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NFS Pro Street


  1. #21
    Maniac Scorpio's Avatar Scorpio este cu certitudine unul din liderii acestei comunitati Scorpio este cu certitudine unul din liderii acestei comunitati Scorpio este cu certitudine unul din liderii acestei comunitati Scorpio este cu certitudine unul din liderii acestei comunitati Scorpio este cu certitudine unul din liderii acestei comunitati Scorpio este cu certitudine unul din liderii acestei comunitati Scorpio este cu certitudine unul din liderii acestei comunitati Scorpio este cu certitudine unul din liderii acestei comunitati Scorpio este cu certitudine unul din liderii acestei comunitati Scorpio este cu certitudine unul din liderii acestei comunitati Scorpio este cu certitudine unul din liderii acestei comunitati
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    ok ok poate e ca voi "gamerilor" ... ( eu am citit p'acolo din plictiseala nu am cautat alte surse ) ... si mi s'a parut ciudat sa nu stearga nimeni topicul ...( e pe forumul EA ) ..

    btw numai complexatzi p'aici .. si mari gameri ... ( mai ales ovisebdan n00b )
    -- No OnE LiVeS FoReVeR !!!

  2. #22
    Senior Member dnk_sprd's Avatar dnk_sprd este pe calea cea buna
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    grrr!!!
    inca 5 zile! grr!
    Vrei mai putine reclame? Inregistreaza-te sau logheaza-te

  3. #23
    Fan Stiinta Aby_Reverse's Avatar Aby_Reverse reprezinta o cantitate neglijabila
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    in 5 zile iese???



    Membru Fondator Craiova

  4. #24
    Keelah se'lai! ovisebdan's Avatar ovisebdan este deja o vedeta ovisebdan este deja o vedeta ovisebdan este deja o vedeta ovisebdan este deja o vedeta ovisebdan este deja o vedeta ovisebdan este deja o vedeta ovisebdan este deja o vedeta ovisebdan este deja o vedeta
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    in 5 zile iese???
    pe 31 mai

  5. #25
    Fan Stiinta Aby_Reverse's Avatar Aby_Reverse reprezinta o cantitate neglijabila
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    ms...



    Membru Fondator Craiova

  6. #26
    شيخ‎ René's Avatar René este deja o vedeta René este deja o vedeta René este deja o vedeta René este deja o vedeta René este deja o vedeta René este deja o vedeta René este deja o vedeta René este deja o vedeta
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    Atunci apar numele oficial, data lansarii si mai multe detalii....nu jocul...


    "The best part of falling is getting back up again." -David Belle

    IRONÍE, ironii, s.f. Vorbă, frază, expresie, afirmație care conține o ușoară batjocură la adresa cuiva sau a ceva, folosind de obicei semnificații opuse sensului lor obișnuit; zeflemea, persiflare.

  7. #27
    Keelah se'lai! ovisebdan's Avatar ovisebdan este deja o vedeta ovisebdan este deja o vedeta ovisebdan este deja o vedeta ovisebdan este deja o vedeta ovisebdan este deja o vedeta ovisebdan este deja o vedeta ovisebdan este deja o vedeta ovisebdan este deja o vedeta
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    Atunci apar numele oficial, data lansarii si mai multe detalii....nu jocul...
    scuze, am uitat sa mentionez

  8. #28
    Senior Member Escort's Avatar Escort este placut de toti Escort este placut de toti Escort este placut de toti
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    maine apar detaliile alea abia astept
    adrenaline junkie
    VOODOO PEOPLE
    INVADERS MUST DIE
    WE ARE THE PRODIGY

    Edited by MOD - pentru anunturi de mica publicitate exista sectinuea Mica Publicitate, pe orice alta sectiune / subsectiune / semnatura / blog a forumului aceste anunturi nu sunt permise!

