Ghost is a EA studio so they can't really pull a Bungie. Plus the game production side in Europe is kinda dire right now with a few exceptions. Note, they hired this guy to fix the studios in Europe which took a hit in their recent games...which EA ruined before.
Under the Hood is back and this time we’re driving deep into the Handling model in Need for Speed™ and how it has evolved for NFS Heat.
The handling model in the NFS series has always been aimed more towards an arcade style driving, with the exception of the Shift series.
At the core of the handling model has been the ability to pull off huge drifts at high speeds, while also battling with cops, outrunning your opponents and constantly having to avoid oncoming traffic.
One particular side effect of allowing vehicles to pull off drifts is that this also becomes the only way to negotiate corners if you want to set the fastest time on an event, which is of course not how real life racing works.
Even though this handling model has generally been received very well among a large part of our audience, at Ghost we have always felt there was room for improvement.
This was tackled in a number of ways for NFS Heat.
We’ve exposed more of the core handling system to allow players to build and modify their cars in more detail. This will allow a vehicle to have an asymmetric and 'non-optimal'(but fun to drive) handling set up. For example, having a powerful engine while still having stock tires or gearbox.
This also allows players to tune their cars away from the more balanced stock handling, which skilled players might find too easy and 'arcade', towards a more realistic grip handling or drift handling depending on which you prefer.
We have also worked with the drifting mechanic and especially the so called brake-to-drift mechanic side effect.
We wanted to allow experienced and dedicated players to be able to build a car, tuning it closer to real world expectations, and be able to beat someone who has left their car remain at stock handling. This meant that we have had to work with exposing and balancing everything from steering, differential, clutch, brake bias, all the way to the tire model itself.
Drifting has also been reworked to allow players to use the power of the engine to get the car into a drift or power slide. Simply stabbing the throttle while steering hard will make the tires lose enough grip to allow it to drift.
Tuning of the brake bias can also be done to allow the brakes to transfer weight to the front wheels, causing the rear wheels to loose grip and enter a drift. A third option to enter drift is to use the handbrake, which is preferably used in tighter corners and hairpins.
With the speeds while drifting severely reduced we have been hard at work as a team to improve the sense of speed. This is something that is usually hard to communicate in a video game due to the lack of forces acting on your body. Much like handling itself, sense of speed is something you experience and we are confident this is something that will come across when you hit the streets of Palm City later this year.
The Archetypes concept from NFS Payback has also been removed and with the above components exposed we transitioned into creating a new way of tuning the car.
In NFS Heat you can apply several parts in 3 distinct categories that change the handling performance: Suspension, Differential and Tires.
Each of these items will move the cars handling style towards either Race, Drift, Offroad or Road. More on all the other types of Performance Customization in the next Under The Hood, where we'll explain how the car needs to have a synergy between power (from the engine), grip (from the tires) and the gearbox to maximize the performance.
The type of drivetrain that the vehicles have will also affect how the vehicle drives and reacts to the different handling styles.
You can turn all types of vehicles into capable drift machines but the drift angles they can achieve and the manor in how you control them differ depending on which wheels are driven on the vehicles. It is possible to use all types of drivetrain for all types of events but they are suited differently to each individual style.
Race will increase the grip of the car and make the car corner better. Extreme levels of race tuning will make the car corner faster and better. Race is all about throttle and brake control, finding the perfect line around the corner without drifting.
Tuning the car towards Drift will make the car easier to enter drifts and allows the car to create much deeper and wider angles of drift. Extreme levels of Drift tuning will allow the car to enter into a drift just by steering - no ‘Clutch Kick’ or hand brake required.
We have evolved the drift mechanics to make use of the player's skill and control even further for drift builds with the addition of ‘Throttle-controlled Drift’. For the first time in NFS history, players can control the angle of the drift via the throttle.
If the throttle is pushed all the way down while in a drift it will cause the car to spin out. In order to maintain a perfect drift the player needs to feather the throttle (apply partial pressure). This opens up new levels of mastery to the drifting in NFS.
Offroad will make the car accelerate faster and corner better on rough terrain. Road will give the same advantages but on tarmac.
Race and Drift control the way the car handles. Offroad and Road controls on what surface you want to have an advantage.
We have tested and tuned a lot to get to where we are now. We wanted to have a Race handling style that is faster in corners, satisfying, and feels amazing while also creating a new way of initiating drift with multiple layers of mastery. We are really happy with the results and we hope that you will enjoy it too.
Tune in next time to hear about the new performance customization (no speed cards!), handling parts, exhaust tuning and engine swaps!
At the core of the handling model has been the ability to pull off huge drifts at high speeds, while also battling with cops, outrunning your opponents and constantly having to avoid oncoming traffic.
Even though this handling model has generally been received very well among a large part of our audience, at Ghost we have always felt there was room for improvement.
So they are doing the same PR stuff that most developers does. Why in this case you're trying to make it sound like a bad thing? I get it. The handling was far from perfect. Did you expect a revolution this time? Should they stop giving any information about the game?So much of this is just pretty thinly veiled PR speak for 'we're trying to make it better guise' and it doesn't fly anymore, especially when you consider that Ghost have had two prior kicks at the can to make something work. And until I get my hands on the game, as with many others I presume, this is simply just going to be empty words,
Why in this case you're trying to make it sound like a bad thing?
People are trying so hard to make it look bad all the times that really make me laugh sometimes.
I mean, if most revenue for EA is coming from FIFA, why not take that as a way to give some of their other IPs some wiggle room?
