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Need for Speed: SHIFT

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Old 11 March 2009, 07:21 PM
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DJ Dunk
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This really does look like it's shaping up to be the console racer most have been waiting for.

I notice it's being worked on by Slightly Mad Studios; in fact "more than 25 of Slightly Mad Studios' current staff worked on and are actually credited in GT Legends and GTR2 including the majority of the core development team".

SimBin Studios said their company "is taking legal advice and considering to also take legal actions against Slightly Mad Studios, as a result of certain statements made by Slightly Mad Studios that we find to be incorrect, misleading and has a negative impact on our reputation as well as business negotiations."

SimBin worried after the the dissapointment that was Race Pro? They should be.
Old 11 March 2009, 07:28 PM
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Ant
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wow ive got to admint that looks beautifull graphics
Old 11 March 2009, 07:38 PM
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rendered images tell you nothing about what the game is actually like. i hate when they do that!
Old 11 March 2009, 07:47 PM
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I love the fact the car in the distance in the first 'screen shot' is in focus, yet everything else at that distance is in super fast blur'Ovision!

Proof will be in the racing though!
Old 11 March 2009, 07:53 PM
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HankScorpio
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Looks great but then so did the promo shots for GT5 and everyone knows that's pish.
Old 11 March 2009, 08:45 PM
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It's fairly clear that these aren't just rendered shots. They're as good as any current 'replay' images, so I wouldn't dismiss it so easily. With the SimBim devs on board I'm looking forward to this.

Originally Posted by Joystiq
Developed by UK-based Slightly Mad Studios -- home to many of the folks who worked on the critically acclaimed GT Legends and GTR 2 -- the game is 95% pure racing simulation, with a bit of arcade feel thrown in so as not to totally alienate players who aren't actual race drivers. (Though EA Games Euro SVP, Patrick Soderlund, is intimately involved with its development -- and he races for real, having most recently placed fifth in the TOYO 24 Hours of Dubai endurance event.)

At first glance, the game reminded us of Forza 2 -- at least from its visual style (and we don't just mean the real cars on an actual track). NFS tried this route with its ProStreet installment, but the gameplay (and a whole lot more) just wasn't there.

Sitting down to play, we were already sold on the look; gorgeous highly detailed car models, tracks that have a sort of Sega arcade racer vibe to them, a rock-steady framerate. But what, we wondered, would help this game stand on its own? So far we can point to two things: the focus on the "driver experience" (more on that in a sec) and really good opponent A.I. (ditto).

As an advisor on the game, Soderlund says he's not just interested in how cool the cars look or how you can tune them; he told us he wants to make a racer that makes players feel like real race drivers. Neat idea, impressive in execution.

Like PGR and GRID, the game has a very detailed cockpit view. Working gauges, hands on the wheel -- the usual. There's an extra layer of pretty in the form of realtime reflections from within the car. For instance, you can see your driver model's movements in the driver's side window. Another neat touch: the driver actually grips the wheel more tightly at the appropriate moments. This level of detail is important because Soderlund and the dev team want this to be a racer that is, first and foremost, played from inside the car.

We noticed the windshield, while it will crack, doesn't place a sort of screen over the graphics, something that's caused us to opt for the third-person in many others racers. A small detail, but it's good to know the team is thinking of stuff like this. There's also a nice looking and helpful effect when driving very fast -- the dash and car interior begin to blur out so that your eyes focus only on the track.

In an early -- but still extremely powerful -- Pagani Zonda, the sense of speed was pulse-quickening. That was combined with opponents who realistically fought for positions, nudged back and would even slip up under pressure, causing a wreck. This didn't only happen when we were "engaging" them; at one point, we came around a turn into a straight-away and narrowly missed a pileup that had occurred moments earlier out of our view.

Even in its early state, SHIFT feels really good. The cars seem to have appropriate weight and noticeable performance differences. There's a perceivable hint of assistance -- hence the dash of arcade-ness -- in the steering beyond the usual traction control and braking assists. We were told that the game will essentially have a driving model that eases new sim drivers into the concept and one for seasoned pros.

What can we say -- we were really impressed by what we played. The two tracks were well designed and looked great in various times of day and weather conditions, the cars handled solidly and the cockpit view was intense and immersive. We're still waiting to learn of a complete car lineup, track selection and, well ... a whole laundry list of gameplay details. But if the team continues down this road, racing buffs are looking at a very good year indeed.
Old 11 March 2009, 10:28 PM
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mmmm
Old 12 March 2009, 12:34 AM
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bob269
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Originally Posted by DJ Dunk
It's fairly clear that these aren't just rendered shots. They're as good as any current 'replay' images, so I wouldn't dismiss it so easily. With the SimBim devs on board I'm looking forward to this.
In all fairness, Race Pro (360) was hideous, sound was terrible, gfx were bland, frame rate was choppy, handling isnt the best, AI seem to have the ability/feel the need to run straight in to you spinning you off whilst retaining their top speed, tracks/races were monotonous and boring, online was annoying, let's hope they haven't had too much influence in this one
Old 12 March 2009, 12:03 PM
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Originally Posted by bob269
In all fairness, Race Pro (360) was hideous, sound was terrible, gfx were bland, frame rate was choppy, handling isnt the best, AI seem to have the ability/feel the need to run straight in to you spinning you off whilst retaining their top speed, tracks/races were monotonous and boring, online was annoying, let's hope they haven't had too much influence in this one
Thats exactly my point. As I understand it, the ones that worked on GT Legends, GTR2 and now NFS:Shift are not the same devs that did Race Pro, hence my comment at the end of the OP.
Old 23 March 2009, 06:57 PM
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Releasing September 17th
Old 24 March 2009, 04:33 AM
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trailer is on xbox to download and watch it says actual game footage and it looks just like the screen shots cant wait for this
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