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NFS Hot Pursuit Review Tuesday, 23.11.2010
NFS Hot PursuitFinally, our review of Need for Speed Hot Pursuit is finished!

With Hot Pursuit Criterion Games got the chance to create their own interpretation of Need for Speed and the result is quite impressive! Expensive exotic cars, fast races and thrilling pursuits are shaping the game. After a long time you can even sit behind the wheel of a police car and hunt down racers - NFS Hot Pursuit combines both sides of the law in this title.

You can read our review here:

» NFS Hot Pursuit Review

» Order Need for Speed Hot Pursuit at Amazon.co.uk!
» Order Need for Speed Hot Pursuit at Amazon.com!
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NFS Hot Pursuit the most responsive game Saturday, 20.11.2010
NFS Hot PursuitIf you're interested in the technical details of the game, DigitalFoundry looks behind the scenes of Need for Speed Hot Pursuit.

After the interview with Technical Director Richard Parr and Senior Engineer Alex Fry ( Part 1, Part 2) and the Tech Interview, where they talk about the underlying Chameleon engine and controller response times, now DigitalFoundry tested the final version of Need for Speed Hot Pursuit and compares in its Face-Off Artikel the different platforms (X360, PS3, PC) and what effect the decreasing of the framerate to 30fps had.

Excerpt:
In our previous tests, we have never seen controller latency on a 30FPS game improve over a baseline 100ms. However, multiple measurements with Xbox 360 Need for Speed: Hot Pursuit confirm a five frame delay - so 83ms in total. This makes the game the most responsive 30Hz title we've ever tested and means that despite halving the frame-rate, controller response in Hot Pursuit is just one frame slower than the 60FPS Burnout Paradise.

The PC test, where the game is running at the full frame-rate (as evidenced by the FRAPS counter in the top-left), has a confirmed 50ms input lag, making it the most responsive 60Hz game we've ever tested. Over and above the additional controller response, the PC version gives players the chance to power past the limitations of console technology and enjoy the full-fat 60Hz experience. The good news is that the required hardware to do so is relatively light - a fast dual-core CPU in combination with something along the lines of an NVIDIA 8800GT should provide the requisite horsepower not only to run the game at 60FPS but also to achieve full 1080p, or 1920x1200 resolution to boot.


You can find this interesting article under the following link. On page 3 the author talks about the partly supported 3D mode, he discovered, which makes hope for more, if you own a 3D screen.

» NFS Hot Pursuit: Face-Off

» Order Need for Speed Hot Pursuit at Amazon.co.uk!
» Order Need for Speed Hot Pursuit at Amazon.com!
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NFS Hot Pursuit - Review Roundup Tuesday, 09.11.2010
NFS Hot PursuitSince the release of Need for Speed Hot Pursuit is coming closer (16th/18th November) the first reviews of the game are showing up on the internet.

We collected the first reviews...so far the game gives quite a good impression:

- ComputerAndVideoGames (90)
- Cynamite (DE) (85)
- IGN (90)
- Eurogamer (90)
- Eurogamer.it (IT) (90)
- 3DJuegos (ES) (89)
- Gamereactor.se (SE) (80)- GamePro (DE) (87)

We are currently in the UK to attend the NFS Hot Pursuit Media Day tomorrow at Criterion/EA, so stay tuned for further updates!

» Preorder Need for Speed Hot Pursuit at Amazon.co.uk!
» Preorder Need for Speed Hot Pursuit at Amazon.com!
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Next NFS developed by EA Black Box Tuesday, 02.11.2010
Electronic ArtsEurogamer made an interesting interview with EA's Patrick Soderlund, where he talks about the future of Need for Speed. As EA already admitted, the quality of the Need for Speed games suffered due to short development cycles, but with Need for Speed Hot Pursuit this should change and multiple development studios will work on the NFS series.

The next studio developing the NFS for 2011 is EA Black Box, which is responsible for the last NFS games up to Need for Speed Undercover until the got replaced by the Slightly Mad Studios with NFS Shift. Since then Black Box is working on the free onlineracer Need for Speed World.

EA's current strategy is to make NFS to an brand, which the consumer can enjoy on an annual basis. Patrick Soderlund distincts between the Action-NFS and the more authentic NFS like Shift:

We want to reach a mass-market audience, and Hot Pursuit is a more mass-market appealing product than Shift. We want to come back with an action adventure type of product on an annual basis, but from a developer that's been working on it for a couple of years.