  9. #29
    Keelah se'lai! ovisebdan's Avatar ovisebdan este deja o vedeta ovisebdan este deja o vedeta ovisebdan este deja o vedeta ovisebdan este deja o vedeta ovisebdan este deja o vedeta ovisebdan este deja o vedeta ovisebdan este deja o vedeta ovisebdan este deja o vedeta
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    apare in noiembrie (si pe PC)

  10. #30
    Addicted! rebound's Avatar rebound este placut de toti rebound este placut de toti rebound este placut de toti
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    Citat Mesaj iniţiat de ovisebdan Vezi mesajele
    apare in noiembrie (si pe PC)
    era de asteptam,in fiecare an in noiembrie iese un nfs

  11. #31
    Keelah se'lai! ovisebdan's Avatar ovisebdan este deja o vedeta ovisebdan este deja o vedeta ovisebdan este deja o vedeta ovisebdan este deja o vedeta ovisebdan este deja o vedeta ovisebdan este deja o vedeta ovisebdan este deja o vedeta ovisebdan este deja o vedeta
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    btw, se numeste Pro Street

  12. #32
    Addicted! rebound's Avatar rebound este placut de toti rebound este placut de toti rebound este placut de toti
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    heh deci nu abera scorpio

  13. #33
    Keelah se'lai! ovisebdan's Avatar ovisebdan este deja o vedeta ovisebdan este deja o vedeta ovisebdan este deja o vedeta ovisebdan este deja o vedeta ovisebdan este deja o vedeta ovisebdan este deja o vedeta ovisebdan este deja o vedeta ovisebdan este deja o vedeta
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    Citat Mesaj iniţiat de rebound Vezi mesajele
    heh deci nu abera scorpio
    tot ce s-a zis despre joc inainte de 31 era considerat aberatie pt ca nu existau surse oficiale care sa sustina argumentele

  14. #34
    Senior Member dnk_sprd's Avatar dnk_sprd este pe calea cea buna
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    ca si acum ne umplara de detalii... macar au facut teaser-ul mai mare si mai interesant

  15. #35
    Fan Stiinta Cata_nos's Avatar Cata_nos este pe calea cea buna
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    si.. cerintze ceva stiti ???

  16. #36
    Keelah se'lai! ovisebdan's Avatar ovisebdan este deja o vedeta ovisebdan este deja o vedeta ovisebdan este deja o vedeta ovisebdan este deja o vedeta ovisebdan este deja o vedeta ovisebdan este deja o vedeta ovisebdan este deja o vedeta ovisebdan este deja o vedeta
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    Citat Mesaj iniţiat de Cata_nos Vezi mesajele
    si.. cerintze ceva stiti ???
    inca nu se stie

  17. #37
    شيخ‎ René's Avatar René este deja o vedeta René este deja o vedeta René este deja o vedeta René este deja o vedeta René este deja o vedeta René este deja o vedeta René este deja o vedeta René este deja o vedeta
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    Citat Mesaj iniţiat de rebound Vezi mesajele
    heh deci nu abera scorpio
    daca te uiti mai bine vei vedea ca abereaza...



    EA SHIFTS GEARS WITH NEED FOR SPEED PROSTREET
    REDWOOD CITY, Calif. - May 31, 2007 - Electronic Arts Inc. (NASDAQ:ERTS) announced today that the blockbuster Need for Speed franchise is introducing a new version that drives the series in a new direction. Need for Speed ProStreet is a ground-breaking Need for Speed experience where you're thrust to compete head to head against the best street racers in a multitude of racing showdowns. The game is being developed by EA Black Box in Vancouver, B.C., and is slated to ship this fall.

    "Need for Speed ProStreet accelerates street racing culture by providing the ultimate stage for the pursuit of street racing supremacy," said Executive Producer, Larry LaPierre. "This is a game about building the ultimate performance-tuned battle machine, taking it to multi-disciplinary showdowns all over the world and pitting your skills and reputation against the very best street racers."

    Need for Speed ProStreet boasts impeccable precision and impressively detailed photo-realistic graphics, effectively transporting you to the center of the action. It pushes the "Autosculpt" technology to a new level, allowing you to directly impact your car's performance for the first time as well as personalize its appearance. Need for Speed ProStreet is a true taste of raw adrenaline and racing with consequences. Every dent, every scratch and every crumpled body panel is a battle scar, proof of your commitment and competitive mettle. With an aggressive and skilled AI system, you become immersed in an unmatched believable race experience. Add in a revolutionary online mode that will redefine the meaning of competitive social play, and Need for Speed ProStreet is the ultimate formula for an emotionally charged street racing showdown.

    Need for Speed ProStreet will be available for Xbox 360 video game and entertainment system, PLAYSTATION3 computer entertainment system, and Wii? as well as the PlayStation2 computer entertainment system, Nintendo DS, PSP (PlayStation Portable) handheld entertainment system, PC and mobile. More information can be found at www.needforspeed.com. Press can download assets at http://info.ea.com.

