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NFS PS: Official System Requirements Wednesday, 24.10.2007
NFS Pro StreetNow it's official: the system requirements, we talked about last week » here now were announced at the official EA Store. You PC has to meet the following system requirements to play Need for Speed ProStreet:

OS: Windows XP/Vista
CPU: 2.8 GHz or higher (Windows Vista requires 3.0 GHz)
RAM: 512 MB RAM or higher (Windows Vista requires 1 GB RAM)
HDD: 8.1 GB free disk space or more
Graphics: 128 MB or higher (Pixel Shader 2.0, AGP and PCIe only) *
DirectX: Version 9.0c
DVD-Drive: 8x
Multiplayer: Internet Connection 512 Kbps, 2-8 Players
Input: Keyboard, Mouse
Optional: USB Steering Wheel / Dual Analogue Gamepad

* Supported chipsets: NVIDIA GeForce FX 5950 greater (GeForce MX series not supported); ATI Radeon 9500 or greater. Laptop versions of these chipsets may work but are not supported. Updates to your video and sound card drivers may be required.

(Thanks to Hal Jordan for the heads up.)

» NFS ProStreet @ EA Store

» Preorder Need for Speed ProStreet at Amazon.com
» Preorder Need for Speed ProStreet at Amazon.co.uk
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NFS PS: Interview with the NFSPS Audio-Team Wednesday, 10.10.2007
NFS Pro StreetThe 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: Soundtrack announced! Thursday, 27.09.2007
NFS Pro StreetElectronic Arts published the soundtrack for Need for Speed Pro Street today. Some of the songs are also on Last.fm - follow the links if you want to have a listen to them:

Artist - Song

Airbourne - Blackjack
Avenged Sevenfold - Almost Easy
Bloc Party - Prayer (Does It Offend You, Yeah? Remix)
Chromeo - Fancy Footwork (Guns 'N Bombs Remix)
Clutch - Power Player
CSS - Odio Odio Odio Sorry C
Datarock - I Used To Dance With My Daddy (Karma Harvest Mix)
Digitalism - Pogo
Dude 'N Nem - Watch My Feet
DÚNÉ - A Blast Beat
Foreign Islands - We Know You Know It
Junkie XL feat. Lauren Rocket - More (Junk O Flamenco Remix)
Junkie XL feat. Lauren Rocket - More (Junk O Rock Remix)
Junkie XL feat. Lauren Rocket - More (Junk O Punk Remix)
Junkie XL feat. Lauren Rocket - More
Klaxons - Atlantis To Interzone
MSTRKRFT - Neon Knights
Neon Plastix - On Fire
Peaches - Boys Wanna Be Her (Tommie Sunshine's Brooklyn Fire Retouch)
Plan B - More Is Enough feat. Epic Man
Plan B - No Good (Chase & Status and Benni G Remix)
Smallwhitelight - Spite
The Faint - Dropkick The Punks
The Horrors - Draw Japan
The Rapture - The Sound
The Toxic Avenger - Escape (Bloody Beetroots Remix)
TV On The Radio - Wolf Like Me
UNKLE - Restless feat. Josh Homme
We Are Wolves - Fight And Kiss
Wiley - Bow E3
Yeah Yeah Yeahs - Kiss Kiss
Year Long Disaster - Leda Atomica
Yelle - A Cause Des Garcons (Riot In Belgium Remix)

Otherwise you might want to buy it via EA Trax:

» EA Trax
» NFSUnlimited.net (Source)

» Preorder Need for Speed ProStreet at Amazon.com
» Preorder Need for Speed ProStreet at Amazon.co.uk
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NFS PS: Videos, Previews & News to the Soundtrack Saturday, 08.09.2007
NFS Pro StreetIGN revealed the first videos to the Wii version of Need for Speed Pro Street - that also clears up the origin of the low quality screens. You can spot the steering via Wiimote quite well because we've got off-screen movies here.

Besides, we've got infos to the soundtrack: The dutch DJ Junkie XL, whose "Action Radius" was already included in Need for Speed Underground, contributes his new single "More", which will be released through the by EA founded label Artwerk, to the NFSPS soundtrack.

In addition there are two more previews by IGN and GameTap, but they can't mess with Shocker's one - read the latter, if you haven't done it already. ;)

» NFS PS: Videos @ IGN (Wii)
» NFS PS: Article @ IGN Music (Source)

» NFS PS: Preview
» NFS PS: Preview @ IGN
» NFS PS: Preview @ GameTap
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NFS PS: Audio Recording Session Friday, 08.06.2007
NFS Pro StreetThe website Gamevideos.com posted a video of an audio recording session, which shows how some carsounds for the game Need for Speed Pro Street are recorded:



Thanks to Renifer for the info.