Maybe there are two or three developers going at it every second year. Then, when the market permits and when we feel ready, we'll put our side genre, the Shift brand, the more authentic motorsports segment - we'll come up with Shift versions as well.

There are two main parts. Action and authentic. Authentic will come when we feel like we can put it in the market and when we're done with it. Then the action adventure products are going to be on an annual basis.


Regarding the problem, that multiple development studios might create completely different NFS, Patrick Soderlund tells the following:

Was Activision's two-studio Call of Duty model inspirational?

Not necessarily. I thought it would be a stronger offering if we could have a slightly different flavour of NFS, still well within the franchise parameters, but have that on an annual basis.

Let's say this year you have a Criterion version of NFS that's still true to what NFS is, then obviously next year we can come back with something that's still true to NFS but maybe a slightly different approach on NFS.

That can be a stronger long-term proposition for consumers than if you have the same developer make basically the same game every year. That's where the idea came from.

Of course we looked at our internal strategies as well as what works for external companies. The one thing that's very important though is you crisply identify what your chief tenets are for the brand, so people have parameters to stay within, so you don't get a NFS game one year and then the next year something that is completely different and has nothing to do with the other one, then the only thing they share is the brand – that's obviously not the intent.

We want Autolog to be something that follows with the consumer to the next NFS product. We want them to use their log-in and their details they had from the previous game into the next. If they're a loyal consumer to us we would obviously want to reward them for that.

So there are certain things NFS needs to have, but a different take on that on an annual basis because of different developers is a good win for us.


You can find the complete interview here:

» Interview with Patrick Soderlund @ Eurogamer
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NFS Hot Pursuit: Interview with Patrick Soderlund Monday, 01.11.2010
NFS Hot PursuitThe onlinemagazine Gamespot made a video-interview with EA's Patrick Soderlund. He talks about the upcoming Need for Speed Hot Pursuit, the features, game modes and how Need for Speed has changed by being developed by Criterion Games.

Additionally Gamespot wrote an Hands-On article about the game, which you can find here:

» Interview with Patrick Soderlund @ Gamespot
» NFS Hot Pursuit Hands-On @ Gamespot

» Preorder Need for Speed Hot Pursuit at Amazon.co.uk!
» Preorder Need for Speed Hot Pursuit at Amazon.com!
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NFS Hot Pursuit Demo FAQ Thursday, 28.10.2010
NFS Hot PursuitRecently the » Demo of Need for Speed Hot Pursuit was released for Playstation 3 and Xbox 360. If you have questions, Criterion Games created a very useful FAQ, which explains some key aspects of the demo. In this FAQ you can read about why nitro works differently for cops and racers, how to turn off the cop siren, and how Autolog works.

Additionally you can find a new article on the main page of Criterion Games, giving some tips on how to master the "Dark Horse" Hot Pursuit event.

You can find both articles here:

» NFS Hot Pursuit FAQ
» "Dark Horse" Hot Pursuit expert tips

» Preorder Need for Speed Hot Pursuit at Amazon.co.uk!
» Preorder Need for Speed Hot Pursuit at Amazon.com!
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NFS HP: Interview with Craig Sullivan at G4TV Saturday, 16.10.2010
NFS Hot PursuitIn the latest episode of Xplay at G4TV was a Need for Speed Hot Pursuit special, where they did an interview with Craig Sullivan, Producer at Criterion Games.

The video shows some gameplay scenes and new information:



(Thanks to John for the info.)

» Interview with Craig Sullican @ G4TV

» Preorder Need for Speed Hot Pursuit at Amazon.co.uk!
» Preorder Need for Speed Hot Pursuit at Amazon.com!
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NFS Hot Pursuit: Autolog Explained Video Thursday, 14.10.2010
NFS Hot PursuitA new Need for Speed Hot Pursuit video was released, which shows Mark Webster, Producer at Criterion Games. In this video he explains (once more) the details of the new Autolog - feature in the upcoming game:



You can also download the movie in HD-quality in our movie-section:

» NFS Hot Pursuit Videos

» Preorder Need for Speed Hot Pursuit at Amazon.co.uk!
» Preorder Need for Speed Hot Pursuit at Amazon.com!
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NFS Hot Pursuit: Interview with Craig Sullivan Friday, 08.10.2010
NFS Hot PursuitThe onlinemagazine Gamerzines sat down with Craig Sullivan, Criterion Games' Creative Director and talked about the upcoming Need for Speed Hot Pursuit.

