Pick your own '08 NFS
Pick your own '08 NFS
This time you will be abled to choose between only four options. These four games were made by rearranging the options on my March polls. If you like an option but one or two features... well, you can either choose it and say your opinion below, or you choose another option.
Game A:
o- Circuit drifting (like D1 GP).
o- Online career: racing leagues and world rankings.
o- Larger grids (don't expect to win every race from the beginning).
o- Forced autosave + no restart option (if you lose the race, you lost it, like NFSU).
o- GPS-true locations (public roads and autodromes).
o- Realistic physics engine (hard to master slides and spinning).
o- Extreme car damage with severe performance consequences.
o- Weather affects car handling severely.
o- Cars handle very differently (some are too powerfuul and too heavy, etc).
o- Intensive car tuning: suspension, gearbox, engine.
o- Piece-by-piece performance upgrades.
o- No visual customisation (only car colour).
o- Licensed exotic cars, sports cars, muscle cars and übersedans.
Game B:
o- Multiplayer team races (conquer the track, team knockout, pass the leader, less worse lap...).
o- Co-op career (human team vs computer-controlled rivals).
o- Checkpoint races (with cops and alternative routes to lose them).
o- Two-lane street / road drags (with free steering and bends).
o- Ficitious roads and cities.
o- Extra slow circuits (kart tracks, parking lots, narrow twisty streets).
o- Touge (drifting on public roads).
o- Live roaming: join races as you see the cars passing by.
o- Better cop intelligence, more aggressive and with new tactics.
o- The cops also chase the other racers.
o- Licensed parts: bodykits, spoilers, rims, and vinyls (and nothing else).
o- Licensded sports cars, muscle cars, übersedans, hot hatches and midgets.
Game C:
o- Offline career: "be the cop" (chase down illegal racers).
o- Online career: "cops and robbers" (human evaders and cops).
o- Alternative races: knockout, speedtrap, crash, conquer the track...
o- Multi-lane highway / boulevard drags (with free steering and dense traffic).
o- City drifting.
o- Extreme physics engine (ridiculous performance, huge jumps).
o- More aggressive racers (they push you against the wall or traffic cars).
o- Extremely dense traffic (about one car per line per 20 meters / 70 feet).
o- Ficitious bodykits, spoilers, rims, and vinyls (and nothing else).
o- More part types (both material and style).
o- Official vinyl/bodykit/spoiler/rims editors.
o- Fictitious cars.
Game D:
o- Online career: gang fighting (both races and chases).
o- You join a gang and have both friends-only races and gang vs gang races.
o- Bets and pink slips.
o- Pedestrians.
o- Go to shops/garages/etc by car.
o- Get out of the car.
o- Many customisable visuals (neon lights, spinners, mirrors, lights, interior, etc).
o- Any vehicle with a powerful engine and wheels (wheels over 20 inches, by the way). This includes SUVs, trucks and motorcycles.
Game A:
o- Circuit drifting (like D1 GP).
o- Online career: racing leagues and world rankings.
o- Larger grids (don't expect to win every race from the beginning).
o- Forced autosave + no restart option (if you lose the race, you lost it, like NFSU).
o- GPS-true locations (public roads and autodromes).
o- Realistic physics engine (hard to master slides and spinning).
o- Extreme car damage with severe performance consequences.
o- Weather affects car handling severely.
o- Cars handle very differently (some are too powerfuul and too heavy, etc).
o- Intensive car tuning: suspension, gearbox, engine.
o- Piece-by-piece performance upgrades.
o- No visual customisation (only car colour).
o- Licensed exotic cars, sports cars, muscle cars and übersedans.
Game B:
o- Multiplayer team races (conquer the track, team knockout, pass the leader, less worse lap...).
o- Co-op career (human team vs computer-controlled rivals).
o- Checkpoint races (with cops and alternative routes to lose them).
o- Two-lane street / road drags (with free steering and bends).
o- Ficitious roads and cities.
o- Extra slow circuits (kart tracks, parking lots, narrow twisty streets).
o- Touge (drifting on public roads).
o- Live roaming: join races as you see the cars passing by.
o- Better cop intelligence, more aggressive and with new tactics.
o- The cops also chase the other racers.
o- Licensed parts: bodykits, spoilers, rims, and vinyls (and nothing else).
o- Licensded sports cars, muscle cars, übersedans, hot hatches and midgets.