    Additionally, the official site has been been updated with a couple of new screenshots and a new trailer.

    TRAILER

    screenshot 1
    screenshot 2
    screenshot 3
    Site-ul oficial: www.needforspeed.com



    PS. Pana la urma tot ce ziceam eu era adevarat... Acum vedeti de ce ma agitam atat?

    PS2. Rog un moderator, ceva sa schimbe numele in Need for Speed: PRO STREET


    "The best part of falling is getting back up again." -David Belle

    IRONÍE, ironii, s.f. Vorbă, frază, expresie, afirmație care conține o ușoară batjocură la adresa cuiva sau a ceva, folosind de obicei semnificații opuse sensului lor obișnuit; zeflemea, persiflare.

  18. #38
    شيخ‎ René's Avatar René este deja o vedeta René este deja o vedeta René este deja o vedeta René este deja o vedeta René este deja o vedeta René este deja o vedeta René este deja o vedeta René este deja o vedeta
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    Preview facut de IGN

    Don't get confused. This isn't like other EA Street titles with over-the-top arcade slam dunks and impossible maneuvers. This is Pro Street. In fact, EA did the exact opposite and created an entire new genre of racer: the street racing simulation. "The Fast and the Furious" meets Forza.

    Well, don't tell that to producer Michael Mann. His team at EA Black Box, responsible for NFS: Most Wanted, wants to distance Pro Street as far away from "The Fast and the Furious" as possible. Pro Street isn't about a glowing, fluorescent purple underbelly to your car. Pro Street is 100 percent about performance and the culture of street racing.

    And if you didn't know, street racing happens to be illegal. To accommodate, professional race tracks are opening their doors to street racers in unheard of numbers. Pro Street will feature real world locations like Sears Point Raceway (now Infineon Raceway) near Sonoma, Calif. While EA wouldn't go into detail on the other tracks, it did say that you can expect a number of "iconic locations" in Asia, Europe and the States.

    What we didn't expect from EA was just how "real world" it was taking NFS. We watched a developer do a quick lap at Sears Point and this is unlike any NFS you've ever seen. It actually looks real. Sears Point was bordering on photorealism. More importantly, the sense of intense speed is gone -- this game plays more like Forza than previous NFS titles in which you dodged cops and knocked opponents off cliffs. We watched as he apexed turns and scratched our heads as he used these strange contraptions known as brakes.

    The biggest question we had for EA was this: Why? Pro Street is a not really a sequel -- it's a distinct departure from the franchise's roots, a turn in a completely new direction. Quite simply, said EA, street racing fans have been demanding real-world believability. That all starts with the race weekend.

    It's then that the street racing community gathers, car enthusiasts that like to build and show off their high-performance racers. They do that in a number of ways, and EA has included a few in several events that comprise the race weekend in Pro Street: Drag, Drift, Grip, Circuit and Speed Challenge. The career goal is focused around working your way up the ladder in each event and eventually becoming "king of the street."

    This focus on driving culture culminates in customization. For each event, you will need to swap out parts and toggle a staggering number of options. You're not going to use your drift car for a drag race. EA's goal here is to create a system that is both accessible and deep. If you're not into customization, you can choose an event car based on a blueprint template. If, on the other hand, you live for tuning your gearbox and have a hard time deciding between intercoolers, you can build your car part-by-part using real-world, high performance components. NFS: Carbon's autosculpt system was accessible, yes, but it was purely aesthetic. In Pro Street, every modification has an effect. If you really want that new spoiler, you will sacrifice speed for grip. Thankfully, there is instant feedback that will show you exactly what effect each part will have. And unlike traditional motorsports like NASCAR, there are no rules designed for your safety or the safety of others. In fact, screw that. You can push the envelope as far as you like using brand-name, high performance parts. EA has yet to mention what brands it has partnered with, but you can bet there will be many.

    Once you build the perfect car, don't get too attached to it. Pro Street is bringing the danger back to racing. Each bump, each scrape, each head-on collision with a wall has consequences. We sat in awe as a target video showed a car exploding into hundreds of pieces. Keep in mind this isn't Burnout. The car doesn't just explode and you respawn seconds later. Black Box is devoting a significant amount of time to a persistent damage system that emulates real-life collision in hope of showing the raw, violent power of these cars. Yes, there are real consequences -- beautiful, thrilling dangerous consequences that will jolt you out of your shoes, and probably your checkbook.

