SHIFT Interview with Jesse Abney Part 2

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SHIFT Interview with Jesse Abney Part 2

Postby Bojan » 15 Apr 2009, 16:24

Part two of the interview with Need for Speed SHIFT producer Jesse Abney is available on the official Need for Speed website.
It's a must read for those who don't follow news about SHIFT often as it explains the game's basic features like closed track racing, no cops, no PS2 release and how the it's aiming for a more realistic driving experience.
Additionally Jesse also confirms the drift mode is making a comeback, reveals a bit about the PC hardware requirements and hints at licensed custom parts.

Read the whole interview here
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Re: SHIFT Interview with Jesse Abney Part 2

Postby Nitrodemon McLaren » 15 Apr 2009, 20:43

Nice to hear about drift mode and that we'll be getting more info, other than that - there's nothing much in this interview.
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Re: SHIFT Interview with Jesse Abney Part 2

Postby kostis1993 » 15 Apr 2009, 22:02

Things are starting to get interesting!!! :twisted:
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Re: SHIFT Interview with Jesse Abney Part 2

Postby prince1142003 » 16 Apr 2009, 00:37

Licensed aftermarket parts? Can I finally get a Vielside RX7 in a NFS game? Sounds a little too good to be true. Probably means performance parts like from Apex Glide or Brembo, which are nothing new in the NFS world. Drift mode makes me excited but I have to wonder how they'll pull that off in the "realistic driving scenario". Realistically, drifting is a lot harder than putting on some speed and then yanking on the brakes.
Overall, some rather intersting pieces of information.
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Re: SHIFT Interview with Jesse Abney Part 2

Postby Dr Houbenheimer » 16 Apr 2009, 04:12

Hmm, be interesting to see how drift pans out in the cockpit perspective won't it
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Re: SHIFT Interview with Jesse Abney Part 2

Postby volvo_t5 » 16 Apr 2009, 14:51

wow drifting is back!! I just got to get this game.
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Re: SHIFT Interview with Jesse Abney Part 2

Postby DMNBT » 16 Apr 2009, 15:19

So the PS2 is too weak to support the game, but they'll go ahead with a PSP version? Hmmm...
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Re: SHIFT Interview with Jesse Abney Part 2

Postby TRANSFORMER » 16 Apr 2009, 15:44

"I knew the fact with the "Drifting Mode" and I'm lookin' forward to another "New Event", I won't say it, now!" 8)
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Re: SHIFT Interview with Jesse Abney Part 2

Postby XCROSSX » 16 Apr 2009, 23:43

DMNBT wrote:So the PS2 is too weak to support the game, but they'll go ahead with a PSP version? Hmmm...


I'm pretty sure the PSP version will have a different engine... I only hope they won't use the same as in MW, Carbon, UC...
GT3x24x7 wrote:I don't get why the word 'irony' has nothing to do with metallurgy.
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Re: SHIFT Interview with Jesse Abney Part 2

Postby NaBUru83 » 17 Apr 2009, 00:28

EA wrote: Is this game going to be like Pro Street?

Michael Mann wrote: In much the same way as Pro Street was based on close course, racing events, yes. Slightly Mad Studios have an award-winning background in creating authentic racing games. Their ability in this area has created a best-in-class physics, visual and architecture engine.

I hope so, because ProStreet's physics engine was pathetic.

Michael Mann wrote: The... play will span across both renowned Grand Prix tracks and fictional street courses.

There could be fictional purpose-built courses and real street circuits as well, right? I know that New York, London, Paris and Tokyo street races are a classic (see Gran Turismo, Forza, Project Gotham), but what about Detroit, Long Beach, St. Pete, Montreal, Toronto, Trois-Riviéres, Sante Fe, Boavista, Bucharest, Monaco, Norisring, Pau, Valencia, Macau, Singapore, Adeleide, Melbourne, Surfers Paradaise and the kind?

EA wrote: If the car gets say a puncture can we limp to the pit and fix it?

Michael Mann wrote: Blah blah blah...

In a word: no pit stops. That makes sense in short races, I admit. But perhaps they could add longer races this time. A NfS3's 8-lap race in Summit took aboul half an hour to complete. With real cars and a little simulation, there could be compulsory pit stops to change tyres and the kind.

Michael Mann wrote: ...we’re not talking about the car lists at the moment but we do have some surprises and firsts for the Need for Speed series planned.

Real purpose-built race cars? I mean, formula cars and sports prototypes? Wow, that would be a real surprise!

XCROSSX wrote:
DMNBT wrote:So the PS2 is too weak to support the game, but they'll go ahead with a PSP version? Hmmm...

I'm pretty sure the PSP version will have a different engine... I only hope they won't use the same as in MW, Carbon, UC...

They could port the PSP game to PS2. Those consoles are still well sold in many countries. Oops, gamers from those countries use to buy pirate games...
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Re: SHIFT Interview with Jesse Abney Part 2

Postby zip_mdd » 17 Apr 2009, 01:08

cool... now i'm sure... i will play it... DRIFT rulez!!!

if they will use for PSP same engine like it was in PS or UC... f** them... worst racing game on PSP... no tuning at all (rims are not tuning)... wtf? for exemple "Juiced2" on PSP... have more layers for vinyl then in PS on PC... lol...
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Re: SHIFT Interview with Jesse Abney Part 2

Postby Dr Houbenheimer » 17 Apr 2009, 03:30

NaBUru83, in regards to the lenght of races I totally agree. Obviously this is a terrible comparison as they are two completely different games, but the last race in UG2 felt like an eternity to me as all the races are so short.
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Re: SHIFT Interview with Jesse Abney Part 2

Postby prince1142003 » 17 Apr 2009, 04:37

Look at it from this perspective: the average gamer doesn't want to play a single race for 30 minutes or so. Which would be a good reason to not make races too long in the previous NFS games.

But I agree completely with the fact that Shift should have longer races. If it's geared towards hardcore racers, there's no reason to not have long races. Nothing more to say.
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Re: SHIFT Interview with Jesse Abney Part 2

Postby custom_rider » 17 Apr 2009, 06:02

8)
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Re: SHIFT Interview with Jesse Abney Part 2

Postby SP4RCO » 17 Apr 2009, 13:52

This new game sounds awesome. I hope I can finally enjoy a NFS game with the G25!!

Anyways, remember what happened with ProStreet. Supposedly it was going to be a "real simulator" and then......... LMAO!!

Moderated hype here :lol:
Did it 4 teh lulz
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Re: SHIFT Interview with Jesse Abney Part 2

Postby driverx15 » 17 Apr 2009, 15:01

lookin good, but hopefully it doesnt revolve around tuners again like all the other nfs's. they need to go back to the high stakes type game, where the fast cars of the world are the fast cars of the game. im sick of beating lambo's while driving hondas. looks as if theyre moving on so far.
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Re: SHIFT Interview with Jesse Abney Part 2

Postby NaBUru83 » 17 Apr 2009, 20:22

Dr Houbenheimer wrote: the last race in UG2 felt like an eternity to me

I didn't finish that game, so I can't confirm that.

prince1142003 wrote:Look at it from this perspective: the average gamer doesn't want to play a single race for 30 minutes or so. Which would be a good reason to not make races too long in the previous NFS games.

But I agree completely with the fact that Shift should have longer races. If it's geared towards hardcore racers, there's no reason to not have long races. Nothing more to say.

I completely agree with that. I couldn't have put it clearer.
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