![]() We've put in a new elite handling model and given you more access over deadzone, sensitivity, steering aids, break assists, all that kind of stuff, to allow you to dial in the experience you want. We want to make a more authentic experience. It's a different way of thinking, basically. They certainly don't fill their garage up with every single car there is in the game all 500 of them. Then, generally, people fill out the rest with cars they want to try out, like a Dodge Challenger, that they may not have access to. And then they get their dream car, the car they've always wanted, a Ferrari or a Lamborghini or a Porsche. They have the first car they ever buy in career, they have a car they potentially own, a Ford Focus or a Golf or something like that, and then whatever game you talk about, whether it's got classes like Forza or licences like GT or tiers like Shift 1, people usually get a car from each tier or each category in the game. Taking Autolog, which is present in Hot Pursuit, to the next level, adding more features and making the core gameplay really fun as opposed to just adding five variations of the 1986 Toyota Corolla or something like that.įrom what we've found, most people have 10-15 cars in their garage anyway. The fun is behind the wheel, feeling you're on the edge, pushing it to the limit, putting in the cars that are relevant and cool to drive, allowing you to completely customise those from factory to the works level we had in Shift 1, and giving you the chance to then play against your friends in a social way. You've got a thousand cars, a thousand tracks, whatever, and basically the game is about earning cash to get another car, earning cash to get another car. Both those games, to me, are almost like encyclopaedias. We're not going to add a thousand irrelevant cars. When we're thinking about what we want to do in this game, it's not a numbers game. Those two games are on pedestals at the moment. As the creator of Shift, how do you do that? This time around we wanted to streamline, innovate and take that core experience to the next level.Įurogamer interviewed EA driving and shooting boss Patrick Solderlund recently, and he said his vision for the Shift series is for it to be the market leader in the authentic sim category and beat Gran Turismo and Forza at their own game. We clearly innovated in key areas in Shift 1 on the core experience of driving, making it visceral, making it fun and accessible, XP and precision versus aggression. There certainly wasn't a, 'Let's see how the sales figures go and then push out a sequel,' because it's not that type of game. Towards the end of Shift 1 we were starting to think of Shift 2. We always knew we wanted to add more features and innovate in new areas. Like many games, many movies and TV shows, we always knew we wanted to do another one. So we're very clearly going after the sim guys.ĭid EA wait to see how the first game performed before asking you to do another one, or did you get the green light before it released? If you look back over Need for Speed's history, maybe the early roots of that started in ProStreet, getting people who aren't used to circuits.Īnd then with Shift 1 we very deliberately said, 'We're on circuits now.' Shift 2 is an evolution of that, taking on the feedback from the community, feedback from critics, innovating in key areas and deliberately going after the sim category now the Need for Speed franchise is open to many types of game, like Hot Pursuit and World. We've got a long-term strategy that we want to make a competing, relevant sim game. How did it come about that you began work on this sequel? Sorry to be vague, but it's spring at the moment.īunny rabbits and. Here, talking to Eurogamer, lead designer Andy Tudor reveals how Shift 2 will attempt to beat them all. It's a desire born out of a frustration at Shift's "stamp collecting" rivals. ![]() Turn 10's Forza Motorsport 3 was released last year, Polyphony Digital's Gran Turismo 5 launched last week, and next spring will see the game EA hopes will trump them both: Slightly Mad Studios' Shift 2: Unleashed.īut EA's ambitious expectation for the game is not headline-grabbing bravado. Need For Speed Shift 2: Unleashed gets released locally tomorrow and while we’ve spoken about how the developer has taken pot shots at GT5 for it’s bloated car list we haven’t yet seen the true Need For Speed Shift 2 car list… until now.Īnd just as an added bonus I’ve included the track list as well.And all of a sudden the simulation racing genre is pretty competitive. ![]()
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