    None of this would matter if the game looks like butt, so Black Box dedicated itself to creating a fresh visual look. If by "fresh" Black Box means "gorgeous and completely unexpected," then it succeeded. At Sears Point, the setting sun cast an orange glow over the track and glistened off the car's pristine paint job (Cars are currently modeled with about 21,000 polygons.). When cars burn out, thick gray smoke wraps around the spinning tires and leaves an ominous cloud in the middle of the road. More than just fun to look at, the smoke will obstruct the vision of your competition, at the risk of spinning yourself right into a wall. On the final stretch of a race, blowing smoke on your opponents is the ultimate insult. You might as well get out of your car, spit on their windshields and flip them the bird.

    Despite our initial surprise, we like EA's decision to depart from Need for Speed's arcade roots with Pro Street. Realistic street racing is a completely new genre in gaming. But will EA actually pull it off? Time will tell. All we can say is that we will happily run a string of red lights on our way to our first hands-on session with this new breed of speed.
    Interviu facut de IGN

    link

    Un conducator al unui forum destul de renumit printre fanii NFS a fost in Vancouver la conferinta de presa EA Games si a facut si el un articol:

    Another game in the series was announced today, the Need for Speed Pro Street, and the NFS fansite owners were one of the first outside of EA to actually play it at EA Blackbox in Vancouver, Canada. So what does the 19 months in development game look and play like? Well, I can assure you that it is completely different than any Need for Speed up to date.

    The main advertised features of Pro Street are DAMAGE, PHYSICS and SMOKE. And I think it's justified to say that these features are superbly done. Damage consists of extra parts denting, bending and falling off. But it's not just limited to bumpers, doors and hoods, but also the car chassis. All in all it looks pretty life like and it will surely have a large impact on gameplay as if you run your car into the wall at 200 km/h, all you can do is end the race. Yes, this means that there is no race restart – if you damage your car in a race, you'll miss that race completely. There's also lower levels of damage, that will still allow you to finish the race but it will make it more of a challenge as damage will have a slight effect on the performance of the car. Don't worry about the cost of repairs – they designed the damage so it's there, but it will not drain you of your hardly earned cash. There are cheap ways of repairing your car by actually duct taping your bumpers back to the car. And what's better than to show your battered car to let the other racers know that you're a race track veteran!

    One thing that was made completely from scratch is the game physics. The way the Need for Speed games drove from Underground to Carbon was pretty much the same – pedal to the metal with braking an unknown concept. That tactic will get you to the first turn in Pro Street. Then you'll cry over the wreckage of your car. Yes, the car handling is now much more realistic and with all the assist off, you'll find it quite challenging to drive. There's a big difference between turning the assists off or on – no assist basically means no abs and no traction control and as a consequence faster laps. If you don't end up in a cloud of smoke after a spin off of course. Smoke in Pro Street definitely looks the best in any game to date. When doing a burnout, you'll actually notice smoke coming radially out of the tyres and it will stay in the air for quite some time. Race starts should look very good, especially if you start last as you'll have a hard time seeing where to go!

    You already know that there's no free roam this time. The reason lies in the game being a legal street racer – which means weekend events on either closed roads or actual race tracks which are all based on real locations throughout the world (Japan, North America, Europe). All the racing will be done in clear sunny skies – no night racing and no weather changes. Also closed tracks mean no traffic and no cops. Yes, cops are not returning this year, but with this game's physics and setting, including cops would be a bad idea in my opinion. Noticed the no traffic feature? Yes, that means that we'll be getting proper DRAG racing! Underground styled drag racing where it's you versus your car to get the best possible time and to achieve that you won't just need perfect shifting, you'll have to tune your car to have the least drag, the highest power and the best acceleration. Which is a very important part of the game – for the 4 game modes available in game you'll have to have at least 4 cars, one car tuned for one race type.

