NFS-Planet



NFS Shift: Ian Bell Interview at AutoSimSport Magazine Tuesday, 24.03.2009
NFS ShiftIn the latest issue of the onlinemagazine AutoSimSport you can find an interview with Ian Bell, the head of the Slightly Mad Studios, which are developing Need for Speed Shift.

Bell talks about the cirumstances, how SMS emerged out of Blimey! Games and the relations to the insolvent publisher 10Tacle.
He also reveals some details about Need for Speed Shift:

The engine for Shift was built up from the ground to enable the complex physic-effects. SMS wants to create authentic racer out of NFS Shift, but different than Forza: Forza isn't the direction we're going in.

NFS ShiftExcerpt:
Until this point, sim equaled hard, and arcade equaled easy on handling. The team felt that this was more a case of the more realistic games not handling properly, as opposed to tims being hard. I drove Forza and Gran Turismo, and real cars don't handle like that. Real cars don't skid at 30mph and keep skidding at speed. Tyres, when properly interacting with ashpalt grip/slide/slide/slip/regrip and so forth, and with driver input, are very controllable, this goes especially for race cars with slicks. Not only have sim games not compensating for the lack of g forces etc. but they've been making the cars spin out too easily. If any pit crew gave a real race driver a car that handlet like that, he/she would takie it right back and tell them to fix it.
I'll say it here ... when the team were at Blimey!, they did probably more than 99 percent of the development on GTR2. GTR2 was too hard. It was too hard because the physics engine was lacking in some areas, wasn't measuring enough paramters quickly enough and in the correct way. Real cars are easy to drive, slow and fast ... take any car on a track with some cheap slicks, and you can abuse it to hell and back, slide all over the place, but under steering and throttle control. You need a skid pan to induce the leery spins I see in some so-called realistic racing games. You'll see what I mean you play SHIFT. It's a generation ahead in this area.


Additionally Ian Bell explains that Shift will have three difficulty modes: a default mode for the masses, who enjoy OGR/GT5 etc and a novice mode for beginners. There is also a pro mode for the hardcore gamers.

He also mentions a little bit about the cars and tracks of Need for Speed Shift:

We have a lot of very interesting cars, very little filler or fluff. So you've read 80 cars or so. That's just the bases. I can't tell you anything beyond the cars that have been shown. Audi RS4, Porsche GT2, Zonda, and so forth. We ahve 18 or so real world 'locations' with many famous circuits among them. And of course variations for some of those on top.

You can read the complete interview here:

» AutoSimSport Magazine - Volume 5, Issue 1
 Shocker  -  Digg Twitter Facebook
Comments (2)


Pages:
»1«
 
#2: von whiteboy70176 (26.03.2009 19:47) View profile Add to your Friends-List Send Message
Just hoping that it will be worth the money. I still have nightmares about Pro Street.

-----------
"With great victory comes great sacrifice!"


#1: von Fedska:Undercover (24.03.2009 20:01) View profile Add to your Friends-List Send Message
this is just mind blowing

so he says, that grand turismo ant forza are not sucha realsitic simulations, and SHIFT will be more realistic, than forza and GT? THATS SO COOL, maybe not graphics but physics will be almost like a GT or Forza, and on PC, damn thats so cool

-----------


You have to be logged in to post comments.

Please login by using the form in the right menue. If you are not registered yet you can create here a new free account.






Highlights
Community
Partner
NFS-Planet & all Content is © 2000-2024 by NFS-Planet
Do not copy content or images without our permission.

This site is not endorsed by or affiliated with Electronic Arts, or its licensors.
Trademarks are the property of their respective owners. Game content and
materials copyright Electronic Arts Inc. and its licensors. All Rights Reserved.

This page has been created in 0.15 seconds.