Need For Speed (2015)

  • Thread starter Ameer67
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Played a little bit, and I have to say... This game handling model sucks indeed. Hopefully EA/Ghost will realize it soon and swap it with the handling model of one of the older Frostbite-based NFS games.

Sprint events: the AI won't use the "NOS", will wait for you - despite being supposed to be competing for 1st place.
Drift Train events: the AI will use nitrous and staight-up cheat to put as much space as possible between you and them.

Sounds legit.

Anyways, is it normal that I can't access the Evasive and the white J's logos that are found on the preset wrap for the NSX?
For me, the guys in DT events go so damn slow it can throw off your drifts.

"STAY WITH THE CROWD TO GET POINTS"
 
For me, the guys in DT events go so damn slow it can throw off your drifts.

"STAY WITH THE CROWD TO GET POINTS"

This is really annoying me at the minute as my drift car is also pretty fast in a straight line and I like to enter the corner at about 3,000mph before starting the drift early to shave speed. It's not my fault they can't keep up with me.
 
I've turned off the drift assists on my RX7 and I can't tell if it's better or not, as the car is still magnetised to walls against my control all too often. What is that mess? Badly implemented aquaplaning?
 
REALLY hoping they add manuals, because the auto transmission sucks. You can't even cruise around, because even at 1/4 throttle it doesn't shift until like 5k.

It's already been confirmed that manual transmission is coming:

http://www.needforspeed.com/en_GB/news/pc-release-date

For those players on console we can also confirm that Manual Transmission will be making its way to both PlayStation 4 and Xbox One. Keep an eye on official channels for future updates.
 
As far as this next major update will go, all I'll be expecting at the moment is the ability to map our controls.

Because seriously, if we still weren't able to map them, what would be the shift buttons?
 
As far as this next major update will go, all I'll be expecting at the moment is the ability to map our controls.

Because seriously, if we still weren't able to map them, what would be the shift buttons?
I'm guessing they will map it in the right analog stick for shifting.
 
Question: can I turn off the controller vibration in this game? I've been playing for like 5 hours and I can't figure out a way.
 
The transmission is mapped to the right analog stick. The camera is mapped to the DPAD or something like that

Minute mark 2:07.



Also the clutch is the middle pedal, and the brake is the left pedal for wheel users :lol: :lol: :lol:


Hope that was a simple error in the PR department and is not an actual in game feature.
 
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What a silly way to map the controller, We all know the left and right triggers are the best for accelerator, brake and transmission :sly:

Personally I'd love the ability to remove the button press snapshot crap it serves no purpose but to be a hindrance and as for holding down the left analog stick who's stupid idea was that? when most of the music is crap it gives me no choice but to want to skip songs very excessively frequently.
 
One thing that bugs me about this game is that you can't access the City. All the high-rise buildings are just sitting there useless; I'm hoping that Ghost Games will provide a map expansion. All the roads are there and the big bridge on the far eastern side of the map leads into the city, along with several others going across the freeway which looks as though it's been sunken into the ground. I'd like to post my findings later on so you people can understand what I'm going on about. There's some revealing stuff I tell you.
 
Nope. You only get points for drifting sadly.
I liked how they specifically said that jumping and drifting would score points

Oh Wow :lol:, you'd think the'd have fixed that by now.

I have another gripe with the drift events where if you didn't reach the end of the track when the time runs out you will fail the event, so you either get the drift score required and it's turned into a time attack, or go really fast while attempting the occasional drift. One of the events with Block is very difficult because of this, I get the score required easily but can't reach the end in time.
 
I don't know why I'm still so drawn to a game with myriad braindead design decisions, but I am. Imagine this game with the care and thought put into Horizon 2. It would be truly great.
 
Boy, oh boy...

I am finally done with the "missions". No more phone calls and groovytothemax cutscenes. No more having to race to unlock parts. So I guess it's time for me to give a good look at the good and the bad in this game, or rather, to provide a more comprehensive collection of my gripes with it so that I won't have to spit a little bit of venom at Ghost Games everyday for a month or so.

