Need for speed gets "serious".....confirmed!

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As long as it has reasonable handling, I'll get it.

I hate for example the handling in GRID, there's something about the way the car moves that isn't right. The cars are too floaty and brake way too well and turn far too well for something they say is "sim-like".


If I recall, GRID is supposedly Sim-cade, not a full sim.
 
in this shot, I'm struggling to keep the Hakosuka pointing in the right direction under braking... I've hit the brakes too hard and the rear end as gone a bit light on me and is starting to slide. It's a moment of pure joy! I've yet to modify the car in-game as I'm rather enjoying it's stock bia-ply tires.... the car moves around so much on the limit; it's a joy to toss its nimble chassis from corner to corner!
BTW none of these screen shots have ANY photoshop doctoring on them... This is exactly how it looks in game!

May7_Speed_Screens0002.jpg


May3_SPEED_Screens0004.jpg


May3_SPEED_Screens0001.jpg


OK I'm sold, at last we hear a little about the car physics.Cheers for the link Berca
 
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I never thought that I would even consider buying a Need for Speed game until the news about Shift started to make me interested. Even then, I thought it would be a GRID clone ... I'm still trying to keep my expectations low, but this game looks more and more interesting.
 
uh, yeah; hype sold their last 3 NFS games; although Most Wanted wasn't bad.

edit: I don't think they needed that logo on-screen:
May7_Speed_Screens0002.jpg
 
Here are some brand-new insights regarding Shift from one of the GTSurgeons insiders, should be 100% accurate since it's internal info:

- Physics model of NFS: Shift is based on those of "Ferrari Project"
- Professional setting is more accurate to drive than in GTR2
- Eero Piitulainen of Richard Burns Rally has developed totally new tyre-physics model which is mainly responsible for new physics
- Difference between 3 physics-models is in assist levels, while lowest setting will provide around 10% of more tyre grip for beginners
- Lots of efforts has gone into handling development so the game can be driven with controller
- Professional setting will require wheel in order to successfully manage throttle/braking and steering inputs
- Shift will feature different car classes - from Golf GTI up to Zonda F
- All cars can be upgraded and tuned from inside-out
- Most tracks are licensed European and American circuits with few non-existing tracks
- There will be few city-circuits
- Cockpit is the most important visual feature of the game
- Head-physics is the key difference point to other titles
- "Ferrari Project" title is also almost finished product, but there are severe licensing issues regarding closure of 10Tacle Studios which has all the licenses and copyrights. If somebody actually buys-out 10Tacle - and they do not want to sell themselves cheap at this point - Ferrari Project could actually see the daylight.

That is it for now, great info there and I so hope everything will be at least good as described above.

If some more details surfaces, I'll post it here.
 
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It's looking more and more promising, I do hope it has the right cars in it to appeal to me.
 
Here are some brand-new insights regarding Shift from one of the GTSurgeons insiders, should be 100% accurate since it's internal info:


- Professional setting will [require] wheel in order to successfully manage throttle/braking and steering inputs.

- "Ferrari Project" title is also almost finished product, but there are severe licensing issues regarding closure of 10Tacle Studios which has all the licenses and copyrights. If somebody actually buys-out 10Tacle - and they do not want to sell themselves cheap at this point - Ferrari Project could actually see the daylight.

Very interesting Amar and I welcome and appreciate your input. The first statement I find particularly surprising. I'm not sure if by this quote you're suggesting that the game can not be played at all with a pad or that a player can simply not be as competitive without a wheel. Forcing players to use a wheel in my opinion is a very bold step but also a shrewd move to show they're serious about creating a realistic sim. I think we can take it as a given that a professional simulation on a game console would rightfully be considered a niche product and developers are acutely aware of this. This is clearly evidenced, (GT series aside) that arcade style racing games outsell more sim oriented titles by a hefty margin.

I suppose there is some danger in a game trying to be all things to all people. But to produce a game with truly realistic physics and such polished graphics requires enormous development costs. It seems to me that NFS:Shift is more or less two titles in one, depending on the assist level. And I see this as a trend in the future where most racing games will feature two such modes. At least for console games. There is no doubt in my mind that the majority of people who buy Shift will play it in arcade style. And I have no issue with that so long as there's an easy way to filter players in the online lobbies.

I'm also quite surpirsed to hear about Ferrari Project possibly being released as a stand alone title at some point. For various reasons, purely speculative, I can't see this happening. But it's nice to imagine it could one day and I'd certainly be in line to buy it should it ever see the light of day.
 
I'm getting more and more interested, especially if SHIFT has the same physics engine as Ferrari Project.

Let's hope that the issues with 10Tacle studios will be resolved in the very near future, so I can buy Ferrari Project.