» NFS PS: First Look
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EA Trax: Get Soundtracks of all EA Games Friday, 02.03.2007
EA TraxElectronic Arts announced today that starting today the chart-busting music from its best-selling games will be available for purchase from the iTunes Store via ea.com. You can find the soundtracks from Need for Speed over Madden NFL to Burnout - every song you can hear in the game can be purchased at www.ea.com/eatrax.
As a small bonus there are exclusive mixes, non-album cuts and previously unavailable international tracks included. Additionally, you can get a version of The Doors' Riders on the Storm that Snoop Dogg remixed exclusively for Need for Speed Underground.

The songs are live in North America today and will be available soon throughout Europe.

"As our culture goes increasingly mobile, music fans have demanded to take our game music with them. They have been looking for a singular destination that houses all of EA's music - and this is it," says Steve Schnur, Worldwide Executive of Music and Marketing at EA. "Our game soundtracks have now officially transcended their consoles. All songs, all mixes and all exclusives from all nations: if it's in the game, it's now available for fans to own. We consider this to be the next major step in evolving the music discovery experience."

Since 2001, EA(TM) Trax has set the industry standard for music in games and has helped define the sound of current and upcoming pop culture. EA had helped break emerging bands on a worldwide level and has brought established superstars to new international audiences. Its track record speaks for itself. EA games are have helped launch the careers of such artists as Good Charlotte, Jet, Franz Ferdinand, Scissor Sisters, Arctic Monkeys and Fabolous just to name a few.

Need for Speed Carbon redefines the sound of street racing with an international soundtrack of 30 diverse cuts that reflect the game's three distinct car classes - Tuner, Muscle and Exotic. The much-anticipated game's soundtrack includes the riff-heavy power of such bands as Kyuss, Eagles Of Death Metal, UK's Metro Riots and Australia's Wolfmother, 'Electro' acts Ladytron and Goldfrapp, Australia's The Presets, Canada's Tiga, and urban 'Grime' featuring Pharrell, UK's Lady Sovereign, Roots Manuva and Sway, Japan's melody, and Philadelphia's Spank Rock.

» EA Trax
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NFS C: Music Artist Spotlight Wednesday, 31.01.2007
TIGARAHElectronic Arts published a new Music Artist Spotlight, where you can find a short biography of the artist TIGARAH.
Her track Girl Fight is included in the soundtrack of Need for Speed Carbon - to which you can listen at the music-section at the official website of NFS Carbon:

» Music Artist Spotlight: TIGARAH
» NFS Carbon Music Section
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NFS C: Carbon Remix Contest @ Jumpcut Wednesday, 22.11.2006
JumpcutElectronic Arts is doing a Need for Speed Carbon Remix Contest in collaboration with Jumpcut, where you can win some great prizes. If you're not familiar with Jumpcut, it's a website which allows you to make online movies directly in your web browser. When entering the contest, you get a soundtrack and have to cut a music video with provided videoclips to make a remix video.

You can win the following:

1. Preis: a Visa check card in the amount of $1500
2. Preis: Logitech® G25 Racing Wheel, compatible with PS2 (Value: $150)
3. Preis: 3x Need for Speed Carbon für die Xbox360 (Value: $59)

You can find further information here:

» Carbon Remix Contest @ Jumpcut
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NFS C: Q&A with Steve Anthony, Part 3 Thursday, 02.11.2006
NFS CarbonThe third part of the Q&A with Steve Anthony, the Line Producer of Need for Speed Carbon is out.
This time he talks about the race modes in the game:

Community Team: What are all the race modes in Carbon?

Steve Anthony: This year we have a large variety of games modes consisting of new cool modes coupled with classic popular modes synonymous with the Need for Speed franchise. The two major new modes we have brought into Need for Speed this year are Canyon Duel and Drift.

Firstly, Canyon Duel really is something new for Need for Speed with a brand new style of gameplay. The game mode is inspired by Touge racing from Japan which is becoming hugely popular in the street racing scene. The mode is split into two legs; the first leg sees the player chase their opponent down the treacherous canyon roads, trying to keep as close as possible to score as many points as possible. The closer the player races with the opponent, the more points they will accumulate. The second leg sees the player go from being the chaser to being chased, and the mindset now switches to defending your previously set score. The player must now keep ahead of their opponent and try and get away from the chaser. The larger the distance, the less points are deducted. If the player manages to get to the bottom of the canyon run with points remaining then they win. If they don't then they lose! The other key element to this mode is that there are several end states to the gameplay. At any point the player can smash through the canyon barriers which will result in a loss. Alternatively if the player manages to get far enough away from their opponent for a protracted period of time, they will win. Conversely if either player manages to overtake their opponent and maintain the new position this will result in an instant win. There is no doubt about it - the Canyon Duels in Need for Speed Carbon are the most illicit game mode we have created in the franchise and I hope our fans enjoy playing it as much as we do!

