作者: HKZonda 時間: 2009-3-23 22:36 標題: NEED FOR SPEED SHIFT TEASER
http://www.ea.com.sg/needforspeedshift/movies/
or
http://www.gametrailers.com/down ... t_debut_ts_h264.mov
or
http://www.gametrailers.com/down ... t_debut_ts_h264.wmv
好 GRiD!
我自己覺得 NFS 唔應該見 GRiD 多人 Buy 就行 Toca 條路..
因為 NFS 唔應該完全放棄原風格而極端走 GT 路線..
不過放棄 Arcade 式操控我覺得正確(NFS ProStreet 絕對唔係垃圾!!)
即管睇下 NFS Shift 同 GRiD 有咩分別~








[ 本帖最後由 HKZonda 於 2009-3-24 11:15 編輯 ]
作者: gcyf 時間: 2009-3-23 22:44
但畫面比 NFS 任何一代都進步好多.... 但操控唔知有無 GRID 噤飄哩...
作者: watkower 時間: 2009-3-23 22:45
有無好多廣告先
個人認為係GAME賣廣告要降低隻GAME GE價格
作者: Scuderia 時間: 2009-3-23 22:49
look like GRID
作者: hanghanghang 時間: 2009-3-23 22:54
(NFS ProStreet 絕對唔係垃圾!!)
絕對係我心聲
作者: Van仔 時間: 2009-3-23 23:21
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作者: Scuderia 時間: 2009-3-23 23:25
幾集都係
作者: YYKM 時間: 2009-3-23 23:39
預告片
http://news.mydrivers.com/1/130/130703.htm
作者: pigmich 時間: 2009-3-23 23:49
其實一見到有車內視角已經知道NFS 可以執左去或改名
作者: Van仔 時間: 2009-3-23 23:55
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作者: Inspire 時間: 2009-3-24 00:01
市場上已經夠GT類既賽車game
除非有新意同畫質特別好啦...
作者: manhoi 時間: 2009-3-24 00:02
佢D風格就黎可以學到GT了
作者: andyoooooobun 時間: 2009-3-24 00:16
真係玩都未必玩
作者: aazz 時間: 2009-3-24 00:48
又話唔出新版 ;
又出........
不過好似幾合我;
但我都係喜歡;
成架車睇;
作者: 田中‧莫杉 時間: 2009-3-24 00:50
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作者: HKZonda 時間: 2009-3-24 00:59
NFS 出過 V-Rally
作者: hanghanghang 時間: 2009-3-24 01:27
零個似........
作者: J-Rock 時間: 2009-3-24 02:35
出得番有UG,UG2,MW,Carbon o既感覺已經收貨...
咪搞賽道賽好唔好...
作者: ms09 時間: 2009-3-24 02:50
有 In-car view 唔錯呀
部部車跟真實咁整翻 Dashboard 應該幾過癮
如果 有得比玩家 Custom set 下車之類 ( BG4 咁又得 , GT4 個種直頭Very GoOD ! )
都應該吸引到 真實系玩家既
作者: Scuderia 時間: 2009-3-24 02:55
原帖由 ms09 於 2009-3-24 02:50 發表
有 In-car view 唔錯呀
部部車跟真實咁整翻 Dashboard 應該幾過癮
如果 有得比玩家 Custom set 下車之類 ( BG4 咁又得 , GT4 個種直頭Very GoOD ! )
都應該吸引到 真實系玩家既
NFS 改型la
作者: hanghanghang 時間: 2009-3-24 03:04
UNDERCOVER就係喇
咪仆到直一直囉
作者: J-Rock 時間: 2009-3-24 03:28
但UC玩左一陣就完全無心機玩落去...
總係比前作差D野...
介面差少少...(好簡潔!)
系统有D怪...(升LV?)
操控不三不四...(auto break?)
追續無o甘刺激...
作者: kitttt_2002 時間: 2009-3-24 03:48
最鐘意波子果集,之後果D都
作者: Scuderia 時間: 2009-3-24 04:25
原帖由 YYKM 於 2009-3-23 23:39 發表
預告片
http://news.mydrivers.com/1/130/130703.htm
多謝分享
睇來今集掂la
作者: Scuderia 時間: 2009-3-24 04:25
咩config?
upgrade 下部機
作者: HKZonda 時間: 2009-3-24 07:19
我篇主題一開始已經俾左你 =.=
http://www.ea.com.sg/needforspeedshift/movies/
有睇開戲既一見到 TEASER 隻字都應該知係片黎...
[ 本帖最後由 HKZonda 於 2009-3-24 07:22 編輯 ]
作者: sonilmk 時間: 2009-3-24 09:57
prostreet 真係鋪左條路俾shift行..
