วันศุกร์ที่ 10 มิถุนายน พ.ศ. 2554

The Need for Speed series has become the Star Wars of the driving game world – a ridiculously successful, long-running franchise that can be chopped up and dished out in any form that the zeitgeist demands.

Apparently the original idea for the player full control over the nature of this offer was onfoot challenges. "It was a free-form system," says Anthony. "The character could get out and explore the world but through testing and focus we play quickly realized that once you, the player anywhere will do -. And we 're need for speed, it' s a racing game. And we \ didn 't spend a whole year will build a complete musculoskeletal system. Well, it' s in a controlled environment. "

What looks like in practice, a number of measures to track moments on a Quick Time Event-driven mechanism. In the demo I instead played in downtown Chicago, I'm starting from competing against seven other cars in a race through the streets at night, but after a few minutes, a car comes blazing out through an intersection and drive straight into me. My vehicle is a total loss, so Jack jumps up and then spots several armed men running towards him. He legs into a building, several steps and then breaks on the roof. It 's at this point that the interactions gets kicks in. A screen prompt me repeatedly press X to Jack runs on a ledge then begin the triangle button jumps to an adjacent apartment building triggers. All the while a helicopter hovers overhead, spraying machine gun fire.

Finally, Jack climbs down a fire escape and is found in an alley with a police car pull straight up in the area. He is coming to one of the policemen and a triangle Prompt - the right timing and Jack takes a flying kick on the cop, then gets in the car and drives off. Well, we 're back in control, with a timer ticking down and a directive to hell out of town. With the helicopter in, ahem, hot pursuit, I have to snake in and out of traffic, seek cover in a series of underpasses. It 's exciting stuff and classic Need for Speed. The sequence ends with my car to avoid inevitable shift to jack knifed oil truck, smashing through a wall and landing upside down on a railway track. In a moment reminiscent of a scene in heavy rain, I now need to look around and figure out which of the available key inputs allow me to escape out the window and kick taken before entering a train.

These events won't always be about harsh success or failure states. In some sections there are branching outcomes, so if the player mangles a certain button press, they'll get another chance to pull through. In the alleyway police fight, for example, if the kick is poorly timed, the cop grabs Jack and gets him in a choke hold, but then there's a chance to hit a button, fight back, and steal the car.

It 's no doubt but that this will be a split feature. From Shenmue Call of Duty, the entire concept of QTEs has been debated furiously, they are a strange hinterland between interactive and linear content. But, it 's interesting to find them in a racing game, and the sections are beautifully choreographed, with some very believable animation. Black Box has its own cameraman Adam Myhill, pulled the influences have - and technology - from CGI flicks like avatar, to capture at full power and virtual cameras to create some really dark, stylish and naturalistic action sequences. We 're told of these sections is to provide an alternative to the usual narrative films, and that they' \ ll mainly confined to the game's city locations. In rural areas, driving is very much in focus. However, there 'sa big, big play here and for a game around the concept of a high speed chase going basis, many players feel they' ll be an unnecessary distraction. EA has quite a sales job on his hands.

Away from all this are the standard concerns for a driving sim. The run employs a variety of real vehicles, apparently under the usual mix of muscle cars, street racers and refined exotic. For the handling mechanics, Black Box is going for another hybrid approach. "We 're trying to sit somewhere between shift and Hot Pursuit We reward to sim fans like me want to -. I don' t want to get bored in 10 minutes, I want there to a certain depth to the handling I want to be will. again lay the track and knock a few seconds off my time. But at the same time, all our art director to do power-slide through each track. So, we 're trying to appeal to both kinds of fans . We 're trying to make the players' perception of how these cars feel we 're not over-investment in the replication accurate performance statistics. "


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