The thing with this game is, it's kinda like a car crash (which is an apt metaphor, considering the number of times you will be in a virtual car crash): it hurts to see it, but you can't look away. Or rather, it hurts to play it, but you can't stop.
It's not a good game. In a world which has seen arcade games with the level of polish of a Driveclub, Need For Speed feels like an half-assed effort; ambitious, yet ultimately doomed by a lack of a clear purpose to be rubbish. And yet, underneath all the headache-inducing design decisions and jarring gameplay mechanics lies a lot of sadly unexpressed potential; and that, I believe, is what makes me so angry at how mediocre and bad this game is. It could've been a gem if they really tried.

A good summing-up of my experience would be the last race in the short career, the one in which you are challenged by the assembled might of your crewmates and the Icons you've defeated at the end of their respective career branches.


And all I got was a lousy photo...

A supposedly grueling 33km high-speed race going through the entirety of Ventura Bay's highway loop, that should prove to be a challenge in anything having less that 600hp and obscene amounts of grip. Except it isn't. Because the AI can't use the brakes and, most of the time, it's too scared to really go pedal-to-the-metal.
Enter attempt #1. In which I had a comfortable lead over my adversaries until the second-to last of the 104 checkpoints that make the race. Until, at speeds well over 300kph, I was overtaken by Magnus Walker in his 277. A car which, as the game points out, has just a little over 200hp on tap. Ahh, the magic of rubber bands!
Attempt #2 was another example of smooth sailing towards victory... Until I hit a small bump on the road and, upon landing, my car disintegrated. Or maybe not; I'm not sure what that brown screen means. Perhaps it's a somber reminder of the Burnout franchise, which has been dropped in the toilet? That's why it's brown, huh?
Attempt #3 was plagued by mistakes, accidents and misshifts (more on that later...) right from the start... And yet I won. Because rubber banding is there to make the game look challenging, while making it not so; so that everybody can win, pat themselves on the back for a job well done, and be a little bit happier. Except when it doesn't work - which is to say, pretty much always - and it's just frustrating.

But the infamous rubber banding and poor AI are only the tip of the iceberg of poor decisions that sour the experience of the car lover so much that instead of being "turned into a gamer", may instead find himself convinced to take the bus more often as a consequence of the constant mental torturing he'll find himself subjected to.
I can understand, for example, why would Ghost Games want to avoid a staple of modern car games, the cockpit view. It is a - somewhat unnecessary, given the feel the game was aiming for, more akin to Wipeout than to Forza Motorsport - tie-up of resources. And besides, how would it feel to drive in a fully-customized car with a stock interior? It'd be anti-climatic, to say the least.
But why oh why would you make the choice of forcing an autotragic transmission on a game which is about a culture that notoriously loathes not having to continuously shift gears? Ridge Racer had a manual transmission, and it came out in 1993. Of course, there's a simple explaination for this baffling choice: by controlling your shift, the game can comfortably slow you down (or give you a help in the form of a series of perfect shifts).
The game's always online. Oh, want to scratch your nose while you blast down the highway at 300kph? Too bad, you can't, because you can't pause. Thinking about taking a photo of your car? I hope you remembered to join a solo session through the strategically hidden option in the menu screens, or else the chances of a 12 years old kid crashing into you with his Hoonicorn will be astronomically high.
On a day where I'm feeling really empathic I understand why a developer or publisher could feel the need to implement draconian always-online DRM; we live in a world where there'd be exactly two people buying Need For Speed for PC, and with the costs involved in making a car game, it'd be disastrous. However, I don't understand why it would be so vital on a game that will likely move far more copies on the console markets; and more importantly why would a DRM check require my game to lack a "pause" function. Could it all be a ploy to mask said DRM? Wouldn't it be like masking a pinch on the nose with a kick in the balls? Because that's how it feels.
Yet another baffling choice is the lack of anything resembling daytime. It would be perhaps a bit unwise to expect the game to portray noon traffic... But the "dusk-to-dawn cycle" sees very little of the former and the latter, and a lot of night. And rain; oh boy, I know that Ghost Games is Swedish and not American, but haven't they heard there's a drought in California? All of that, with an engine that's been shown to be capable of simulating a variety of conditions with extreme graphical fidelty: day, night, sunrises, sunsets, sun, snow, thunderstorms... You name it, there's a Battlefield 4 map that has it.
And then there's the general driving physics, which feel... Awkward. Like they've been ripped straight out of Battlefront together with the graphics engine. Driving a grip-tuned car feels like driving a T-90 tank at 200kph (and hey, DICE, here's an idea for the next Battlefield!); drift tuning, however, will give cars a nice dash of suicidal ideation, and they will dive straight into walls, sometimes turning while you're going dead straight.
Not that you're going to do a lot of driving, anyways: the map is disappointingly small, and made to look bigger... By splitting the city in four areas, put in different islands connected by bridges. As a result you can have those 40km Sprint races, but they'll end up being a drive across the same bridges in a different order more often than not.