作者: tofu 時間: 2009-3-24 10:25
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作者: Inspire 時間: 2009-3-24 16:21
佢測試市場反應,睇下NFS玩有規模既賽事玩家有咩反應
點知普遍唔鐘意,唔match NFS本身果隻街賽style
作者: wai6726 時間: 2009-3-24 16:28 標題: 回覆 23# 的帖子
我都好鍾意玩,畫面好靚(當時來講),而家都有時會拿出來玩下
[ 本帖最後由 wai6726 於 2009-3-24 17:08 編輯 ]
作者: louislam 時間: 2009-3-24 18:01
我想要NFS4-5 咁
間唔中入下鄉郊市鎮
作者: michaelcity 時間: 2009-3-24 20:05
最好多係underground2...咁樣樣10足grid...
作者: HKZonda 時間: 2009-3-24 20:21
要講本身既 NFS Style 都唔會係 Underground
作者: HKZonda 時間: 2009-3-24 20:22
呢d先係真正有玩過 NFS , 真係同 NFS 一齊大o既玩家
作者: bbs7772004 時間: 2009-3-24 20:24
幾時出?
依隻game同普通NFS(e.g.ProStreet,undercover)有咩唔同?係咪online版?
作者: hanghanghang 時間: 2009-3-24 20:27
仲記得第一次玩既車game就係nfs3
炒到反車既話.......會著火
以前640x480打機都一樣好過癮
[ 本帖最後由 hanghanghang 於 2009-3-24 20:28 編輯 ]
作者: HKZonda 時間: 2009-3-24 20:37
你究竟有冇望過條 Teaser 架!?
Q&A: Publisher trifurcating its street-racing franchise into trio of new properties: the MMOG NFS World Online, the Nintendo-only NFS: Nitro, and NFS: Shift for the PS3, 360, PSP, and PC.
Given the upheaval surrounding Black Box, many gamers have been pondering the fate of the Electronic Arts' subsidiary's signature series. Today, EA announced that one of the partially shuttered Canadian operation's franchises, Need for Speed, will continue to be developed.
Need for Speed: Shift
Indeed, not only will the street-racing series carry on, it will be expanded and split into three different franchises. The first, Need for Speed: Shift, is a hardcore racing simulation in the works for the PC, PSP, Xbox 360, and PlayStation 3. It is being developed by Slightly Mad Studios, in collaboration with executive producer Michael Mann at Black Box and EA Games Europe senior vice president--and Digital Illusions CE cofounder--Patrick Soderlund. Slightly Mad Studios was founded earlier this month by former GT Legends developer Ian Bell.
The second NFS franchise to rise from Black Box's ashes is Need for Speed Nitro (working title), an arcade racer being crafted by the Boogie-makers at EA Montreal. Set for release exclusively on Nintendo's Wii and DS, the game will sport a "unique visual style" and, like Need for Speed Shift, will sport many real-world automotive licenses. Also like Shift, it will ship in North American this fall.
Finally, six years after EA shut down its first car-based massively multiplayer game, Motor City Online, the publisher is backing the auto MMOG genre out of the garage again. Jointly developed by Black Box and EA Shanghai, Need for Speed World Online is a PC-only, free-to-play game set to launch in Asia this coming summer. A North American release is scheduled for "winter 2009," which could potentially mean an early 2010 release.
With NFS being challenged for racing gamers' dollars by Microsoft's Forza Motorsport, Take-Two's Midnight Club, and EA's own Burnout series, why did the publisher decide to mix up its winning formula so drastically? Keith Munro, Electronic Arts' vice president of marketing, laid down some informational rubber with GameSpot in an exclusive interview.
GS: Need for Speed Undercover performed below expectations, selling less than 940,000 units in the US according to NPD. That's about half the 2.1 million units ProStreet sold since 2007, one third Need for Speed Carbon's nearly 3.1 million units, and just a fraction of Need for Speed Most Wanted's 3.9 million units and Need for Speed Underground 2's 4.5 million units. What makes EA think it can turn it around?
Keith Munro: We need to compare apples to apples over a similar time frame, and in fact, globally Need for Speed Undercover sales are comparable to ProStreet on a week-to-date basis. That's pretty impressive, especially given the economic environment and the heavy competition we saw last fall. As we move forward with the franchise, we are confident that the new brand strategy around three specific genres will keep the game fresh and players entertained. As the market leader in the racing category, we are talking with gamers on a regular basis.