Craig Sullivan explains the concept behind Autolog, the inspirations and the connection to Facebook. He also mentions the missing connection in Autolog between the different consoles -> there will be a website, where you'll be able to compare times between Xbox 360 and PS3 accounts, but unfortunately not directly in the game.

Then he talks about the development of Need for Speed and the difference to Burnout:

Hot Pursuit is always going to be compared to Criterion’s work on Burnout. Would you like the opportunity to work on Need For Speed again, or would you prefer to go and revisit Burnout?

That’s a really hard question. That’s like asking someone to choose between their kids [laughs]. These games are a year and a half of your life; Burnout Paradise was actually two years, and every game is always a reflection of who you are at that point in time. Do I like Burnout more than I like Need For Speed? No. I like them both equally because they’re both the best I could do to give people a fun game regardless of whether or not it’s called Burnout, Need For Speed, Black, a game about jelly… you always pour your heart into it.

Would I like to make another Burnout game? Yes. Would I like to make another Need For Speed game? Yes. Would I like to make something completely different to both of those? Yes. I like making games, it’s the coolest job in the world. As long as I think it’s fun, it’s exciting, it plays to our strengths, and I think people want it, then there are loads of games that we are yet to make that we will do.

Why is this a Need For Speed game and not a Burnout game? What’s the difference between the two to you?

The one big difference is real cars. In Burnout we had to design our own cars in-house, which is fun because you can come up with pretty much anything. But also I’ve always been a fan of Need For Speed and real cars, so it was great to come into work and say ‘guess what we’re going to do today’. We’ve got a big list of all the manufacturers from around the world, there’s 1,000 cars we could have in the game, let’s go through a list and start to choose some really cool ones. That was a really good day.

So it’s working with real cars, it’s working with a lot of the really talented guys we’ve now actually got to work with, both in terms of the way the marketing works and the franchise is run. But also a part of it is, it’s Need For Speed. It’s part of my life growing up as a fan of games. To me it’s a bit like working on Star Wars. I don’t really want to make a Star Wars game, maybe I will, I don’t know. I’ve always wanted to make a Need For Speed game. Burnout, Need For Speed, Criterion, it has to be something special and that we all believe in.


You can find the complete interview here:

» Interview with Craig Sullivan @ Gamerzines

» Preorder Need for Speed Hot Pursuit at Amazon.co.uk!
» Preorder Need for Speed Hot Pursuit at Amazon.com!
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NFS Hot Pursuit: Interview with Matt Webster Wednesday, 29.09.2010
NFS Hot PursuitGuardian.co.uk did an interview with Matt Webster from Criterion Games, where he talks about the social aspects of Need for Speed Hot Pursuit.

The new Autolog-Feature will bring new elements to the game, which shifts the player away from pure multiplayer towards connected single player:

What we're most excited about is the solo connectivity, so as I'm browsing through things to play, I've always got information about what my friends have done on that event to encourage me to get involved. And when I have played the event, I'll get auto alerts on when my time has been beaten. And I think the 'Autolog Recommends' feature is going to change the way people play racing games – it's the ultimate distraction. It's like any social network, there's a relatively small chance of you being connected to Twitter or Facebook at the same time as a friend, but the constructs are there for you to be able to engage with each other as if you were there at the same time.

In the last question Matt Webster goes a little into detail with the topic "realism", where he tells the following example:

When we got all the data from McLaren for the SLR 722 we saw that the car's meant to do 209 mph. But in the game it wouldn't, it would only do 204 mph. We checked the numbers, because there's a deep physical simulation going on there; there are 20 values just for the rear wheels another 20 for the front, then there are dimensions and torque curves, all that stuff – which we do a really good job of covering up, because the game is all about having fun. But the McLaren was still only doing 204, so we started looking for physics bugs… then we realised that the rear tyres were 2mm too small. We increased the size, ran the simulation and off it went: 209 mph..

You can find the complete interview here:

» Interview with Matt Webster @ guardian.co.uk

» Preorder Need for Speed Hot Pursuit at Amazon.co.uk!
» Preorder Need for Speed Hot Pursuit at Amazon.com!
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