And yet, there are reasons to play this game; things that make it, at least for a brief moment, a truly enjoyable experience.

This being one of them.

The graphics are great, and it's a shame we can enjoy them only in a limited number of scenarios (namely, "rainy night" and "slightly less rainy night" and "rainy slightly less night"). And Ghost Games went above and beyond with the sound - the screeching of the tires and the rumble of the modified engines propagates in the empty roads of Ventura Bay at night in a way that's definitely aurally pleasing.
And the tuning it's great; although not exempt from criticism by anyone who follows Speedhunters regularly. Some parts are poorly implemented (like the Overtake bumpers for the R35 GT-R which don't replace the logos with Overtake's carbon ones) or missing (like the mirrors and rear spoiler for the 180sx's Origin Stream Line kit). And the wrap editor has a lot of potential, but it's been poorly implemented: an option to create our own decals, a la Forza, would've been a godsend, but lacking that, the ability to move decals in groups would've been greatly appreciated; and there are definitely not enough default decals - a lot of part-makers present in the game don't have any to put on your car, and a lot of other decals can't be recolored.

In conclusion, I don't think this Need For Speed is a lost cause. A lot of what's bad right now (the poor AI, the rubber banding, the lack of a manual transmission or an option to pause the game) can be fixed. A lot of what's good (the tuning) can be improved upon (and is being improved upon, if the two patches released for the game are of any indication). And of course, a better game can be built on the foundation of this dud by following the feedback of the gamers and, perhaps, paying a better look to what the car culture blogs like Speedhunter celebrate really is about.
However, this begs a question: will we see a sequel to this game? In the past, EA's been quite hectic with the direction in which to take the series. As a matter of fact the past few games in the series - Most Wanted, Hot Pursuit, The Run, Rivals - all tried to do different things with the series, which didn't pan out. And despite its potential, this iteration of the series has been poorly received.
Will Ghost Games stick to its guns, and perhaps fire for effect next time around? I surely hope so. But the possibility of yet another change in (vaguely defined) direction is definitely real. And so is the possibility of the series being canned - after all, why would EA develop an expensive game that doesn't sell well when they have EA Sports and DICE which are basically money printers, and new successful ventures such as Unravel proving they can, indeed, try their hand at less mainstream things? Only time will tell.
 
Boy, oh boy...

I am finally done with the "missions". No more phone calls and groovytothemax cutscenes. No more having to race to unlock parts. So I guess it's time for me to give a good look at the good and the bad in this game, or rather, to provide a more comprehensive collection of my gripes with it so that I won't have to spit a little bit of venom at Ghost Games everyday for a month or so.

The thing with this game is, it's kinda like a car crash (which is an apt metaphor, considering the number of times you will be in a virtual car crash): it hurts to see it, but you can't look away. Or rather, it hurts to play it, but you can't stop.
It's not a good game. In a world which has seen arcade games with the level of polish of a Driveclub, Need For Speed feels like an half-assed effort; ambitious, yet ultimately doomed by a lack of a clear purpose to be rubbish. And yet, underneath all the headache-inducing design decisions and jarring gameplay mechanics lies a lot of sadly unexpressed potential; and that, I believe, is what makes me so angry at how mediocre and bad this game is. It could've been a gem if they really tried.