Secondly, we have drift which sees it return to the Need For Speed franchise for the first time since Underground 2. This time around the drift mechanic really focuses on speed and the speed at which the player can drift. The player will be rewarded more points the faster they manage to drift. What this does is make the mode a lot faster than it ever has been before, and makes it a much more intense experience. I am sure our fans will love this mode more than ever.

In addition we have a host of classics in Carbon, such as circuit, checkpoint, speedtrap and sprint. Following on from the success of Most Wanted, we have also brought back a better, more honed Challenge Series for Need for Speed Carbon. Also we have some cool new online modes that the player can indulge in - Pursuit Tag and Pursuit Knockout.

Finally we have a next gen only game mode called Race Wars which sees the player battle against a huge pack of opponents. The goal is simple - battle your way through the grid and hang onto first place. It's a lot tougher than it sounds!

CT: Are all these modes available for both offline & online play?

SA: All modes in the game can be played online in Need for Speed Carbon. This year we specifically we have two exclusive online modes which are cop orientated. These are Pursuit Tag and Pursuit Knockout. In Pursuit Tag it's your job to avoid the other players who play the cops and are hunting you down throughout the city. Avoid them long enough and you can record a best score on the online leaderboards. Get busted and you return as a cop in pursuit of the one that busted you.

In Pursuit Knockout each player begins a multiplayer circuit race. The player that finished the lap last returns as a cop bent on harassing the remaining racers and keeping them from posting a top time. With each lap more players return as cops until only one racer remains with 2 laps to go. Cops compete for pursuit points by knocking and bumping the racers who are running the gauntlet for the top racer prize.

In addition, we have some specific online challenge series events that will allow online players to experience this cool mode cooperatively!

CT: How many players to a race?

SA: Most race types will see the player pitting their skills against two opponents, with the other racer being your wingman. For the next generation systems we have been able to increase the field to create a better gameplay experience; we have a total of 8 racers, with 6 of them being opponents from rival crews. This makes for an enjoyable race experience that really brings out the rivalries in the crews.

CT: How do cops figure into Carbon? How are they different to MW?

SA: Cops don't play such a huge role as in Need For Speed Most Wanted, but they still exist in the Carbon World and the cities finest will be keeping an eye on you and the other racers. As in Most Wanted, the cops will be patrolling the open world keeping their eye out for racers. One key aspect this year is that regions in the city have heat designated to them. What I mean by this is that the more the player and other crews race in a particular region, the higher the heat is in that region. The more heat in a specific region means the more chance there is of cops showing up in races and free roam in that region. It is up to the player to manage this geographic heat by leaving areas to cool down before indulging in more street racing in a particular spot.

As with Most Wanted, the player can still be busted and their rides impounded and confiscated. All in all, the cops this year really do compliment the gameplay without overwhelming the rest of the gameplay experience. The cops are as cool as ever, but this year they are better applied to the gameplay experience and I am sure fans of Most Wanted will enjoy the new cop experience in Need For Speed Carbon.

CT: How much gameplay time do you see gamers getting out of Carbon?

SA: Well, there are three Career paths to begin with –we designed the game so you can play through the game in one Car Class and then have a very different experience playing through the Career on different Car Class.

We also have revamped the Challenge Series: each Challenge type is divided into bronze, silver and gold challenges, with some cool unique unlockables for completing the gold challenge in each Challenge type.

A completely new feature is called the Reward Card. By completing a group of four in-game challenges per card (such as a set number of cop chases, completing career 100% etc.) you can unlock new parts, vinyls and cars to customize your cars even further.

To complete all the tasks and events in the Career, Reward card and Challenge series you are looking at some serious gameplay time, it took our guys here at the studio at least 40 hours to do just the Challenge Series, Career and Reward Card -and that’s without even touching the multi-player modes!

For PS3, PC and Xbox 360 there is also all the online content with their unique game modes, as well as online-only Reward Card with further rewards. I think you can look forward to spending a lot of time on Carbon!


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NFS C: First Demo Add-On Mod Monday, 30.10.2006
NFS CarbonIt didn't take long and the first mod for the demo of Need for Speed Carbon is out. It is made - how could it be different - by Arushan, who already provided us with several helpful tools for the other NFS titles.

This Add-On contains these main three features:

1. Allows you to select a few new cars (most of them being MAZDA SPEED 3s)

Some cars will be autoscultable, some won't. Some will have engine sounds, others won't. Some will have NOS/Speedbreaker, and some won't. Remember that these cars were never meant to be user playable

2. Allows you to skip all the movies / loading screens on startup.

3. Allows you to run the demo in a 'window'.

Also note that you must be running the EU version of the demo. I haven't tested this with the US version.

Download Here, read the readme.txt for more information on installation/configuration. Source code is included for those who are interested.

Have fun until the full game comes out :)

» NFS C: Demo Files
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