Need for Speed Rivals

Kyrill

Held vom Erdbeerfeld
#22
Wird man die Open World nun auch endlich online befahren können..?
Das störte mich am meisten an NFS:HP...

Ebenso bin ich immernoch der Meinung, dass man für Sim-Anhänger wenigstens ne manuelle Schaltung hinzufügt. ~dude~
 

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#23
Nachgereichtes Interview von der E3
New studio Ghost Games is the lead on Need for Speed: Rivals. What part does Criterion Games play?
"Need for Speed Rivals is a Ghost game. We have 92 people over in Gothenburg, Sweden, who have been working on the game for a year and a half.

"I came on board – I'm actually on secondment from Criterion – so I'm the creative director on Need for Speed Rivals, but I'm technically still employed by Criterion.

"We also have 60-65 people still working at Criterion helping us out, because Ghost is a new studio and we're still going.

"We would be crazy not to use the talents of the great guys back at Criterion; there's a lot of artists, coders and a couple of designers working on the game, because Alex, Fiona and the guys are also working on Criterion's next game, which is not this one.

"We're also working with out at EA Shanghai, and some guys helping us out from Vancouver as well. With modern games you always have to have a big team.

"There's so much detail in the world, so much detail in the cars, that we try and work with as many of the best people as possible and obviously Criterion has a great talent pool. That's how it's worked out. But it's being creatively led and driven from Ghost."​
"We're showing six players at E3 - we haven't finalised numbers yet
Aktuell nur 6 Spieler
Will All Drive be employed for other Need for Speed games in future?
"I think so. In the same way that when we introduced Autolog with Hot Pursuit, we said it will change the way people play, and it did in Hot Pursuit.
Alle zukünftigen NfS Open World? ?(
What's the setting of Redview County and how does that influence design?
"We knew coming out of Most Wanted is that some of the challenges in that game is that as soon as we decided to do a city, we knew the average speed of players was going to come down.

"Hot Pursuit was based in Seacrest County, and we said that road network and that county was designed for very high speeds, between 150 and 220 MPH. The average speeds were just way higher.

"There's less traffic on the roads and there's less angles. You have angles in a city, it's easy to be driving through buildings, coming to cross traffic, you can't see them coming.
"It's more similar to Hot Pursuit in terms of the overall driving sensation, but it also has a lot of the stuff that people really liked in Most Wanted, which is the collectable gameplay.

"There was no real open world gameplay in Hot Pursuit in terms of collectables and stuff like that, but we had speed cameras and jumps and smash gates in Most Wanted.
Are there any differences between current and next-gen versions of Need for Speed Rivals?
"Visuals, maybe the amount of players, maybe not. Technically we can do a lot of players, but it's just easier to do with more horsepower on next-gen machines.

"But you know what, sometimes you can do something doesn't mean you should; we could have a lot of players in the game, but then it almost becomes there's potentially too much distraction. We're showing six players at the moment, that feels about right.

"The world's a lot bigger than what you've played at E3, so it might be that we have the same amount of players on current gen and next gen, or it might be that when we get back into start finishing the game, the next-gen versions will have different amount of players.

"But between the visuals, the video sharing, there will be other little bits and pieces that we can't talk about yet, and maybe the amount of players. But ultimately the games will be the same, it's just there will be slight tweaks and modifications for the next-gen versions."
How does Need for Speed: Rivals use Xbox One and PS4's unique aspects, such as touch pads, Kinect or SmartGlass?
"We're using tablets for Overwatch, which is another way of playing away from your console, where you call in a helicopter for an external device, which is really cool.

"The touchpad on the PS4, we've joked that we'll use it to rub dirt off the windscreen when you're playing. It's kinda funny, we might do, we might not!

"It's also little things; the light on the front we're going to have it flash blue and red when you're in a chase, just because we can.

"There's better triggers on both of them, the slightly force feedback stuff; the new pads particularly are an improvement, I think some people are going to use them in interesting ways. There's always little tweaks that make the game feel a little bit more polished and fun.

"We will support as many of them as we can, as long as they don't seem too forced and too fake. Some things are right for the game, some things are wrong. You mentioned Kinect; we're not going to do this. [holds his hands up].

"We don't do that because we think it's immediate enough for the fine control that we need. But we might use it for some other stuff; we have voice support in Most Wanted, so you can shout out and access Easy Drive and other functions in the game. So we're always looking to support as many features as we can."
http://www.digitalspy.co.uk/gaming/...rview-ghost-talks-all-drive-and-next-gen.html
 

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#24
Need For Speed Rivals may look ‘a little’ better on one next-gen console than the other
Need For Speed Rivals will feature better graphics on one next-gen console than the other, Ghost Games’ executive producer Marcus Nilsson has suggested – but refused to clarify which.

“What we’re seeing with the consoles are actually that they are a little bit more powerful than we thought for a really long time – especially one of them, but I’m not going to tell you which one," Nilsson told VideoGamer.com at Gamescom earlier today.