A good summing-up of my experience would be the last race in the short career, the one in which you are challenged by the assembled might of your crewmates and the Icons you've defeated at the end of their respective career branches.


And all I got was a lousy photo...

A supposedly grueling 33km high-speed race going through the entirety of Ventura Bay's highway loop, that should prove to be a challenge in anything having less that 600hp and obscene amounts of grip. Except it isn't. Because the AI can't use the brakes and, most of the time, it's too scared to really go pedal-to-the-metal.
Enter attempt #1. In which I had a comfortable lead over my adversaries until the second-to last of the 104 checkpoints that make the race. Until, at speeds well over 300kph, I was overtaken by Magnus Walker in his 277. A car which, as the game points out, has just a little over 200hp on tap. Ahh, the magic of rubber bands!
Attempt #2 was another example of smooth sailing towards victory... Until I hit a small bump on the road and, upon landing, my car disintegrated. Or maybe not; I'm not sure what that brown screen means. Perhaps it's a somber reminder of the Burnout franchise, which has been dropped in the toilet? That's why it's brown, huh?
Attempt #3 was plagued by mistakes, accidents and misshifts (more on that later...) right from the start... And yet I won. Because rubber banding is there to make the game look challenging, while making it not so; so that everybody can win, pat themselves on the back for a job well done, and be a little bit happier. Except when it doesn't work - which is to say, pretty much always - and it's just frustrating.

But the infamous rubber banding and poor AI are only the tip of the iceberg of poor decisions that sour the experience of the car lover so much that instead of being "turned into a gamer", may instead find himself convinced to take the bus more often as a consequence of the constant mental torturing he'll find himself subjected to.
I can understand, for example, why would Ghost Games want to avoid a staple of modern car games, the cockpit view. It is a - somewhat unnecessary, given the feel the game was aiming for, more akin to Wipeout than to Forza Motorsport - tie-up of resources. And besides, how would it feel to drive in a fully-customized car with a stock interior? It'd be anti-climatic, to say the least.
But why oh why would you make the choice of forcing an autotragic transmission on a game which is about a culture that notoriously loathes not having to continuously shift gears? Ridge Racer had a manual transmission, and it came out in 1993. Of course, there's a simple explaination for this baffling choice: by controlling your shift, the game can comfortably slow you down (or give you a help in the form of a series of perfect shifts).
The game's always online. Oh, want to scratch your nose while you blast down the highway at 300kph? Too bad, you can't, because you can't pause. Thinking about taking a photo of your car? I hope you remembered to join a solo session through the strategically hidden option in the menu screens, or else the chances of a 12 years old kid crashing into you with his Hoonicorn will be astronomically high.
On a day where I'm feeling really empathic I understand why a developer or publisher could feel the need to implement draconian always-online DRM; we live in a world where there'd be exactly two people buying Need For Speed for PC, and with the costs involved in making a car game, it'd be disastrous. However, I don't understand why it would be so vital on a game that will likely move far more copies on the console markets; and more importantly why would a DRM check require my game to lack a "pause" function. Could it all be a ploy to mask said DRM? Wouldn't it be like masking a pinch on the nose with a kick in the balls? Because that's how it feels.
Yet another baffling choice is the lack of anything resembling daytime. It would be perhaps a bit unwise to expect the game to portray noon traffic... But the "dusk-to-dawn cycle" sees very little of the former and the latter, and a lot of night. And rain; oh boy, I know that Ghost Games is Swedish and not American, but haven't they heard there's a drought in California? All of that, with an engine that's been shown to be capable of simulating a variety of conditions with extreme graphical fidelty: day, night, sunrises, sunsets, sun, snow, thunderstorms... You name it, there's a Battlefield 4 map that has it.
And then there's the general driving physics, which feel... Awkward. Like they've been ripped straight out of Battlefront together with the graphics engine. Driving a grip-tuned car feels like driving a T-90 tank at 200kph (and hey, DICE, here's an idea for the next Battlefield!); drift tuning, however, will give cars a nice dash of suicidal ideation, and they will dive straight into walls, sometimes turning while you're going dead straight.
Not that you're going to do a lot of driving, anyways: the map is disappointingly small, and made to look bigger... By splitting the city in four areas, put in different islands connected by bridges. As a result you can have those 40km Sprint races, but they'll end up being a drive across the same bridges in a different order more often than not.

