- 4,877
- CoolColJ, GTP_CoolColJ
After playing the PC version and modding it a bit, everything Ian Bell says is a lie
How does Need for Speed SHIFT’s difficulty settings compare to other simulation-style games?
SHIFT is built on the most advanced physics engine we've made, and is by far the most advanced and realistic physics engine of any of the mainstream racing games. We're talking about an engine that can run unlimited threads, detailed physics parameters running at around 400 Hz on consoles. Things like tire deformation based on g-forces, tire pressures, rubber thickness, which only the most diehard sim fans will notice, but we know it's there.
We have a full realism hardcore mode called Pro that you can choose to race in from the start that will feel natural and comfortable as well as raising the bar for handling compared to anything out there (or due out soon) for all of our hardcore race sim fans. This can be combined with one of three AI difficulty levels, and on the Hard setting, the AI will fight extremely hard and give no quarter - even the most talented racers out there will find a great challenge here. The AI will block your pass attempts, take places back, make mistakes and end up overcooking corners, and will hold a grudge against you if you are too aggressive towards them.
You'll really get to know these drivers and rivals over the course of the game, and they'll get to know you and your unique Driver Profile.
How will the damage effect car performance in "Pro Mode"?
There are four levels to the driving model, and all driving models give you the choice of using visual damage only or 'full' (performance) damage. Again, the engine supports any level of realistic visual to physical damage but we will be tuning the levels to ensure a fun experience. Bumpers will fly off, hoods will be popped open, doors will be bashed in, and if you've got full damage on, your suspension will bend, your steering will pull or get sloppy, and your engine will be destroyed, barely limping around to the end of the race. We made the decision to keep the focus on action without critically severe punishment, since this is a racing game, not a crashing game. There will be consequences to your actions with full damage on, and it will likely destroy your race, but you will always be able to at least limp across the finish line to collect your profile points.
What did Slightly Mad Studios do to ensure the accurately reproduce the tracks?
Our track layouts are extremely realistic. This is an area where we are confident we are surpassing the competition. We use data from multiple areas to ensure this. In addition to satellite imagery and GPS data, our track modellers have studied thousands of hours of video, ensuring that the experience of racing on a real life circuit in SHIFT matches every detail of the live onboard racing footage seen. Additionally, we have been extremely fortunate to have been provided with detailed racing telemetry data from certain racing teams, which allows us to reverse engineer the nuances of a track's character through studying suspension movement, braking points, and g-forces on the real racing cars. It's not enough to simply get measurements and photos. If you want to recreate the experience, you have to know the subtleties of the track's surface contained in these data treasures that even laser scanning can't deliver. It does no good to know about a 5mm bump in the track if you have no data to show how it makes a car react. And the reaction, the experience, is what truly matters.
Will each different car model have a dedicated physics file? How many car and physics files are in NFS Shift?
Yes, each car has its own unique physics file, plus there are unique files for suspension types, tire types, gearbox types, turbo/supercharger types, engine types, etc. There are more than 500 separate physics files in the game as of now, many with dynamically changing aspects. This huge collection of files allows our physics programmers to create a detailed and realistic simulation of all of the key defining factors in car behaviour and many of the more subtle details that are missed in nearly all racing games. This is the difference that makes a player say "this just feels right!" when playing SHIFT. For example, when the tire sidewalls flex under load in a corner, it minutely changes the shape and location of the tire's contact patch, which in turn changes how the tire grips the tarmac as it strains to keep hold. Without details like this a driving game can still be fun, but it can feel sterile and dead. With SHIFT we're pushing the limits of physics processing on consoles, delivering a racing experience that is alive, gripping, visceral, and believable.