  • SHIFT
  • Ferrari Project
  • GT5
w00t!


:)
 
Anyone else think the rear view mirror looks a little odd in the interior shot? Its showing the track barriers and not directly down the track and the attitude of the car doesn't look as if its came straight out of a corner. Guess its still early on and little niggles (if it even is one) like that have plenty of time to be ironed out
 
Anyone else think the rear view mirror looks a little odd in the interior shot? Its showing the track barriers and not directly down the track and the attitude of the car doesn't look as if its came straight out of a corner. Guess its still early on and little niggles (if it even is one) like that have plenty of time to be ironed out


The hands on the wheel show that the car is still turning right, so my guess is that there's a right corner right behind it.
 
From the description of that image, the cars just steping out at the back under heavy braking and thus the wheel position (and hands) are corecting the oversteer, I'd say it's a double left hander but I could be wrong, the mirror image however is replicated in both wing mirrors as well. The speedo is covered but looks to be reading around 50-70mph but the tacho is practicaly on tickover.........clutch in???????
One thing is clear though, the interiors are beautiful! Lightend up the interior a little so you can see the detail a little better

uplight1.jpg


May7_Speed_Screens0002.jpg
 
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Other minor things to note about interior view:

No HUD :) Might just be a replay feature, but here's hoping...
Much wider field of view than GT, can see a lot more of the interior.
Possibly internal camera follows steering angle a bit, as it looks a bit like the camera is looking slightly to the right, like the steering angle?

Either way, all looks / sounds promising 👍
 
Aparently the "head" physics, dose follow the steering slightly so that could explane the view in that shot.
Actually, I have always wondered why GT5P does not have a 'look-to-apex' feature like Race07/GTR Evolution. In those games you can even configure it as percentage, giving you total control of how far the driver will look into a corner. 👍 A must-have for cockpit-view IMO.
 
Actually, I have always wondered why GT5P does not have a 'look-to-apex' feature like Race07/GTR Evolution. In those games you can even configure it as percentage, giving you total control of how far the driver will look into a corner. 👍 A must-have for cockpit-view IMO.

Because Mr. Kaz. plays no other racing games so he don´t know the great features that other games have :scared:
 
I hope it is possible to play SHIFT on a multi monitor setup (3) to create a peripheral view.
 
Eero Piitulainen is working on the tire physics, so as bizzare as it sounds, the game could end up having more realistic handling and force feedback than Gran Turismo 5. the videos i've seen haven't realy impressed me, though.:indiff:
 
I really like that it will have many tuning options. It will be a nice warmup to GT5. :)

It will make the custom TLD themed decals/paint on the car all the more meaningful to the actual car since it will be riding on a TLD tune, as will yours on Dutch Customs.:sly:

Edit: Oh I just read that we can't use our career cars in Online racing.:(

Edit 2:
Jesse: With DLC and Need for Speed's commitment to post-launch development, we're less limited to manufacturer deals inked in-time to make the box, rather have plans to keep both content and features rolling out as the year continues.
Some classics have been unveiled, mainstays of NFS are present, and some more firsts can be expected. Anticipated some other big surprises as the year continues.
Competition is still based upon a tier system, unless a special event is billed as a manufacturer specific race.

Looks like Jay V and I were right about the whore mongering DLC.:lol:

Edit 3: Check out this gallery of photos from that site while you're at it.

Edit 4 (:eek: lots of edits): Conspiracy theory time. Was Berca76 placed here at GTP to try and help persuade some GT gamers that Shift will be more to our liking?:sly: We've been infiltrated lads!:lol:
 
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Forget the rest of the news this is HUGE!

Copy from article:
* Physics model of NFS: Shift is based on those of “Ferrari Project”
* Professional setting is more accurate to drive than in GTR2
* Eero Piitulainen of Richard Burns Rally has developed totally new tyre-physics model which is mainly responsible for new physics
* Difference between 3 physics-models is in assist levels, while lowest setting will provide around 10% of more tyre grip for beginners
* Lots of efforts has gone into handling development so the game can be driven with controller
* Professional setting will require wheel in order to successfully manage throttle/braking and steering inputs
* Shift will feature different car classes - from Golf GTI up to Zonda F
* All cars can be upgraded and tuned from inside-out
* Most tracks are licensed European and American circuits with few non-existing tracks
* There will be few city-circuits
* Cockpit is the most important visual feature of the game
* Head-physics is the key difference point to other titles

NFS Shift just maid it onto my must buy list... pending this is all actually true.


Already posted.
 
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No offence paskowitz, but that news was posted in this thread a few days ago I believe.;)
 
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