And yet, there are reasons to play this game; things that make it, at least for a brief moment, a truly enjoyable experience.

This being one of them.

The graphics are great, and it's a shame we can enjoy them only in a limited number of scenarios (namely, "rainy night" and "slightly less rainy night" and "rainy slightly less night"). And Ghost Games went above and beyond with the sound - the screeching of the tires and the rumble of the modified engines propagates in the empty roads of Ventura Bay at night in a way that's definitely aurally pleasing.
And the tuning it's great; although not exempt from criticism by anyone who follows Speedhunters regularly. Some parts are poorly implemented (like the Overtake bumpers for the R35 GT-R which don't replace the logos with Overtake's carbon ones) or missing (like the mirrors and rear spoiler for the 180sx's Origin Stream Line kit). And the wrap editor has a lot of potential, but it's been poorly implemented: an option to create our own decals, a la Forza, would've been a godsend, but lacking that, the ability to move decals in groups would've been greatly appreciated; and there are definitely not enough default decals - a lot of part-makers present in the game don't have any to put on your car, and a lot of other decals can't be recolored.

In conclusion, I don't think this Need For Speed is a lost cause. A lot of what's bad right now (the poor AI, the rubber banding, the lack of a manual transmission or an option to pause the game) can be fixed. A lot of what's good (the tuning) can be improved upon (and is being improved upon, if the two patches released for the game are of any indication). And of course, a better game can be built on the foundation of this dud by following the feedback of the gamers and, perhaps, paying a better look to what the car culture blogs like Speedhunter celebrate really is about.
However, this begs a question: will we see a sequel to this game? In the past, EA's been quite hectic with the direction in which to take the series. As a matter of fact the past few games in the series - Most Wanted, Hot Pursuit, The Run, Rivals - all tried to do different things with the series, which didn't pan out. And despite its potential, this iteration of the series has been poorly received.
Will Ghost Games stick to its guns, and perhaps fire for effect next time around? I surely hope so. But the possibility of yet another change in (vaguely defined) direction is definitely real. And so is the possibility of the series being canned - after all, why would EA develop an expensive game that doesn't sell well when they have EA Sports and DICE which are basically money printers, and new successful ventures such as Unravel proving they can, indeed, try their hand at less mainstream things? Only time will tell.

That's a great post and one I'm sure most of us can agree with entirely.

You hit on a point I alluded to the other day about manual shifting being added. I don't see how it'll work without re-programming the AI, because one of their advantages in rubber banding is how poorly handled your automatic shifting is. The cars slow for tight corners and then try to exit in the same gear, which often leaves you in a torque void, at which point the opposition swallow you up whole.

You hang on to the penultimate gear gaining no momentum, when shifting to top would be ideal. Especially frustrating in a turbocharged car tuned for mid-range.

If they don't sort it properly a manual player is going to absolutely walk away from the AI when they don't have the advantage of knowing what gear you're in.
 
@ClydeYellow That's a great summary. The major problem is I've paid 20 dollars for it and it had some updates already, but I can't imagine someone being there from day one, must have been awful.

EA don't learn do they, this and battlefront are examples of release now, fill with content later. Shame both games were a success.
 
Y'know, this was the second game I ever preordered (after GT6...), so considering my 0 for 2 ratio in terms of preorders worth it, safe to say I won't be preordering a game anytime soon :(
 
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