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NFS World: Ford Mustang Boss 302 |
Tuesday, 27.09.2011 |
The Ford Mustang Boss 302 is now available in Need for Speed World!
The Mustang Boss 302 first appeared in 1969 and that year took 295 United States Auto Club-certified records at Bonneville Salt Flats. Nearly 45 years later, we are introducing the 2012 Mustang Boss 302.
This is a front-to-back re-engineered Mustang with a 90º V8 engine, plus power delivered to a 3.73 ratio rear axle using carbon fiber plates in the limited-slip differential to improve torque handling and longevity.
Mustang Boss 302 is the “quickest, best-handling straight-production Mustang ever offered by Ford.” It pays homage to its track-star forebears by lightening and strengthening key components, juicing up the engine, and wrapping it all in the vintage yellow color scheme.
Official Website of NFS World
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NFS The Run: Black Box Interview at Gamerzines |
Friday, 23.09.2011 |
Gameszines did an interesting interview with Steve Anthony and Jason DeLong, both producers of Need for Speed: The Run. They talk about the Out-Of-Car sequences, Quick-Time-Events (QTE) and also go into detail regarding the history of EA Black Box, their passion and the decision to use the Frostbite 2 engine.
Excerpt:
GZ: Black Box’s last Need For Speed game, NFS: Undercover, didn’t perform well with critics. What have you done since to ensure this year’s game doesn’t suffer the same fate?
SA: No one’s proud of Undercover, it was not a good game. It sold well, so at the same time I’ll say you don’t sell 13m units for nothing. But you know, this year the team is driven to quality. I think our challenge is an internal challenge. We’ve got Undercover obviously which we want to say isn’t the type of game we make, and we have a talented team. They don’t ship games less than 90; we’re shooting for a 90-plus game. We don’t really care whether or not the critics give it to us because of the baggage at Black Box. If we think we’ve delivered a 90 that’s all that matters. Consumers will tell us one way or the other. We want to win racing game of the show, that’s what we’re out for. We want to win game of the show. I mean whether that will happen I don’t know, but that’s what we’re going to push for. Since we started working on the concept for E3 in January that’s been our drive. That software is going to blow you away and I know the team can deliver the rest of the game at that quality bar too.
JD: You can’t question the passion that the team has to make a great game. When a game comes out and it’s poorly rated it kills everybody. The company had been put into a situation where we needed to put a Need For Speed game out every year, and when you look at the resources which the company had to do that Black Box was the studio which was put towards it. I think that the biggest thing we’ve learned as a company really is to allow time for quality. It’s one of the things that John Riccitiello said when he came on board, that we need to worry about quality. EA had so many titles, our SKU was over 70 in any given year, so our average Metacritic was probably okay, but we had some titles that didn’t do very well. So it was important to him that we do fewer titles and each one of those titles has to be super high quality. The way that our structure had been set up wasn’t conducive to that. By splitting off development and saying the next one is on Criterion’s shoulders, we had the time to invest in the technology and concept. I mean quality comes from iteration, being able to try something, throw it out and try something better. Having had the time to do that was a luxury for this team; we haven’t had that in the past. Now we’ve had two and a half years to focus on making this the biggest and best quality experience it can be. We’re not going to be happy if this comes out and is anything less than a 90.
[...]
GZ: How scalable has Frostbite 2 been on console?
JD: Frostbite 2 is scalable for consoles, no question. The decision that we made to go there was a business decision. The more that we streamline the technology that we use as a company the more we can help each other out. We don’t need to rewrite code year after year because we’re using a different engine, or (re-use assets), so the fact that we can streamline production allows us to iterate more quickly. And if we have a problem with something there’s a knowledge base within the company to help us solve our problems. We did a full investigation, we knew we had the luxury of time and we knew we were going to be able to reinvest in our technology however we wanted to do it. We looked at external and internal, what we’d done in the past, do we take a traditional Need For Speed engine, do we take Criterion’s engine, do we take Frostbite? And there was a huge audit of that done. But in the end, Frostbite provided us with a lot of the tools that we needed and wanted to tell the type of story and type of game that we wanted to do, from the destruction and the audio. The ability to iterate so much more quickly to provide an experience that is epic in scale, you know, we can’t do a story about a cross-country race and then have five tracks; it has to be huge. That tool allows us to do that.
Read for yourself:
NFS The Run: Black Box Interview @ Gamerzines
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NFS World: Chevrolet Chevelle & Mercedes SLR 722 Art Director |
Thursday, 22.09.2011 |
This week's update of Need for Speed World introduces two new cars!
One is the legendary 1970 Chevrolet Chevelle SS, a top muscle car with 454 Power:
The 1970 Chevelle SS utilized an ingeniously designed cowl induction hood to increase horsepower, which is why there are few other muscle cars that could rival the power of this super sport optioned model.
The 1970 Chevelle LS 454 remains one of the highest collected muscle cars of all time. Get yours today in the Car Dealer!
The second car is an Art Director version of the Mercedes-Benz McLaren SLR 722:
The Mercedes Benz McLaren SLR 722 is a head-turner in black! This car sports black chrome paint, pearl black window tint and black painted 21” BBS wheels, not to mention a special two-tone red/blue LED neon upgrade with sharp matching geometric livery. To top off this creation, an aftermarket body kit with carbon spoiler and lowering kit, as well as an exclusive “GLEAM” license plate.
With its supercharged and reprogrammed V-8, the McLaren SLR gets an extra 24 horsepower and 30 pound feet of torque. No wonder Stirling Moss drove it to win the 1955 Mille Miglia.
Official Website of NFS World
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NFS World: Aston Martin V12 Vantage & Evo X Art Director |
Wednesday, 14.09.2011 |
The latest update of Need for Speed World introduces two new cars:
The first one is the Aston Martin V12 Vantage, which you could already see in the last Spot the Devs contest. With its 510 bhp, superb handling and high levels of torque, this sleek exotic delivers exhilarating performance.
The second car is the Mitsubishi Lancer Evo X, which comes in a new Art Director Edition.
The Mitsubishi Lancer EVO X features a a gritty and abstract "Shattered" livery design and "Prussian Blue" LED neon upgrade with matching pearl blue window tint. Add to that an aftermarket body kit with spoiler, exclusive "Shatter" license plate and painted 21" KONIG wheels and you got yourself one eye-catching car!
Official Website of NFS World
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