For years, we've understood that even though our flagship action-driving games, such as Undercover, Carbon, and Most Wanted, have tremendous appeal, there are still lots of other players who craved something different. Our new Need for Speed development strategy has us building different racing experiences for different players, reflecting their needs and wants from this category. This is really about putting consumers first and continuing to provide the best racing experiences for them on all platforms.
GS: Will the three series be annual franchises like NFS is currently?
KM: We're listening to players and will deliver the games on a schedule that makes the most sense for the franchise. Currently, players demand a new Need for Speed property in the market each year.
GS: Will EA be expanding or shrinking the NFS development team as a result of these changes? If the former, which studios will be expanding, and will they be getting staff from other EA studios which are being streamlined?
KM: We are expanding, and this means growth in studios that are new to Need for Speed. We are focusing on creating quality experiences across multiple racing genres; as such, we are using studios to develop games suited to their specific strengths. Need for Speed Shift is an authentic simulation racer, and is being built in the UK by a collaborative team.
EA Montreal has a strong track record in developing for Nintendo platforms. This team is bringing a new visual style to the game, as well as a distinctly "Need for Speed" take on racing as they evolve the arcade-racing genre.
Black Box is still playing a large role in the development of Need for Speed Shift and Need for Speed World Online. Also, we wanted to give the team at Black Box an extended development window so that their next Need for Speed action game could really blow the doors off the category.
NFS SHIFT
GS: Shift development is being overseen by EA Games SVP Europe Patrick Soderlund and EA Black Box's Michael Mann--where is it being developed?
KM: Shift is being developed in the UK by a collaborative team including Slightly Mad Studios, senior vice president Patrick Soderlund from EA Games Europe, and exec producer Mike Mann from Black Box. Slightly Mad Studios includes developers that worked on highly acclaimed PC simulation racing titles GT Legends and GTR 2.
GS: You say the game is "built by racers for racers." Does that mean this game will be EA's Gran Turismo or Forza?
KM: There are a couple of levels to this. First, we have a number of people working on Shift that have real racing and motorsport backgrounds. We'll get into more details on this later, but as an example, Patrick Soderlund is a driver and part of the racing team that recently competed in the 4th edition of the Toyo Tires 24H Dubai 2009, the first major race event of the year. His team ranked 5th in this high-profile race. He is very passionate about and committed to bringing the on-the-track experience to players around the world.
Second, regarding other games in the sim racing genre. We see Shift joining the ranks of the world's top simulation racing games with authentic cars and tracks, but it definitely offers its own signature look and feel. Shift represents the true driver's experience. Traditional simulation driving games tend to focus on replicating a car's performance, Shift moves beyond that by combining a player's unique driving style with accurately modeled cars to really drive home what it feels like to be behind the wheel.
We're also bringing the built-by-racers authenticity via core technology. Need for Speed is renowned for capturing speed and a unique style of racing. Shift continues that through an all-new sophisticated visual interface. For example, there is a three-dimensional HUD that mimics driver head movement, inertia, and G-forces. The depth of field also adjusts based on the speed of the car; so when the car is traveling at high speeds, the perspective will shift to the distance, putting the car/cockpit out of focus.
Need for Speed Nitro
And we're bringing a brand-new perspective to the action with a cockpit view. This view highlights the authenticity and lavish detail on the vehicles and provides a more realistic and immersive vantage point of the action. This "first-person mode" also comes with a free-look camera on the right thumbstick so the player can really appreciate their surroundings and also get the lowdown on their on-track competition.
GS: Will it take any cues from the new Burnout series, in terms of crashes and damage?
KM: There will be crashes and damage, yes. A realistic simulation racing experience should include the consequences involved when things go bad on the road, so incorporating realistic damage is definitely a critical aspect of this game. There will be a slight impact on your car's performance, but the real consequence for collisions will not be the damage to the car but rather our all-new crash dynamic. This crash dynamic will disorientate the player similar to a real-life impact, but it will not hinder the experience, and it is represented in an exciting manner.
GS: Will the game be open-world or more event-based like Pro Street?
KM: Shift is about competition rather than exploration, featuring a mix of street and track locations. We have some of the world's most recognizable tracks designed to appeal to the most hardcore driving enthusiast. We're not disclosing the complete track list right now, but we have over 15 immersive real-world locations including a London street course and the world-famous Brands Hatch circuit.
GS: What kind of race events will the game feature?
KM: We're not revealing all the race modes and details at this time, but I can say that every maneuver a player performs on the track is a reflection of their driving skill and style--precise, stylish, or aggressive. The evolution of these skills will determine how a player navigates through the game.
GS: Any new car licenses we should know about?