    The story itself has been done completely different this year – no animated sequences, high profile actors, cheesy storyline. The goal of the game is to become the Street King – the guy who owns all four race modes. You'll be able to do that by competing in so called race weekends, special events held at different locations. You'll be able to take a max of 4 cars to these events which simply means that if you total your drag car, you'll have to drag with a car tuned for circuit racing. There are two more race types beside drag and grip (fancy name for circuit) – speed challenge, which are up to 20km long staged races where you have to achieve the highest possible to speed and drift which like drag, has been completely redone. The physics engine has been done so well that car handling in drift isn't as different as in previous NFS games. It will be easy do do drifts, even connect one or two turns, but to master it will take quite a lot of skill and of course like with other modes, a properly tuned car.

    And speaking of cars, you'll see the biggest car list in any NFS game up to date – more than in Carbon, totaling at about 50-60 cars with a age span of 40+ years, from 26 manufacturers, 8 supercars, tuners, muscles. Once again in car view is not present, but to make up for that, they returned autosculpt which is now available on all parts. But not just that, visual tuning now actually makes a difference, which you'll notice the most when you take your car into a wind tunnel where you'll be able to get the best possible drag/downforce ratio by adjusting spoilers, changing air intakes… Visual tuning is back, but is somehow limited compared to Underground 2. No separate bumpers, just body kits. No aftermarket parts, but they promised that the kits this year look real life like, not like the whale like stuff present in previous games. A really deep feature is performance tuning. Dyno has returned, there are 250 aftermarket companies, thousands of parts and like most of the game is designed, you can simply slap on a performance upgrade for a large amount of money, which will upgrade your car automatically, or you can do the cheaper way of installing every part by yourself. Remember how you need to have different cars for different race modes? To help you make performance setups, the so called blueprints were introduced. A blueprint is basically the selection of parts and how they are tuned. Once you create a blueprint, you can put it on any car or share it with your friends over the internet.

    The appearance of the game has improved as well. Cars look much more real than in Carbon, almost photo real. EA Trax is returning with licensed songs and composed songs varying from electro and dance to punk and rock made by famous DJ Junkie XL. There will be up to 8 racers in one race with no catch up and real life like AI that occasionally makes mistakes. Locations should be varied, but unfortunately no exotic beaches or alpine roads, which is actually quite a shame as with this physics model, doing an alpine pass race would be a great experience. One thing the game is currently lacking is a good sense of speed, but I'm sure they will improve that by adding some motion blur and a few other tricks.

    Pro Street definitely isn't like any other Need for Speed game! This time it seems EA actually listened to the fans and they included and repaired most of the features requested. The circuit race mode looks pretty much like other race games, but drift and the yet to be seen drag and speed challenge should make the game something else. November is still pretty far away and a lot of time will be spent polishing the game to make it look and play like a real Need for Speed.
    Pe scurt( daca va e lene sa cititi tot):
    -EA lucreaza de mult timp la jocul asta
    -se pare ca incearca sa se intoarca la vechile NFSuri dar fara trasee pe malul marii sau pe munti...cum vine asta ?
    -daca iti strici masina nu e nevoie sa repari tot bodykitul cu o groaza da bani, putand sa alegi si varianta mai ieftina - sa-l carpesti
    -fara freeroam
    -fara trafic
    -fara actori care joaca aiurea
    -fara politie
    -trebuie sa ajungi Stree King dominand la cele 4 tipuri de curse: drift, drag, closed circuit si speed challenge
    -vor fi evenimente organizate
    -avem dyno si peste 250 de firme care iti pot modifica masina (contra unor costuri) sau o poti modifica singur, bineinteles iesind mai ieftin
    -bodykiturile nu sunt aftermarket dar vor afecta manevrabilitatea masinii; poti chiar sa pui masina intr-un wind tunnel si sa ajustezi kiturile;nu au mentionat nimic de auto sculpt
    -tot in noiembrie se va lansa


    "The best part of falling is getting back up again." -David Belle

    IRONÍE, ironii, s.f. Vorbă, frază, expresie, afirmație care conține o ușoară batjocură la adresa cuiva sau a ceva, folosind de obicei semnificații opuse sensului lor obișnuit; zeflemea, persiflare.

  19. #39
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    Interviu realizat de GameInformer:

    We spoke with John Doyle, EA Black Box producer for the Need For Speed ProStreet, and got a lot of juicy tidbits about the upcoming game, including details about the direction it's taking, new features and what kind of consequences players can expect even without a police presence.

    Game Informer: You guys are trying something new every year, and this seems to be a little bit more of a realistic look at street racing.


