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NFS PS: Interview with the NFSPS Audio-Team |
Wednesday, 10.10.2007 |
The new producer-blog on the official website of Need for Speed has a new entry: an Interview with the Audio-Team from Need for Speed ProStreet! In this interview the recording artists talk about the recordings on the tracks and in the studio and about their experiences and difficulties. It's really worth reading!
Exerpt:
1. What's new and innovative in the audio for ProStreet?
Phil: This year, speech plays a much more supportive role compared to previous Need for Speed's. As ProStreet takes place entirely within real world race tracks, it was decided early on that these locations would require voices to support the idea of being at a sponsored racing event. Why hire actors when you could get the real deal, right...? So we asked a few "professional" race announcers to be a part of the game - Jarod DeAnda (Formula-D), John Hindhaugh (Radio Lemans), and Jbird (NOPI) spent over 100 hours in the voiceover booth recording lines of speech specifically for our game. They talk about everything that goes on in ProStreet, both on and off the track. This has added a tremendous amount of life and energy to each and every race. If you've ever heard just one of these guys announce a racing event in person, you'll know exactly what I mean... This is the real deal.
Jesse: NFS Cars now have "real" physics, which means cars will sound and feel much more realistic. Pro drivers use their ears constantly for feedback during a race and we wanted to recreate this experience in Pro Street as good as possible. We use nearly every modeled physics input to drive sound. You will now get a great sense of feedback from your engine and turbo/supercharger how hard you're working your car. Tire sounds are accurately modeled as well, letting you know how close you are to edge of control.
Charles: ProStreet's audio feel is very different from previous Need for Speeds. It's all about cars, reality and racing, so the main focus this year was, you guessed it ; cars . More than 100 car audio models are in the game, completely new technologies were created for skidding and forced induction. Forced induction is now fully modeled as well. Our technical sound artist supreme, worked on this for several months to perfect it, studying every detail. The recordings for this were done on real cars, under real circumstances. We found that using “sterile” methods like some other games do, simply didn't make it sound alive enough.
The other brand new addition is world modeling with continuously adapting early reflections. The cars will sound alive in their space. It's a real treat to have this in, very cool stuff. No other racing game has done this before that we know of. There are some other hidden gems that I don't want to give away (yet). They have to do with making the car come alive and be more aggressive sounding.
Adam: We've got real-time damage this year and the audio has been completely rebuilt from the ground up to support this feature. What we've done is created a layered damage model, so that for any crash, what you hear is the sound of the surface you hit plus the sound of the part of the car that was damaged. Every part of the car that can be damaged has an entire sequence of audio to support it, from the lowest intensity bump to the sound of the part being ripped off and clattering down the road behind you.
You can find the complete interview here:
NFS PS: Interview with the NFSPS Audio-Team
Blog Answers (Source)
Official website of Need for Speed ProStreet
Preorder Need for Speed ProStreet at Amazon.com
Preorder Need for Speed ProStreet at Amazon.co.uk
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NFS PS: Demo comes at end of October |
Tuesday, 09.10.2007 |
The Xbox 360 demo of Need for Speed ProStreet is going to be released at the end of October, so that you can make yourself a picture of the game.
The demo of NFS ProStreet features two events: a Speed-Challenge at the Nevada Highway and a Grip-Challenge on the A-43 Interloop. In the Grip-Race you can drive with a Nissan GT-R Proto, which handles the relatively simple turns of the speedy course well. The race isn't that much of a challenge, but maybe it should be more a presentation of EA's new physics engine. In the demo you can choose from three different difficulties: Casual, Racer and King. Newbies even have a racing line on the road, which shows you where to drive and helps you with using the gas and brake.
The Speed-Challenge mode in the demo is on a point-to-point track in the Nevada Desert, where you can drive with a BMW M3 E92. In contrary to the Grip-Mode here are long turns and you drive constantly at highest speed. This makes the whole races quite dangerous, because the streets can be narrow and there obstacles along the road which can end your race very fast. But at least you get to see the new damage model of the game.
It's not necessarily the best, if you cross the finish line first. In the Speed-Challenge mode it's all about speed. You win the event by making sure your car has the highest top speed going through the various checkpoints on the course. The highest total speed at the end of the road is declared the winner.
While in the demo only the BMW M3 and the Nissan GT-R are available to start with, EA will be unveiling the new 2009 Nissan GT-R! The car will be available (and will automatically replace the GT-R Proto) when you log on to Xbox Live via the demo on October 23, coinciding with the GT-R's unveiling at the 2007 Tokyo Motor Show.
Although there is only information about the Xbox 360 demo, which will come at the end of October, a demo of the PC-version will be available too, either at the same time or it's being released a little bit later. Stay tuned. :)
Gamespot (Source)
Preorder Need for Speed ProStreet at Amazon.com
Preorder Need for Speed ProStreet at Amazon.co.uk
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Info: EA acquires Super Computer International (SCI) |
Monday, 08.10.2007 |
Electronic Arts today announced the acquisition of Atlanta-based Super Computer International (SCI). SCI is a leading provider of gaming client applications and software tools for the PC.
EA will purchase SCI's technology assets and the SCI development team will join EA's Online Technology Group. Jesper Jensen, SCI CEO, will continue to lead the team, reporting to Nanea Reeves, EA Vice President and COO for Online.
"SCI's development expertise is uniquely suited to our online technology needs," said Nanea Reeves. "The team's technical leadership and creative approach is a great fit, and we're thrilled to have them join EA."
SCI is the creator of PlayLinc, a next generation online game browsing and messaging platform that includes rich social networking tools like IM and VoIP, buddy tracking, player invitations and team management.
SCI's technology might won't be used for Need for Speed ProStreet yet, but we will see how this acquisition has an effect on the online-modes of future NFS games.
Preorder Need for Speed ProStreet at Amazon.com
Preorder Need for Speed ProStreet at Amazon.co.uk
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NFS PS: Third NFS-Girl? |
Saturday, 06.10.2007 |
There are some rumours, that there might be a third NFS-girl, next to Krystal Forscutt and Sayoko Ohashi: Bianca Beauchamp!
Initially the german magazine PC-Action published a gallery of Beauchamp with an ambiguous text, where they say Electronic Arts uses models in the games Need for Speed ProStreet and 'Sin Episodes 1: Emergence'. As it seems the affiliates of PC-Action aren't sure, in which game the model appears. Videogameszone claims Bianca Beauchamp being integrated in NFS ProStreet, while PC Games links to a gallery of the model called 'Bianca Beauchamp from Sin Episodes 1: Emergence'.
--- Pictures removed due to age restrictions ---
I personally think that Bianca Beauchamp fits more into a shooter than a racing game, but you can make your own opinion. We will try to get more information about that.
Official website of Bianca Beauchamp
NFS PS: Krystal Forscutt
NFS PS: Sayoko Ohashi
Preorder Need for Speed ProStreet at Amazon.com
Preorder Need for Speed ProStreet at Amazon.co.uk
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