KM: We are not discussing specific licenses, yet but the car list currently represents numerous decades and car styles. Players will be tasked to select cars that are suited to the race event and their overall driving style. We have definitely created a car list that will appeal to everyone. It spans the spectrum of performance vehicles from domestics, exotics, imports, muscle, and everything else in between.
GS: I noticed the game is coming to the PSP--has the platform been successful for the NFS series?
KM: We have had excellent results on the PSP with Need For Speed, and with the continued global growth of that platform, we have high expectations for Shift PSP.
NFS NITRO
GS: What Wii expertise from the Boogie series will the EAM team be bringing to Nitro, in terms of motion-based Wii Remote control?
KM: The EA Montreal team has learned a ton from developing Boogie and SSX Blur regarding the Wiimote. They will be applying this expertise to ensure that Need for Speed Nitro takes full advantage of the controller in an organic manner that doesn't feel forced. We will be offering a number of control schemes to ensure that gamers of all types can use the Wiimote to their liking while racing through Nitro.
GS: The release says that arcade racing fans "will be exhilarated by [NFS Nitro's] deep and challenging gameplay." What exactly does that mean? Will there be an all-play option and a deeper mode? If so, will that work like EA Sports' All Play?
KM: What that means is that we want to ensure that Nitro is a game that stands up to the tenets of the Need for Speed brand and offers gameplay depth and a variety of modes. We do not want to fall into the trap of creating a "Need for Speed Lite." Instead we are building a game that core Nintendo gamers and casual players alike can enjoy, that's easy to get into but more difficult to master.
GS: Now that NFS Wii games will no longer be versions of the PS3/360 console game, how much will they differ from the main franchise? Will they feature any of the hardcore racing elements of Shift?
KM: Nitro and Shift will be very distinctive offerings. For each, we are taking full advantage of the platform's capabilities and unique qualities, and also crafting experiences that reflect these platforms' varied consumers. At their core, one is an authentic simulation, and the other is an arcade racer, and from there we've let the teams get creative in this expression. But both games will offer challenge, depth, and high replayability.
NFS World Online
GS: The announcement said that the game will have a "fresh and unique visual style." Will said style be like the NASCAR Kart Racing series announced in December?
KM: The EAM team is taking a unique look at Nitro's visual style and tone, and it will be quite differentiated from the NASCAR game. It will feel very Need for Speed, but in a more mischievous, Nintendo way. We'll be revealing more, including imagery, soon!
GS: Will this game be part of the Freestyle label?
KM: Need for Speed Nitro will be in EA's Games Label.
GS: Will the game be set in an all-new locale or return to a previous NFS location?
KM: The setting for Nitro will be all-new and will also push the creative vision for Need for Speed environments to new levels.
NFS WORLD ONLINE
GS: Given EA's history with Motor City Online (2001-2003), why did it feel like it should return to the massively multiplayer racing genre?
KM: Need for Speed World Online is more about exploration into the free-to-play model that is growing at a fast pace, rather than a straight-up MMO persistent world such as Motor City Online.
GS: What lessons from Motor City Online's failure is EA bringing to the new game?
KM: From a game perspective, the largest difference is that where Motor City Online featured American classics and muscle from the '30s to the '70s, Need for Speed World Online is steeped in modern car culture, featuring many of the vehicles familiar to our fans from the past few years. But the business model and player interaction is also very different--unfortunately, I can't discuss details on these aspects yet.
GS: Why is this launching in Asia first?
KM: Asia has proven itself as a rich market for online-only games. Once Need for Speed World Online has been successfully deployed in Asia, we will expand the game's reach by offering the service to PC gamers around the world.
GS: Will this game use licensed vehicles?
KM: Yes, that is core to Need for Speed. In fact, Need for Speed World Online will give fans the most licensed cars, parts, and game modes ever in Need for Speed's history.
http://www.gamespot.com/news/6203924.html?tag=result;title;1
[ 本帖最後由 HKZonda 於 2009-3-24 21:18 編輯 ]
作者: HKZonda 時間: 2009-3-24 20:39
記得個陣時 Best (最好電器) 用 NFS3 黎試電腦
我次次經過都走去玩~
之後買左電腦就買埋 NFS3
個陣時既 NFS 真係正好多
作者: J-Rock 時間: 2009-3-24 21:19
[n year ago]Voodoo2 + NFS3=Prefect[/n year ago]
作者: 小白豬 時間: 2009-3-24 21:30
個預告幾正
作者: rai 時間: 2009-3-24 21:44
專登為左隻NFS3而買張voodoo 2返去
其實我覺得玩完波子之後, NFS已經唔係NFS
佢換做第2個名出過隻GAME仲好啦
作者: HKZonda 時間: 2009-3-24 22:36
nfs hot pursuit 2 console 版都仲 ok o既~~
underground 開始就離去
作者: XXDD 時間: 2009-3-24 23:26
我諗10個有9個都以為睇錯grid
希望好玩啦...undercover自己覺得麻麻地
作者: 667 時間: 2009-3-24 23:42
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作者: Scuderia 時間: 2009-3-24 23:48
原帖由 667 於 2009-3-24 23:42 發表
睇落NFS SHIFT畫面好D光D,唔覺似GRID,都唔知點解會咁多人話似GRID
NFS 本身都冇講話係咩STYLE既,創新D又話唔係NFS,叫人改名
出多幾次同一樣野又話冇新意,家下D 玩家真係.....