    John Doyle: Were trying to get a realistic, believable street-racing vibe. Were trying to reflect what we see the culture doing. The culture is really moving away from that bling, the neon, the fast and the furious thing; the cars that ride on trailers but dont actually ever ride on the track. Its moving much more in the direction of emphasizing performance and skill, and we try to reflect that. Were a video game, so we try to reflect that in a way thats as cool as we can possibly imagine it.

    GI: Does that mean that youre going to get away from some of theand dont mind me saying this butsome of the cheesy CG actors and plot movement.

    Doyle: (laughs) Its certainly not going to be anything like what you saw in Most Wanted or in Carbon. Were not really looking at the green screen with the actors. We think its important to set the game experience in the world and in the culture, and we think its really important to make sure theres a strong context of motivation that helps guide you through the games. Theres certainly going to be a story, theres a reason to race, but I dont think itll be as recognizable as anything that was in Most Wanted or Carbon.

    GI: What are some of the main things youre trying to accomplish with this game?


    Doyle: I think the biggest thing were trying to do is make sure we release a really good Need For Speed game that people really want to play. And for us, the key for us is making sure that were looking at what people want to play, what the culture is doing, what makes sense, and really where can we push it next. Weve spent a lot of time on this game. Weve been in development for 15-16 months now on this, and we want to make sure in what were delivering is fun, accessible, adrenaline filled white knuckle racing experience. Thats what we try to do for all Need For Speed games. This year, were focusing on that its believable, its raw and realistic street racing.

    GI: EA has been releasing Need For Speed games on a yearly basis, much like the sports titles. You said the game has been in pre-production for 15-16 months. Does that mean its been in development while Carbon was in development? So you have multiple Need For Speed teams working on games?

    Doyle: We generally do. The production team and the initial design team were the guys who drove Most Wanted. They didnt work on Carbonthey focused on the, «what is the next game going to be?» They were able to take a team that started at 20 people and built up to about 50 people, which is now well over 100 people, and started work on the long lead techthings like damage take a long time to get right. Things like smoke you cant do in a yearly cycle. So we make sure we start those technologies as early as we can so that we can get them into the game.

    GI: So where are the Carbon guys, because I want to talk about the next game? (laughs)


    Doyle: Theyre in seclusion. (laughs)

    GI: What you showed us of this game, youre doing a lot more damage than seems to have been done before. How is that working with car manufacturers? In the past a lot of the car manufacturersif youre using a real car, they obviously dont want to see their cars damaged.

    Doyle: The manufacturers have actually been fantastic. We have a strong relationship that weve been working for on a lot of years with the Need For Speed games. Every manufacturer in the game has completely signed off on full customization and full damage to their cars, including flipping them, rolling them and totaling them. Were excited by it. Its a lot of work to make sure that everyones on board and everyones OK with it. Its a lot of travel to a lot of corporate offices, but everyones on board and we think its going to be pretty cool.

    GI: I met you when you were working on Carbon, are you happy about how Carbon turned out? Did you take anything you learned with Carbon and implementing it with this game?

    Doyle: As a producer Im never actually happy with a game.

    GI: Is it your job not to be happy? (laughs)

    Doyle: Its my job to always want more. (laughs) The team sometimes appreciates it, and sometimes not. I think Carbon was a strong game, its done very well and people really enjoy playing it. Theres some things weve learned out of Carbon. For instance we didnt want to do another night time game. We wanted to make sure that we werent doing the same thing year after year. While weve released a game every year for quite some time now, we want to make sure were releasing a new fresh experience every year. We took some key learning points from Carbon. Autosculpt is back this year. We think its a great innovation and it really drives performance and customization. Weve improved it by adding the wind tunnel this year. Its certainly strong and we wanted to keep it. Weve rewritten the physics we have a new damage system the game looks a lot different. But I think what we got out of Carbon, the online features were pretty strong for us last year. While were not talking about them yet, weve been able to use that success to be able to springboard into something thats going to be pretty cool, as well.

    GI: With this game youre going to focus on daytime races, but will there be any nighttime races?


    Doyle: Theres not any plan to have any nighttime races at this time. This is in the sunlight.

    GI: No police?


    Doyle: In this game there arent any police. In the past theyve provided a pretty strong consequenceif you mess around too much, you run the chance of getting busted. This year that consequence is really driven by damage. This game is about your ability to build and drive fantastically powerful cars and thats where we wanted to keep our focus.