“And that makes me really happy. But in reality, I think we’re going to have both those consoles pretty much on parity – maybe one sticking up a little bit. And I think that one will look as good as the PC.”

Nilsson chose not to answer when asked whether he was referring to the PS4 version.

Pushing him on the subject further, I asked: “Does that mean that the PS4 version of Rivals will look better than the Xbox One version?”

“I think that both consoles will look pretty much on parity,” he replied, “but one of them might stick up a little bit.”
http://www.videogamer.com/ps4/need_...r_on_one_next-gen_console_than_the_other.html

Der PC Version wird aber keine entsprechen - denn auf den Konsolen läuft's mit 30fps.
 

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#25
180° bei EA:
Die nächsten NfS sollen alle gleicher werden

EA executive producer Marcus Nilsson told Joystiq he wants the Need for Speed franchise to have more continuity, and for its various games to feel more connected to one another. Looking back on the uneven history of Need for Speed games (remember that one where you took down an international crime syndicate?), Nilsson said the brand has "potentially" lacked some clear strategy for where it's going.
But I want to have continuity. When I pick up the controller, I want it to have a certain feel, I want the car to feel... you know, like an evolution of what I had, but I still want it to feel [like] the same thing.
Schwerfälligkeit und seltsames Driften haben sie in der Vergangeheit doch schon entwicklerübergreifend hinbekommen ~troll~
"Need for Speed is a brand that cannot be driven by different creative ownerships year and year in. When we think about that strategy going forward, we also need to think about what makes sense for the brand in terms of release schedules and everything."
http://www.joystiq.com/2013/08/21/need-for-speed-franchise-strives-to-feel-more-cohesive/
 
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crysmopompas

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#27
Nochmal die Bestätigung:
Upcoming racing game Need for Speed: Rivals outputs at 30 frames per second across all platforms, Ghost has confirmed to Eurogamer.
Außer PC vermutlich.

Immer noch 6 Spieler - zumindest auf PS360
The cap on the number of players able to be in the same city at the same time is currently six on current-gen platforms, but this may change before release, Nilsson said. And, it may be possible to up the multiplayer player count for the PC and next-gen versions.

"I honestly think the most enjoyable version of this will be around a few friends," Nilsson said.

"Since we discovered AllDrive, we've never gone for 24 or 36 players, because it doesn't make sense. It just becomes chaos. You've seen how online racing games behave, right? Unless you're number one, it's boring. This way you can all have fun playing together but fulfilling your own objectives."
Das Argument ist nicht ganz falsch, klingt aber ein wenig nach einer Ausrede.
 

crysmopompas

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#28
The pc version I played was locked at 30 and the devs on hand weren't certain that would change.
http://www.neogaf.com/forum/showpost.php?p=77893657&postcount=24
War bei The Run so, wurde dann gepatcht.


"Criterion is doing something else, but that doesn't mean they can't help us on this."

Specifically, an EA rep told Polygon, about 80 percent of Criterion are currently working on Rivals with the remaining group working on the new project.
The studio, originally formed as EA Gothenberg and then rebranded last November, has since grown to about 100. The studio is made up of an assortment of experienced developers who come from a mix of studios including DICE, Criterion, Turn Ten and Bizarre Creations.
Criterion wanted to work on something else
"Need for Speed felt more like a marketing-driven brand than a brand for gamers," he said. "I want to change that.

"We are moving toward more emergent, changing experiences," he said. "Point A to point B bespoke events aren't necessarily bad, but the future is with emergent, changing gameplay and playing with friends in an open environment.

"I want to create games with long tails. I want to create games where people play for a long time. I want to create games where it is a big part of their lives. One thing that's clear with Need for Speed and our strategy going forward, we are much more thinking about it as a live service."
http://www.polygon.com/2013/8/22/46...is-a-living-game-and-a-sign-of-things-to-come
 
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PSN-Name: AngelVsMadman
#29
Warum machen sie es nicht kurz und knapp. Sie wollen das Franchise entgültig in den Boden rammen.
Sorry aber gerade die Hoffnung auf andere Ansätze macht das Franchise noch eine Zeit lang interessant. Gerade wenn ich an die Criterion NFS denke ist Kontinuität NICHT das was das Franchise braucht. Schöne Autos, gerade so 30fps, eine Steuerung zum Erbrechen und dieser Teil sieht dazu noch 1:1 aus sie eine Fortsetzung von MW.
 

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#30
Wenn jetzt jedes Jahr das gleiche nur mit anderer Map kommt dann finde ich das auch nicht so toll.

gerade so 30fps
Also die 360-Versionen der Shifts und Hot Pursuit laufen ziemlich stabil. Most Wanted habe ich nicht, gibt da etwas uneinheitliche Aussagen.
 