The type look like GRID
作者: HKZonda 時間: 2009-3-25 01:11
原帖由 667 於 2009-3-24 23:42 發表
睇落NFS SHIFT畫面好D光D,唔覺似GRID,都唔知點解會咁多人話似GRID
NFS 本身都冇講話係咩STYLE既,創新D又話唔係NFS,叫人改名
出多幾次同一樣野又話冇新意,家下D 玩家真係.....
只可以話你冇真正感受過 NFS 及其他賽車 GAME 既個別特有風格
作者: hanghanghang 時間: 2009-3-25 02:04
好似porsche unleashed咁連老爺車都有得渣既賽車game真係可一不可再
無乜可能再出同題材既NFS
作者: HKZonda 時間: 2009-3-25 02:09
可能 license 貴
一次過八十三部車~
不過再有都唔緊要(指 Lamborghini Unleashed / Mercedes Benz Unleashed .....)
我覺得會好正~
只要唔好隻隻d賽道都一樣就好~
作者: CNR668 時間: 2009-3-25 03:02
I like NFS HP2 & PORSHE version....
I don't think the car control will same as GRID....
GRID is too unreailty....

[ 本帖最後由 CNR668 於 2009-3-25 03:03 編輯 ]
作者: hanghanghang 時間: 2009-3-25 03:05
原帖由 HKZonda 於 2009-3-25 02:09 發表
可能 license 貴
一次過八十三部車~
不過再有都唔緊要(指 Lamborghini Unleashed / Mercedes Benz Unleashed .....)
我覺得會好正~
只要唔好隻隻d賽道都一樣就好~
其實license貴就集集都係架喇
最主要係得一隻牌子既車
唔係人人啱口味
同埋法拉利應該加左價
hp2之後好似完全唔見影
[ 本帖最後由 hanghanghang 於 2009-3-25 03:08 編輯 ]
作者: adrianmak 時間: 2009-3-27 09:13
提示: 作者被禁止或刪除 內容自動屏蔽
作者: hanghanghang 時間: 2009-3-27 13:03
原帖由 CNR668 於 2009-3-25 03:02 發表
I like NFS HP2 & PORSHE version....
I don't think the car control will same as GRID....
GRID is too unreailty....![]()
師兄你d英文....
作者: andyoooooobun 時間: 2009-3-27 13:47
part of speech 都未搞清....ot
作者: HKZonda 時間: 2009-3-27 18:38
底插
你究竟有冇望過條 Teaser 架!?
Q&A: Publisher trifurcating its street-racing franchise into trio of new properties: the MMOG NFS World Online, the Nintendo-only NFS: Nitro, and NFS: Shift for the PS3, 360, PSP, and PC.
Given the upheaval surrounding Black Box, many gamers have been pondering the fate of the Electronic Arts' subsidiary's signature series. Today, EA announced that one of the partially shuttered Canadian operation's franchises, Need for Speed, will continue to be developed.
Need for Speed: Shift
Indeed, not only will the street-racing series carry on, it will be expanded and split into three different franchises. The first, Need for Speed: Shift, is a hardcore racing simulation in the works for the PC, PSP, Xbox 360, and PlayStation 3. It is being developed by Slightly Mad Studios, in collaboration with executive producer Michael Mann at Black Box and EA Games Europe senior vice president--and Digital Illusions CE cofounder--Patrick Soderlund. Slightly Mad Studios was founded earlier this month by former GT Legends developer Ian Bell.
The second NFS franchise to rise from Black Box's ashes is Need for Speed Nitro (working title), an arcade racer being crafted by the Boogie-makers at EA Montreal. Set for release exclusively on Nintendo's Wii and DS, the game will sport a "unique visual style" and, like Need for Speed Shift, will sport many real-world automotive licenses. Also like Shift, it will ship in North American this fall.
Finally, six years after EA shut down its first car-based massively multiplayer game, Motor City Online, the publisher is backing the auto MMOG genre out of the garage again. Jointly developed by Black Box and EA Shanghai, Need for Speed World Online is a PC-only, free-to-play game set to launch in Asia this coming summer. A North American release is scheduled for "winter 2009," which could potentially mean an early 2010 release.
