The game isn’t called “Want for Speed,” or “Speed: Take It or Leave It.” It’s Need for Speed, which is why we usually see a new game in the racing series once a year. This year, our need will go unsatisfied. I’m a fan of the series, so I’m a little bummed, but a letter from Executive Producer and GM at developer Ghost Games Marcus Nilsson makes it sound like a smart decision.
Need for Speed
Criterion co-founders Alex Ward and Fiona Sperry have left the Burnout/Need for Speed studio to pursue careers in the high-octane underground street racing scene - or to form a new company, if you prefer the truth. Ward tweeted yesterday that "the news breaks. Along with @FionaSperry I have left @CriterionGames. Welcome to the REAL #tothefuture". Sperry later tweeted that "so I guess its now official! The future starts here..."
It turns out all that talk of "the future" was referring to the new games company Ward and Sperry are setting up, as revealed in this further tweet by Ward. Will the pair make games about driving/smashing up beautifully shiny cars? Only time will tell, but Criterion were/are rather good that, I seem to recall.
Another twist in the increasingly soap opera-like will they/won't they story of love and indifference between EA and the PC. Previously on "The Next Gen": FIFA 14 decides we won't get to play with its new Ignite engine, and EA's own CTO says hurtful things about their relationship with a supposedly more powerful squeeze.
But now, speeding across the highway comes Need for Speed: Rivals, the latest in the publisher's never-ending racer series. It's being released for PC, as well as current- and next-gen consoles. More importantly, developer Ghost Games' executive producer Marcus Nilsson has told Joystiq that, "Need for Speed Rivals will look easily as good on PC as next-generation consoles."
Criterion's reboot of 2005's Need for Speed: Most Wanted will mesh players together with an upgraded version of Need for Speed: Hot Pursuit's Autolog system. It tracks your every start finish time and then lets your friends know whenever you beat their time, but also acts as a fluid matchmaking system that'll let you start events on the fly in Most Wanted's open world city. The latest footage over on Evil Avatar shows such a session in action, with video of a race and a hairy escape. It feels, if anything, a lot like Burnout: Paradise, which is no bad thing, but will it have the original Most Wanted's level of car customisation? And will we get to play as the cops?
We’ve all got an idealised image of the great trans- American road trip. Flooring the throttle down an arrow-straight road in a thunderously powerful V8 muscle car, perhaps, with On The Road Again by Canned Heat playing on the stereo.
In that regard Need For Speed: The Run nails it – you can recreate that experience perfectly, even down to the masterfully-pitched, twanging country music. This would be brilliant if the game didn’t replicate the realities of a road trip as well, which include repetitive scenery, the boredom of maintaining a largely constant speed and the realisation that at most of your stop-offs there isn’t a great deal to do.
The newly announced instalment in EA's racing franchise - Need for Speed: The Run - will use Frostbite 2 as its base.
Frostbite 2 has rocketed to fame after its graphical horsepower and capabilities were shown off in footage from Battlefield 3, which it also powers.
The Run is being developed by Black Box, and continues the cops vs racers war in a similar fashion to Criterion's Need for Speed: Hot Pursuit from last year. However, this time around the central focus is that of 'The Run'; an illegal cross-country race from San Francisco all the way to New York City. Players will have to "weave through dense urban centers, rocket down icy mountain passes and navigate narrow canyons at breakneck speeds", whilst keeping an eye out for law enforcement.
Need for Speed: The Run is expected November 15 in the US and November 18 in the UK.
[via Big Download]
I am in favour of the RPG-ification of all things. I want points for successfully waking up in the morning, points for getting my legs through the right holes in my trousers, points for not falling over and voiding my bowels on the way to work. Shift 2 has the right idea: it gives me points for everything.
I overtake another car and the invisible car god of the sky gives me 20 points. I stymie a rival’s progression through the pack by weaving my multi-thousand dollar machine in front of his, and he gifts me another ten. All points from my benevolent driving lord go toward Shift 2’s career mode, and fuel a healthy and compulsive unlock schedule that makes me want to swear undying fealty to my new car god and kill all unbelievers.
A whole stash of NFS: Shift 2 details have been released concerning auto-log, helmet cams and, of course, cars. Read on for the latest news, along with a new trailer and plenty of screenshots.