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PSN-Name: AngelVsMadman
#31
Das war nicht alleine auf Criterion bezogen sondern generell auf die Reihe (gerade die Stümper von Black Box haben da mehr 20fps-Racer entwickelt, die mit Glück 30 erreichten). Criterion's NFS waren stabil bei 30, aber gerade bei MW hat man da mMn schon zuviel mit Filtern gearbeitet und viel zu viel Wert auf Autos gelegt.
Wenn man Paradise mit MW vergleicht, schmerzt das einfach.

Ich verstehe auch ehrlich gesagt nicht, warum man der Reihe fast verbietet, 60fps zu liefern. Okay zugegeben, die Tankersteuerung in den letzten beiden Teilen, wäre dadurch noch unvorteilhafter ins Bild gerückt, aber trotzdem muss auch mal hier eine Verbesserung in Betracht gezogen werden.
Bei Shift hab ich das noch ohne Probleme geschluckt, anderer Entwickler völlig neuer Ansatz, da verlange ich nicht Day 1 auch noch 60fps, aber gerade von Criterion war in der Hinsicht schwer enttäuscht.
 

crysmopompas

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#32
Ich verstehe auch ehrlich gesagt nicht, warum man der Reihe fast verbietet, 60fps zu liefern.
Tradition? Wie war das bei den PS2-Teilen? Ich kenne die überhaupt nicht (habe die alten nur am PC gespielt :)), vermute mal 20fps :ugly:

Rivals wäre eine Chance gewesen die Next-Gen Versionen mit 60fps zu vermarkten - jetzt ist's dort nur schöner, + evtl. mehr Spieler.
 
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PSN-Name: AngelVsMadman
#33
Video von der Eurogamer EXPO:

[ame]http://www.youtube.com/watch?v=ddpHreuyyKU[/ame]

Einfach gesagt: Die Leute von Criterion die von NFS noch nicht die Nase voll hatte, bilden die Basis von Ghost. Sprich Tankersteuerung.
Rivals hört sich ehrlich gesagt an wie HP (Criterion) nur mit leichter Anpassung der Autos und fließende Integration des MPs.
Die meiste Zeit seit der Studiogründung ging vermutlich drauf die Frostbite-Engine Racer ready zu machen.
 
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PSN-Name: dodo667418
Spielt gerade: James Cameron's Avatar
#35
http://www.polygon.com/2013/10/18/4851148/need-for-speed-rivals-hands-on-alldrive-pc-ps4

We spent the first part of our session playing the PC version of Rivals, which ran well, with a PlayStation 4 controller. Later, we switched to the PS4 version and were surprised to find a game that looked even more impressive than its PC counterpart, with better texture detail, improved lighting on cars and sharper graphics overall. The PS4 version did suffer from a higher incidence of issues such as parts of the world failing to load, but developer Ghost Games assured us they would have those problems ironed out in time for launch.
Das wäre der Hammer :D Auf der Gamescom hab ich auf dem PC mit PS4-Controller gespielt und war begeistert von der Optik. War für mich das mit Abstand schönste Rennspiel vor Ort, hübscher im Gesamteindruck verglichen mit Drive Club und auch Forza 5. Streckendetails, verschiedene Effekte und auch die Autos sahen sehr gut aus meiner Meinung nach, das Highlight war ein Gewitter im Hintergrund. Hat mir optisch wirklich wirklich gut gefallen. Dass die PC-Version schlechter aussehen soll als die PS4-Version, wäre dementsprechend natürlich noch unglaublicher :D Kann ich aber nicht so recht glauben.

Zumal ich dann eher Angst vor den gelegentlichen "Fehlern" habe. Der Gamescom-PC-Build lief alles andere als rund, waren immer nur rund 2/3 der PCs im Betrieb, viele Abstürze, viele unter die Strecke verschwind-Fehler :D Der Build war natürlich älter, aber dass die PS4-Version aktuell wohl von Ähnlichem geplagt sein soll, klingt nicht gerade gut.

Hier übrigens nochmal ein Video zum Gamescom-PC-Build, der laut Polygon der PS4-Fassung unterlegen sein soll :D

[ame]http://www.youtube.com/watch?v=xYRSt-bJggc[/ame]
 
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PSN-Name: snickerz
Spielt gerade: Bloodborne, Dark Souls 2
#36
Wenn man an Burnout Paradise denkt schmerzt es einfach nur... Wie kann man ein Studio dermaßen an die Wand fahren? Kein NfS kommt auch nur ansatzweise an Paradise ran... Und wenn man dann noch bedenkt wie alt Burnout ist...

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crysmopompas

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#38
Wenn man an Burnout Paradise denkt schmerzt es einfach nur..
Diesesmal kann ich dir zustimmen :ugly:.


Wenn Rivals wie HP wird kaufe ich es zu 100%. HP war das beste Arcade NFS der letzten Jahre und hat mir soviel Spass gebracht. Ich hoffe es kommt eine Demo zu Rivals :)
Mit Gummiband aus der Hölle, und einer Öltankersteuerung.

Spaß gemacht hat's trotzdem und ich hab's dann sogar komplettiert.
 
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