    GI: Say Im ripping around in my Nissan and I take too tight of a corner, tear the hood off, wreck a bumper and scrape up things. Am I going to have to pay to repair that damage?

    Doyle: Theres always a gameplay consequence that we want to build in. We have really tuned exactly what were going to do with that yet, but we want to make sure that damage has a little bit of teeth. Now the key for us is damage is cool. We want you to see this damage. We made sure this year that the AI is pretty aggressive and is going to make mistakes. Youre going to see some crashes but we want you to experience some epic crashes as well so damage is not going to be a punishment.

    GI: What are some of the racing disciplines youre going to be perusing in this game?

    Doyle: Weve got Grip, which is traditionally a circuit mode, weve got Drift, which weve really reinvented significantly. Reinventing our physics allowed for us to do Drift in a way that we havent been able to do before. Drag has come back this year and controlling a 1000 horsepower car down a strip is not an easy task. We also have a new mode, which were calling speed challenges which is all about pushing that car as fast as you possibly can and riding the edge of control.

    GI: Is there anything you can say about which online features youre going to have this time around?

    Doyle: We talked a little bit about the ability to be able to share blueprints this yearthe ability to be able to share that kind of leaderboardyou post a great time and the blueprint that someone made for you is there as the guy who built and tuned that car. In terms of the rest of the online features, well have to talk about them a little bit later.

    GI: Something that were seeing in Forza 2 is that people are building, tuning, basically building a car, painting it, and adding cool decals and theyre going to be able to sell that. Is that something youd like to do with this game?

    Doyle: I think with this game were not as much interested in building a car to sell, but we want you to build a car that you want to drive, that you want to run yourself. Thats the way I think our customization is. Our system is second to none. It allows you to really do whatever you want with the cars. We want you to have the ability to share that, especially share your expertise, share with your friends, both the visuals and performance. But were not really looking to build it into something that youre going to use in terms of an auction house.

    GI: With the PS3 version of Carbon you kind of toyed a little bit with the Sixaxis. Is this something you want to delve into a little bit more with this game?

    Doyle: Well certainly support Sixaxis this year. In terms of alternate controllers, like Sixaxis, like with what the Wii provides, the new physics engine this year has been amazing, in terms of making those controllers feel very, very precisemuch more precise than what you saw in Carbon last year, much more precise that Ive seen in a racing game thus far.

    GI: Are you trying to push the envelope on how many vehicles youre planning getting into this game?

    Doyle: Were certainly going to support as many vehicles as we did last year. Were pushing hard to see if we can get quite a few more in, but thats one of our challenges is making sure that all of this cool stuff weve put in allows for us to scale the number of vehicles you see on the track.

    GI: What are you looking forward to most in this game?


    Doyle: Im looking forward to beating all the other guys in the office, to prove that Im the better racerprobably using someone elses blueprint to do it. Im also looking forward to some pretty darn epic crashes.


    "The best part of falling is getting back up again." -David Belle

    IRONÍE, ironii, s.f. Vorbă, frază, expresie, afirmație care conține o ușoară batjocură la adresa cuiva sau a ceva, folosind de obicei semnificații opuse sensului lor obișnuit; zeflemea, persiflare.

  20. #40
    شيخ‎ René's Avatar René este deja o vedeta René este deja o vedeta René este deja o vedeta René este deja o vedeta René este deja o vedeta René este deja o vedeta René este deja o vedeta René este deja o vedeta
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    Preview facut de 1UP si poze noi

    he 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.





    2 fete care vor aparea in joc:

    Krystal Forscutt:

    Sayoko Ohashi


    Un boxart ce pare oficial aparand si pe siteul EA din singapore:



    NFS ProStreet va fi la E3:

    Multi dintre voi stiti ce e E3 asa ca nu are rost sa dau asa multe detalii.

    Cum au fost inregistrate sunetele:

    click


    Interviu facut de 1UP:
    click


    PS. Rog un moderator sa schimbe numele threadului in NFS: Pro Street


    "The best part of falling is getting back up again." -David Belle

    IRONÍE, ironii, s.f. Vorbă, frază, expresie, afirmație care conține o ușoară batjocură la adresa cuiva sau a ceva, folosind de obicei semnificații opuse sensului lor obișnuit; zeflemea, persiflare.
    Vrei mai putine reclame? Inregistreaza-te sau logheaza-te

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