With NFS being challenged for racing gamers' dollars by Microsoft's Forza Motorsport, Take-Two's Midnight Club, and EA's own Burnout series, why did the publisher decide to mix up its winning formula so drastically? Keith Munro, Electronic Arts' vice president of marketing, laid down some informational rubber with GameSpot in an exclusive interview.
GS: Need for Speed Undercover performed below expectations, selling less than 940,000 units in the US according to NPD. That's about half the 2.1 million units ProStreet sold since 2007, one third Need for Speed Carbon's nearly 3.1 million units, and just a fraction of Need for Speed Most Wanted's 3.9 million units and Need for Speed Underground 2's 4.5 million units. What makes EA think it can turn it around?
Keith Munro: We need to compare apples to apples over a similar time frame, and in fact, globally Need for Speed Undercover sales are comparable to ProStreet on a week-to-date basis. That's pretty impressive, especially given the economic environment and the heavy competition we saw last fall. As we move forward with the franchise, we are confident that the new brand strategy around three specific genres will keep the game fresh and players entertained. As the market leader in the racing category, we are talking with gamers on a regular basis.
For years, we've understood that even though our flagship action-driving games, such as Undercover, Carbon, and Most Wanted, have tremendous appeal, there are still lots of other players who craved something different. Our new Need for Speed development strategy has us building different racing experiences for different players, reflecting their needs and wants from this category. This is really about putting consumers first and continuing to provide the best racing experiences for them on all platforms.
GS: Will the three series be annual franchises like NFS is currently?
KM: We're listening to players and will deliver the games on a schedule that makes the most sense for the franchise. Currently, players demand a new Need for Speed property in the market each year.
GS: Will EA be expanding or shrinking the NFS development team as a result of these changes? If the former, which studios will be expanding, and will they be getting staff from other EA studios which are being streamlined?
KM: We are expanding, and this means growth in studios that are new to Need for Speed. We are focusing on creating quality experiences across multiple racing genres; as such, we are using studios to develop games suited to their specific strengths. Need for Speed Shift is an authentic simulation racer, and is being built in the UK by a collaborative team.
EA Montreal has a strong track record in developing for Nintendo platforms. This team is bringing a new visual style to the game, as well as a distinctly "Need for Speed" take on racing as they evolve the arcade-racing genre.
Black Box is still playing a large role in the development of Need for Speed Shift and Need for Speed World Online. Also, we wanted to give the team at Black Box an extended development window so that their next Need for Speed action game could really blow the doors off the category.
NFS SHIFT
GS: Shift development is being overseen by EA Games SVP Europe Patrick Soderlund and EA Black Box's Michael Mann--where is it being developed?
KM: Shift is being developed in the UK by a collaborative team including Slightly Mad Studios, senior vice president Patrick Soderlund from EA Games Europe, and exec producer Mike Mann from Black Box. Slightly Mad Studios includes developers that worked on highly acclaimed PC simulation racing titles GT Legends and GTR 2.
GS: You say the game is "built by racers for racers." Does that mean this game will be EA's Gran Turismo or Forza?
KM: There are a couple of levels to this. First, we have a number of people working on Shift that have real racing and motorsport backgrounds. We'll get into more details on this later, but as an example, Patrick Soderlund is a driver and part of the racing team that recently competed in the 4th edition of the Toyo Tires 24H Dubai 2009, the first major race event of the year. His team ranked 5th in this high-profile race. He is very passionate about and committed to bringing the on-the-track experience to players around the world.
Second, regarding other games in the sim racing genre. We see Shift joining the ranks of the world's top simulation racing games with authentic cars and tracks, but it definitely offers its own signature look and feel. Shift represents the true driver's experience. Traditional simulation driving games tend to focus on replicating a car's performance, Shift moves beyond that by combining a player's unique driving style with accurately modeled cars to really drive home what it feels like to be behind the wheel.
We're also bringing the built-by-racers authenticity via core technology. Need for Speed is renowned for capturing speed and a unique style of racing. Shift continues that through an all-new sophisticated visual interface. For example, there is a three-dimensional HUD that mimics driver head movement, inertia, and G-forces. The depth of field also adjusts based on the speed of the car; so when the car is traveling at high speeds, the perspective will shift to the distance, putting the car/cockpit out of focus.
Need for Speed Nitro
And we're bringing a brand-new perspective to the action with a cockpit view. This view highlights the authenticity and lavish detail on the vehicles and provides a more realistic and immersive vantage point of the action. This "first-person mode" also comes with a free-look camera on the right thumbstick so the player can really appreciate their surroundings and also get the lowdown on their on-track competition.
