Need For Speed (2015)

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The way he takes the corner at 0:34 ... I'm a bit worried right now. :nervous:

Looks like a handbrake turn, I think that is acceptable for evading the police. It sure doesn't look like the most efficient way of cornering during a race.

I also caught a glimpse of customisable brake discs at the end.
 
To me, it looked a bit "too fast" (for the lack of a better term), but then, watching the scene several times makes me think it won't be very useful in a race (as you said), so that's fine by me.
 
I also caught a glimpse of customisable brake discs at the end.

And I grabbed a screenshot of them. ;)

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Quality is certainly not the best but you can make it out.
 
Found some off screen footage!!!



Good find, some things I've noticed.

The mustang gameplay, does anyone notice the sheer lack of momentum when the car speeds up? Erm...how to explain, you know how in most games you get this sort of sense of being pulled forward, a sense of speed and accelerationthe faster you go, the camera work involved usually shifts subtly so you can get a sense of going through the gears, going faster and pulling away where the sense of speed then kicks in (which, ironically enough, NFS:The Run did quite well) but here, it's non existence, it's either fast/slow or slow/fast...not sure what's going on?

The car seems to get up to around 120mph from what i can see, but, it looks and feels slow, anyone else get that impression?

Finally, these look very much like rivals physics, that excessive wheelspin or over the top handbraking severity seemed to erk me a bit, especially at 36 seconds. Cars look as if they are very sticky one minute, very ball and chain but the back end can be flipped out very harshly the next minute, which I don't quite understand, mainly around the 1:20 mark, see what i mean?

Also the way it bounced off the highway concrete pillar at 1:26...erm, ok? Lol.

It seems like the physics are two different extremes, obviously without a hands on it's hard to tell but they look very The Crew crossed with Rivals.

Also @Pootis with regrads to your comment, me niether, seems like it can be completely offline single player functional, even though we are watching an online "session" it seems redundant as to why it would need to stay online.

Final point, I hope you can change the speedometer HUD as it looks very very dated? I'd be happy with the Rivals one returning.

Those are my thoughts for now, I think it's safe to say, there is definately not wheel support or manual trans from these hands ons, less bothered about wheels, more so bothered about transmission. Hoping to see more and more though, i'm becomming about 50/50 so far.
 
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Differential and Downforce? Great! So there IS more options as you scroll down that list...at first glance you wouldn't presume so because there appears to be no scroll bar besides the GUI. This could mean all the rest of the options are in too like gear ratios, suspension and camber and maybe even turbo adjustments?

Interesting, very interesting, hope they release another video showing off all the tuning options as these pictures have given a better overall impression than the trailer so far.
 
Good find, some things I've noticed.

The mustang gameplay, does anyone notice the sheer lack of momentum when the car speeds up? Erm...how to explain, you know how in most games you get this sort of sense of being pulled forward, a sense of speed and accelerationthe faster you go, the camera work involved usually shifts subtly so you can get a sense of going through the gears, going faster and pulling away where the sense of speed then kicks in (which, ironically enough, NFS:The Run did quite well) but here, it's non existence, it's either fast/slow or slow/fast...not sure what's going on?

The car seems to get up to around 120mph from what i can see, but, it looks and feels slow, anyone else get that impression?

Finally, these look very much like rivals physics, that excessive wheelspin or over the top handbraking severity seemed to erk me a bit, especially at 36 seconds. Cars look as if they are very sticky one minute, very ball and chain but the back end can be flipped out very harshly the next minute, which I don't quite understand, mainly around the 1:20 mark, see what i mean?

Also the way it bounced off the highway concrete pillar at 1:26...erm, ok? Lol.

It seems like the physics are two different extremes, obviously without a hands on it's hard to tell but they look very The Crew crossed with Rivals.

Also @Pootis with regrads to your comment, me niether, seems like it can be completely offline single player functional, even though we are watching an online "session" it seems redundant as to why it would need to stay online.

Final point, I hope you can change the speedometer HUD as it looks very very dated? I'd be happy with the Rivals one returning.

Those are my thoughts for now, I think it's safe to say, there is definately not wheel support or manual trans from these hands ons, less bothered about wheels, more so bothered about transmission. Hoping to see more and more though, i'm becomming about 50/50 so far.

I understand what you mean about the speed thing. Like not seeing the inertia or whatever of the car. It does seem to take a bit to "pick up" speed. Maybe we'll see a difference in the coming months
 
Not too disappointed about no manual option although it does kinda rule out drag racing returning
Loved it in Underground
I just hope the car list is good
At least 50 cars
Doubt there will be that many though
 
This is cool they have old black box guys working on the Ghost team. This is from the link above.
"We went as far as making sure that we had people that worked on each previous title back in the studio," says Nilsson. "So we have people from Carbon, we had people who worked on Underground. We definitely have Criterion people who worked on their titles. We've got people from Black Box. We have them all. The amount of Need for Speed knowledge in Ghost Studios is just insane.
 