Game C:
o- Offline career: "be the cop" (chase down illegal racers).
o- Online career: "cops and robbers" (human evaders and cops).
o- Alternative races: knockout, speedtrap, crash, conquer the track...
o- Multi-lane highway / boulevard drags (with free steering and dense traffic).
o- City drifting.
o- Extreme physics engine (ridiculous performance, huge jumps).
o- More aggressive racers (they push you against the wall or traffic cars).
o- Extremely dense traffic (about one car per line per 20 meters / 70 feet).
o- Ficitious bodykits, spoilers, rims, and vinyls (and nothing else).
o- More part types (both material and style).
o- Official vinyl/bodykit/spoiler/rims editors.
o- Fictitious cars.
Game D:
o- Online career: gang fighting (both races and chases).
o- You join a gang and have both friends-only races and gang vs gang races.
o- Bets and pink slips.
o- Pedestrians.
o- Go to shops/garages/etc by car.
o- Get out of the car.
o- Many customisable visuals (neon lights, spinners, mirrors, lights, interior, etc).
o- Any vehicle with a powerful engine and wheels (wheels over 20 inches, by the way). This includes SUVs, trucks and motorcycles.
i'd go with B.
but you people are forgetting something...nfsu u2 and mw are speed providers not simulators...if people want speed than these games are for you if you want simulators,then get toca 3 or gt...
that's why ppl get disappointed when they play nfs...they buy it thinking of a simulator when it is not one...
but you people are forgetting something...nfsu u2 and mw are speed providers not simulators...if people want speed than these games are for you if you want simulators,then get toca 3 or gt...
that's why ppl get disappointed when they play nfs...they buy it thinking of a simulator when it is not one...
- DarrenR21373
- Professional
- Posts: 1102
- Joined: 23 Oct 2004, 15:11
- Location: Little Britain
See it like this:DarrenR21373 wrote:It would be "A" for me as well, but for that "Realistic physics engine (hard to master slides and spinning)"
Juiced had this and it sucked on PC because of it. If I want realism, I'll drive a real-life car.
Just my 2p's worth.
You get a steering wheel for PC, buy this NFS-OMG game (option A), and there you are driving dozens of awesome exotic cars like if you were doing it in real life. Considering that it's almost impossible that you get to drive a real life SLR, i.e, only one word is coming to my mind: Cooooooo!!l!!
Still rolling my eyes
- WhereIsTheNsx
- Drift King
- Posts: 743
- Joined: 29 Jul 2005, 01:21
- Location: Brooklyn NYC
A would be great, especially for the RL locations and car management options (parts, damage, etc). Something that allows you to "roleplay" actually owning the vehicle and not trash the car like its a Matchbox toy. Drivers who use proper braking technique and know the racing route get rewarded by reduced vehicle damage costs, and so can afford to go street race in expensively engineered works of art - while the crashers stick with Honda Civics, etc.
However I agree that physics options should be scaled for accessibility. Some racing and flight sims I've played are harder to handle than real vehicles.
The optimal balance in believability vs realism in the gaming world today exist in games like IMO, NFSU2, IL-2 Sturmovik and Lock On: Modern Air Combat because I can apply real-world knowledge in gameplay right out of the box, and see the effects of those tactics in a (relatively) correct scale and magnitude.
And so those games let me do what I can't do in real life, namely street racing at 200kph and flying fighter planes - while giving immersion in the leeway given to employ marginally realistic thinking processes in winning the game. That mental exercise is important to me (except in arcade games).
However I agree that physics options should be scaled for accessibility. Some racing and flight sims I've played are harder to handle than real vehicles.
The optimal balance in believability vs realism in the gaming world today exist in games like IMO, NFSU2, IL-2 Sturmovik and Lock On: Modern Air Combat because I can apply real-world knowledge in gameplay right out of the box, and see the effects of those tactics in a (relatively) correct scale and magnitude.
And so those games let me do what I can't do in real life, namely street racing at 200kph and flying fighter planes - while giving immersion in the leeway given to employ marginally realistic thinking processes in winning the game. That mental exercise is important to me (except in arcade games).
- WhereIsTheNsx
- Drift King
- Posts: 743
- Joined: 29 Jul 2005, 01:21
- Location: Brooklyn NYC