GS: Will it take any cues from the new Burnout series, in terms of crashes and damage?
KM: There will be crashes and damage, yes. A realistic simulation racing experience should include the consequences involved when things go bad on the road, so incorporating realistic damage is definitely a critical aspect of this game. There will be a slight impact on your car's performance, but the real consequence for collisions will not be the damage to the car but rather our all-new crash dynamic. This crash dynamic will disorientate the player similar to a real-life impact, but it will not hinder the experience, and it is represented in an exciting manner.
GS: Will the game be open-world or more event-based like Pro Street?
KM: Shift is about competition rather than exploration, featuring a mix of street and track locations. We have some of the world's most recognizable tracks designed to appeal to the most hardcore driving enthusiast. We're not disclosing the complete track list right now, but we have over 15 immersive real-world locations including a London street course and the world-famous Brands Hatch circuit.
GS: What kind of race events will the game feature?
KM: We're not revealing all the race modes and details at this time, but I can say that every maneuver a player performs on the track is a reflection of their driving skill and style--precise, stylish, or aggressive. The evolution of these skills will determine how a player navigates through the game.
GS: Any new car licenses we should know about?
KM: We are not discussing specific licenses, yet but the car list currently represents numerous decades and car styles. Players will be tasked to select cars that are suited to the race event and their overall driving style. We have definitely created a car list that will appeal to everyone. It spans the spectrum of performance vehicles from domestics, exotics, imports, muscle, and everything else in between.
GS: I noticed the game is coming to the PSP--has the platform been successful for the NFS series?
KM: We have had excellent results on the PSP with Need For Speed, and with the continued global growth of that platform, we have high expectations for Shift PSP.
NFS NITRO
GS: What Wii expertise from the Boogie series will the EAM team be bringing to Nitro, in terms of motion-based Wii Remote control?
KM: The EA Montreal team has learned a ton from developing Boogie and SSX Blur regarding the Wiimote. They will be applying this expertise to ensure that Need for Speed Nitro takes full advantage of the controller in an organic manner that doesn't feel forced. We will be offering a number of control schemes to ensure that gamers of all types can use the Wiimote to their liking while racing through Nitro.
GS: The release says that arcade racing fans "will be exhilarated by [NFS Nitro's] deep and challenging gameplay." What exactly does that mean? Will there be an all-play option and a deeper mode? If so, will that work like EA Sports' All Play?
KM: What that means is that we want to ensure that Nitro is a game that stands up to the tenets of the Need for Speed brand and offers gameplay depth and a variety of modes. We do not want to fall into the trap of creating a "Need for Speed Lite." Instead we are building a game that core Nintendo gamers and casual players alike can enjoy, that's easy to get into but more difficult to master.
GS: Now that NFS Wii games will no longer be versions of the PS3/360 console game, how much will they differ from the main franchise? Will they feature any of the hardcore racing elements of Shift?
KM: Nitro and Shift will be very distinctive offerings. For each, we are taking full advantage of the platform's capabilities and unique qualities, and also crafting experiences that reflect these platforms' varied consumers. At their core, one is an authentic simulation, and the other is an arcade racer, and from there we've let the teams get creative in this expression. But both games will offer challenge, depth, and high replayability.
NFS World Online
GS: The announcement said that the game will have a "fresh and unique visual style." Will said style be like the NASCAR Kart Racing series announced in December?
KM: The EAM team is taking a unique look at Nitro's visual style and tone, and it will be quite differentiated from the NASCAR game. It will feel very Need for Speed, but in a more mischievous, Nintendo way. We'll be revealing more, including imagery, soon!
GS: Will this game be part of the Freestyle label?
KM: Need for Speed Nitro will be in EA's Games Label.
GS: Will the game be set in an all-new locale or return to a previous NFS location?
KM: The setting for Nitro will be all-new and will also push the creative vision for Need for Speed environments to new levels.
NFS WORLD ONLINE
GS: Given EA's history with Motor City Online (2001-2003), why did it feel like it should return to the massively multiplayer racing genre?
KM: Need for Speed World Online is more about exploration into the free-to-play model that is growing at a fast pace, rather than a straight-up MMO persistent world such as Motor City Online.
GS: What lessons from Motor City Online's failure is EA bringing to the new game?
KM: From a game perspective, the largest difference is that where Motor City Online featured American classics and muscle from the '30s to the '70s, Need for Speed World Online is steeped in modern car culture, featuring many of the vehicles familiar to our fans from the past few years. But the business model and player interaction is also very different--unfortunately, I can't discuss details on these aspects yet.