This is cool they have old black box guys working on the Ghost team. This is from the link above.
"We went as far as making sure that we had people that worked on each previous title back in the studio," says Nilsson. "So we have people from Carbon, we had people who worked on Underground. We definitely have Criterion people who worked on their titles. We've got people from Black Box. We have them all. The amount of Need for Speed knowledge in Ghost Studios is just insane.

So I read that and if they don't implement the choice of auto or manual then I don't know what to think...like seriously, the are giving all these choices, why not that one?!
 
Not too disappointed about no manual option although it does kinda rule out drag racing returning

Given the way this new game is going, I don't think its in the style of the game to have drag racing. It seems to be very liquid and always moving, almost like you can just drop into a race at any time even if you don't start with the rest. That being said, with that kind of style and Speed being its own of the "Five Ways to Play", it does leave open the possibility for highway racing.
 
"So we have people from Carbon, we had people who worked on Underground. We definitely have Criterion people who worked on their titles. We've got people from Black Box. We have them all. The amount of Need for Speed knowledge in Ghost Studios is just insane.
Kinda interested how this would translate into the game itself. I'm already liking the influence they have.
 
I think I speak for most people here that the problem with this and any new NFS isn't necessarily gameplay and features per se. These guys (EA and Ghost/Criterion/BlackBox) have been making games for more than 20 years. They sure know what they are doing from a technical standpoint.

The problem I think is TRUST. No matter how good everything is in game, it all comes apart due to EA's bad policies. Stuff like always online, season passes, microtransactions and DLC whoring. Not to mention numerous game breaking bugs and glitches that never gets patched due to rushed development schedules. Myself and many others have been burned so many times in the past. Undercover, Shift, World, Shift 2, The Run, and Rivals come to mind. The trailers always look flashy and enticing, but when you finally have the game in your hands all that superficial sheen starts to unravel and what you have is an unfinished, unpolished mess.

At this point based on what I see I'm really tempted to buy this game, but based on experience I'm going to hold off preorders or day 1 purchase. I'll wait for youtube gameplay reviews (not big gaming sites, because EA can bribe those), metacritic user ratings and impressions from people here and other forums. Once I'm certain the game actually works and online isn't a total mess, only THEN I'm going to give EA my money.

But on another note, since the announcement of Porsche license ending, I might hold off buying it for a while so EA doesn't use my money to renew the license :P

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Anyhoo, that tuning screen is awesome :D But man, nothing will ever top Underground 2's tuning. Dyno, ECU and boost mapping? Not even PC sims have those :drool:

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I don't get the obsession with manual transmission in NFS. I get that some people would like to change gears but I don't think its a necessary thing. Even though it would be nice to have it for those that use it
Agreed. I have never once used manual in Need for Speed outside of drag racing or the Shift series.
 
I don't get the obsession with manual transmission in NFS. I get that some people would like to change gears but I don't think its a necessary thing. Even though it would be nice to have it for those that use it
Car control. You want to get the highest top speed? Shift as late as you can. Want to go for a cruise? Throw it in 3rd or 4th. There are plenty of other advantages for having a manual transmission.
 
I don't get the obsession with manual transmission in NFS. I get that some people would like to change gears but I don't think its a necessary thing. Even though it would be nice to have it for those that use it

Agreed x2. I'm a simhead through and through, but besides drag racing there's really no reason to use MT. You are too busy dodging police, traffic, drifting and managing nitro to worry about that split second advantage of nailing a perfect shift. I can see the appeal of MT in arcade racers like Outrun or Daytona USA, but not NFS.

It's the same as people clamoring for steering wheel support in NFS that are not Shift. It's just an unnecessary level of precision for the game involved.
 
Car control. You want to get the highest top speed? Shift as late as you can. Want to go for a cruise? Throw it in 3rd or 4th. There are plenty of other advantages for having a manual transmission.
I think rivals had an adaptive auto of sorts where if you put the car into a cruise it shifted into a higher gear and then when you drove fast it shifted back into an optimal gear. Not too far fetched for them to use it again.

Agreed x2. I'm a simhead through and through, but besides drag racing there's really no reason to use MT. You are too busy dodging police, traffic, drifting and managing nitro to worry about that split second advantage of nailing a perfect shift. I can see the appeal of MT in arcade racers like Outrun or Daytona USA, but not NFS.

It's the same as people clamoring for steering wheel support in NFS that are not Shift. It's just an unnecessary level of precision for the game involved.
Agreed completely. NFS isn't meant to be realistic at all, stuff like manual transmission and wheel support are unneccessary features in a game like NFS when shaving .002 seconds off your lap time will NOT make a difference where as it might in GT or Forza, or even NFS Shift.
 
I was kinda hoping they would have got rid of the auto refilling nitro
I liked it being limited
More strategic to use
 
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