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NFS U: 2 new Artworks Friday, 31.10.2003
In the context of the "New York Fall Media Preview" Electronic Arts released two new artworks of Need for Speed Underground. The two high-resolution pictures you can find in our NFS 7 Screenshots section under "Artworks".

» NFS U: Screenshots
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NFS U: Interview with Scott Probin Thursday, 30.10.2003
At the official Need for Speed Underground website there is a new interview with Scott Probin. Scott is doing the trackdesign for NFS Underground, and he also worked on the predecessors NFS Porsche and NFS Hot Pursuit 2.

Auszug:
What type of research goes into designing a track? What are some of the criteria that have to be included in track design?

The first thing that is done is to decide upon the level of difficulty and the emotions that the track should provoke in the player when they drive the track. For example, should the track be easy or hard? Should the player feel like they're racing on a knifes edge, or should they feel claustrophbic, or perhaps even relaxed?

Typically Need for Speed tracks are standalone circuits or Point to Point tracks, but for Underground we'd already decided to design the tracks around numerous areas of a city which made things more difficult than past track designs as these tracks were required to link up with one another.

We then go through the intense process of designing the spline (the track in it's most basic form) to meet the design requirements and everyone drives the track over and over, forwards and backwards until we're happy with it. Once the spline is completed, only then do we begin to populate the track with buildings, trees and other objects.


» NFS U: Interview with Scott Probin @ NeedforSpeed.com
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NFS U: New movie Thursday, 30.10.2003
The official australian Need for Speed Underground website published a new movie with the title "Own or be Owned", the subtitle of NFS Underground.

» NFS U: Video @ Need4Speed.com.au
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NFS U: EA comments Thursday, 30.10.2003
At the official EAGames.com baords an EA representative talks about the confusion witht the releasedate of the demoversion of Need for Speed Underground.

All,

First let me apologize for any inconvenience, miscommunication or misunderstanding regarding the pending release of the PC demo for Underground.

Due to the fact that games are released at different times in different regions, we don't always work in complete conjunction with our International sites.

This is something we're working on changing on a daily basis, but for this demo specifically, the primary reason why I did not have a countdown clock added to the US site was because I could not get a definitive date of its release.

The demo release date has been changed for a number of reasons, but short story is that work on the game had to come first. The demo is pulling from material of the game and as such makes more sense to let this be second so that it can give you the closest experience to what the retail version would be like at release.

I've been working with a number of fan sites to keep them aware of any major date changes regarding the demo but the most recent change I only received myself a short time ago.

Going forward, my international brethren & I will try to work closer together to ensure that information is accurate.

Again, I apologize and you all will be the first to know when and where you'll be able to download and play it.

Jon


Additionally the site Racing Nation Online collected all posts from Jon, and created a FAQ which contains all his answers to important questions.

» NFS U: EAGames.com Boards
» NFS U: FAQ @ Racing Nation Online
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NFS U: Movies @ Gamespy Tuesday, 28.10.2003
The onlinemagazine Gamespy published 7 new movies of Need for Speed Underground. Each one has about 20 MB size and quicktime formatted.

» NFS U: Movies @ Gamespy
» NFS-Players (Source)
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NFS U: Australische Demo delayed Tuesday, 28.10.2003
The counter of the official australian Need for Speed Underground website caused a little bit confusion the last days. So regarding to the counter at the site, the demo should have been released last weekend, but now they changed it to early november. Now this corresponds with our information, that the demo will be released in the first week of november.

» Official australian NFS Underground Website
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NFS U: Actiontrip Preview Sunday, 26.10.2003
The onlinemagazine Actiontrip published a preview of Need for Speed Underground. Additionally they show some screenshots, but they're quite old. Nothing really new there...

» NFS U: Preview @ ActionTrip
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NFS U: Sound Editing Sunday, 26.10.2003
IGN.com published an interesting interview with Charles Deenan, who is responsible for audo in Need for Speed Underground. This does not mean the soundtrack and music, but the soundeffects of the engine sounds.

Excerpt:

How is a racing game different than other games?

Let's compare to other games. Any racing games, because the main focus is trying to give the use the sense of a car. And so you can either try to get it as real sounding or hyped up. And on top of that, sound will give you a certain sense of speed when done well compared to other games. Usually you pick out one part. This is the main part of the game let's get this to sound right.

With Need it's 100% of the game and you have to focus emotion a lot more on the sound. It really ties down to how much time and man power you have. It being only a racing game--you can put a lot more manpower to convey that sense of speed.


How do you make the sounds authentic?

Sounds are recorded in a variety of ways. Often the best results are on a foley stage where it's a controlled way. Then you get a really clean recording. It's harder to do it in real life because you have an engine to deal with--especially when it ties to more subtle sounds. You can let a car roll down a hill or turn on the engine and let it drive. Often you mount the mic on the car near the tire and record it as clean as you can.

Those sounds are sweetened on a foley stage. You get more clarity. When you mic things that are mounted on cars you have to deal with the wind, the rumble of the tire and the artifacts that the car makes. We often go overboard on sounds to make them sound good; it doesn't matter if you use the exact props or not.


» NFS U: Interview with Charles Deenan @ IGN
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NFS U: NFS International Friday, 24.10.2003
Electronic Arts made some kind of "localized official infosite" about Need for Speed Underground. In plain language this means, that there exists a website, which is available in many languages (except english), but it has moreless the same content as the official site. Looks quite nice.

» NFS International (Language Selection)
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NFS U: Rick Stringfellow Interview Friday, 24.10.2003
The Community Team (CT) made another interview, which has been published on the official Need for Speed Underground website. This time, they talked with the Art Director of Need for Speed Underground, Rick Stringfellow.

Excerpt:
What did you find to be the most challenging aspect of making this game?

On this game the balance of a night time setting and being able to see where you are going was the biggest challenge. If we remained faithful to true night settings – we found you couldn’t race well – people we always crashing into poorly lit walls and it wasn’t a fun experience. The deadline was also very tight and getting it done was a huge challenge that the team conquered.

» Rick Stringfellow Interview @ NeedforSpeed.com
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