GS: Why is this launching in Asia first?
KM: Asia has proven itself as a rich market for online-only games. Once Need for Speed World Online has been successfully deployed in Asia, we will expand the game's reach by offering the service to PC gamers around the world.
GS: Will this game use licensed vehicles?
KM: Yes, that is core to Need for Speed. In fact, Need for Speed World Online will give fans the most licensed cars, parts, and game modes ever in Need for Speed's history.
http://www.gamespot.com/news/6203924.html?tag=result;title;1
作者: lapkwanalex 時間: 2009-3-27 19:49
無HDR 的 GRID ...-.-
作者: hanghanghang 時間: 2009-3-27 20:56
唔偏色唔等於無HDR
作者: anth 時間: 2009-3-28 19:02
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作者: hanghanghang 時間: 2009-3-28 19:17
打GTA4囉
作者: mfxfgr 時間: 2009-3-28 21:01
我好肯定你沒有玩過Need For Speed 1-5
作者: mfxfgr 時間: 2009-3-28 21:04
我好肯定Shift的操控一定不會似GRID,不信的話請先玩一下GTR2及M3 Challenge先.
作者: Inspire 時間: 2009-3-28 21:13
出左大把討論空間...唔駛咁快下定論住既
作者: dwade 時間: 2009-4-3 10:41
有冇玩過最初代nfs? 人地打響名堂之作已經有dashboard
btw我覺得nfs既賣點係劈公路, 玩gt我真係冇乜興趣
作者: bunch 時間: 2009-4-3 17:42
的確...我由nfs2兩始玩起...都係比佢果種公路賽吸引...
但係ug開始令我冇興趣去集集玩...
作者: dwade 時間: 2009-4-3 18:14
非常同意, 都係以前藍天白雲o係公路飛車最好feel
作者: HKZonda 時間: 2009-4-3 22:53
英雄所見略同
[ 本帖最後由 HKZonda 於 2009-4-4 02:41 編輯 ]
作者: nicepoon 時間: 2009-4-4 00:37
我記得果時d 警車好猛
作者: jason930 時間: 2009-4-4 18:49
感覺變左款
都係hot pursuit 2 好玩
作者: Alanfbm 時間: 2009-4-4 18:53
totally agree, 第三集係我既至愛
作者: simonlau44 時間: 2009-4-5 00:46
唔知有冇人玩過 dos 版 NFS / NFS2? 係果時D game 黎講. d 畫面真係好靚
作者: Inspire 時間: 2009-4-5 00:57
近期裝返,好有NFS feel

不過上網睇返HotPursuit既片,HP2既改變真係好少,D聲同車都差唔唔多
不過佢算keep到NFS個核心,有時唔一定要大改變
作者: HKZonda 時間: 2009-4-5 01:06
有
正
NFS2 D 特別車好搞野.
作者: HKZonda 時間: 2009-4-5 01:06
原帖由 Inspire 於 2009-4-5 00:57 發表
近期裝返,好有NFS feel![]()
不過上網睇返HotPursuit既片,HP2既改變真係好少,D聲同車都差唔唔多
不過佢算keep到NFS個核心,有時唔一定要大改變
玩 CONSOLE 版會好D
作者: zxcvbnm77hk 時間: 2009-4-5 01:07 標題: 回覆 70# 的帖子
記得個景好靚
唔知仲有冇人online
作者: Inspire 時間: 2009-4-5 01:16
PS2?
同PC版有咩分別?
作者: HKZonda 時間: 2009-4-5 01:48
PS2 版既畫面係靚過 PC
(唔計解像度差別起格仔?)
D路長D 大條D 闊D 個景靚D







作者: musicmatch 時間: 2009-4-5 03:41
第一代係有The 字,叫The Need For Speed .之後就改左,叫Need For Speed.
真係唔係好明第一代DOS版冇改車,真真正正 手查 架直版係感覺異常好玩....正到無論,仲有D大炒場面好正.D炒車聲.爽.!唔明點解之後都唔保留~~希望推出返,WINDOWS復刻版,要SUPPORT DIRECT X 10.1 VER 啦,係第一代先俾到我SPEEDING 感覺
[ 本帖最後由 musicmatch 於 2009-4-5 03:50 編輯 ]
作者: dwade 時間: 2009-4-6 09:33
NFS 2可以自己改到渣NPC車 (即係街上面既巴士, 貨車之類)
重可以渣恐龍, 冇錯, 係恐龍, HOLLYWOOD賽道幾層樓高O個隻暴龍
好玩到爆
作者: dvitbilly 時間: 2009-4-6 17:50
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