increases, the rotation of the wheel sucks the smoke around, and you can see it vortex before it billows out and starts to obscure the rear of the car. Seen through the smoke, the car within appears out of focus and blurry, and eventually the tire is burning up so much that the whole screen is full of smoke. As Little lets off the gas, the smoke starts to clear and you see it quickly dissipate in a very realistic way. If there's a feature we're going to see copied by every racing game in 2008 and beyond, this is it. Though seemingly little more than a cute cosmetic addition, it adds tremendously to the vibe of ProStreet and actually evolves into an important gameplay mechanic. One-on-one drift races take on a whole new dynamic when your opponent hits a corner first and lights up his tires so much that you can't see the road ahead.
The team is understandably enthusiastic about what it has achieved so far, but there is still much about ProStreet yet to be revealed. Specific information about car lists, additional track locations, and, most significantly, the online gameplay modes is being withheld until later in the year, with a steady flow of information planned between now and the game's expected release date in November.


Mesaj util ?   Da   0 puncte

1 2 3 4 5 6 7 8 9 10 11 12 13 ... 50 51 52 53 54 55 56 57 58 59
<< Precedenta      Următoarea >>

Forum Index > Coș cu teme șterse > Jocuri > Need For Speed™ World News

Această temă este închisă. Nu puteţi posta mesaje noi.


Navigare rapidă:


Comunitatea digitală din Moldova. Să adunăm și să organizăm conținutul autohton de pe întreg internet pe un singur site web.