One particular side effect of allowing vehicles to pull off drifts is that this also becomes the only way to negotiate corners if you want to set the fastest time on an event, which is of course not how real life racing works.
Even though this handling model has generally been received very well among a large part of our audience
We wanted to allow experienced and dedicated players to be able to build a car, tuning it closer to real world expectations, and be able to beat someone who has left their car remain at stock handling.
Drifting has also been reworked to allow players to use the power of the engine to get the car into a drift or power slide. Simply stabbing the throttle while steering hard will make the tires lose enough grip to allow it to drift.
A third option to enter drift is to use the handbrake, which is preferably used in tighter corners and hairpins.
The Archetypes concept from NFS Payback has also been removed and with the above components exposed we transitioned into creating a new way of tuning the car.
In NFS Heat you can apply several parts in 3 distinct categories that change the handling performance: Suspension, Differential and Tires.
Each of these items will move the cars handling style towards either Race, Drift, Offroad or Road.
The type of drivetrain that the vehicles have will also affect how the vehicle drives and reacts to the different handling styles.
You can turn all types of vehicles into capable drift machines but the drift angles they can achieve and the manor in how you control them differ depending on which wheels are driven on the vehicles.
Tune in next time to hear about the new performance customization (no speed cards!)
ey yo wassup homies - wait, as much as you lot want it to, it's not 2003 anymore, so let's try and not speak like neanderthals for a few minutes.
So anyway we noticed peoples opinion on the handling model in our games weren't particularly great. This, of course, broke our heart, so we went soul-searching for half a year (funny story, we were actually hiking in the Himalayas when E3 came around!) until we remembered a thing we'd spent about ten seconds of development time on a few years ago.
Ladies and gentlemen, we're proud to introduce:
Build Your Öwn Realism Model 2.0 (also known as Byörm)
Basically this takes the handling tuning concept of 2015 and cranks it up to 11, meaning you're entirely free to do whatever you want with any car. Except you aren't really, because for no apparent reason we've decided FWD shouldn't work like RWD, so while they still drift, they don't drift as well. Also drifting shouldn't be faster than regular driving now, because that - by far - was the biggest problem in our handling models. Trust us. We know best.
TL;DR we decided the archetypes from Payback were useless when we had this fantastic a system in place, and we can't wait for you to preorder the Deluxe Edition so you get to experience it before all the poor people out there, because why on Earth would we want to throw the Gamescom build onto the various storefronts as a demo? I mean, "Show, don't tell" is an entirely fictional concept, right? Especially the bit where for video games it actually should be "Experience, don't show, and for the love of all that is holy, don't tell"?
Race will increase the grip of the car and make the car corner better. Extreme levels of race tuning will make the car corner faster and better. Race is all about throttle and brake control, finding the perfect line around the corner without drifting.
Tuning the car towards Drift will make the car easier to enter drifts and allows the car to create much deeper and wider angles of drift. Extreme levels of Drift tuning will allow the car to enter into a drift just by steering - no ‘Clutch Kick’ or hand brake required.
You don't need to point that out, it's pretty clear to me. So what now? Should you move on and wait for EA to change the developer? Because it is also clear that Ghost is going to make more NFS games in the future.My patience with Ghost and thr handling problems within their NFS games has worn thin
I suspect the anty EA propaganda. Maybe not in your case. Maybe yes.Why do you think that is?
I totally understand... you guys hate the handling. What I don’t understand is why.
It's a NFS game. An arcade racer. Of course with arcade handling.
You said this was the worst AAA racer this generation? What does that mean?
The only competitor is the Crew. I wouldn't count Horizon because it's not really an arcade racer. But still it may lost to those two... so what?
Was there even a time when NFS was considered best game of generation?
I suspect the anty EA propaganda. Maybe not in your case. Maybe yes.
I don't hate criticism. I'm a fan of the series not a diehard. Your's however was definitely not a critic. Just some assumption based on your own hate.
I'm not him. I'm me. Actually I have no idea what happened before. I didn't even read much of this forum anyway. Maybe the No Limits one.If I didn't know any better, I'd assume that you were him. But I do know better. Maybe.
Okay, lets show you then. Keep in mind that all of these examples were posted within the Payback General Discussion thread.
*snip*
Now, watch these clips and tell me - should the vehicles in this clip be doing the stuff that the physics engine in Payback are making it do, in any game, arcade or sim? No. This is what people are pointing out as a problem - it isn't as bad as it was in 2015, but it is still incredibly, unacceptably bad, and from what I have seen of Heat gameplay, it looks to be more or less the same. These sorts of things in the video clip should be eliminated, wholly.
I hope the cops in free roam aren't super sensitive and allow a bit of speeding. There's nothing more annoying than triggering 5 chases just when you want to get from one side of the map to another.
If I am not mistaken you should be able to bribe the cops during the day. Also the heat level will decrease during the day. All to allow less stressful exploration, I guess.Now on to another topic, I hope the cops in free roam aren't super sensitive and allow a bit of speeding. There's nothing more annoying than triggering 5 chases just when you want to get from one side of the map to another.
Now on to another topic, I hope the cops in free roam aren't super sensitive and allow a bit of speeding. There's nothing more annoying than triggering 5 chases just when you want to get from one side of the map to another.
If I am not mistaken you should be able to bribe the cops during the day. Also the heat level will decrease during the day. All to allow less stressful exploration, I guess.
Free trial should come out a few days before release.Will nfs heat be on ea access?
Free trial should come out a few days before release.
Full game won’t be on there for at least half a year, if it sells well for more than a yearWill it be released on ea access?
Im actually thinking of getting ea access