REDWOOD CITY, Calif. - January 30, 2009 - Fifteen years; more than 40 countries; close to 100 million games sold. Need for SpeedTM has helped to define automotive culture for millions of fans with its embrace of the car lifestyle and its cool rebellious attitude. Today, Electronic Arts Inc. (NASDAQ:ERTS) unveiled the details of what is in store for the franchise over the next 12 months, as the property expands to new platforms, new categories and new media.
Need for Speed is committed to providing unique and customized experiences for all types of racing fans by establishing three independent series; simulation, action and arcade racing. Each series will be developed by a highly-specialized team dedicated to delivering the ultimate racing experiences to car enthusiasts around the world - whether they be interested in adrenaline action, arcade fun or authentic simulation.
"We recognize racing videogame fans are very passionate and unique -- they want customized gameplay experiences. Whether it's more of a realistic driving game with accurate car physics or over-the-top cop chases, we are making different games for different audiences," said Keith Munro, vice president of marketing, Need for Speed. "Each game provides a deep, engaging and rich racing experience. We're giving players the option to choose the best racing title that suits their style of gameplay."
Need for Speed SHIFT - Fall 2009
Shift into high gear! Designed to deliver a true driver's experience that reflects contemporary motorsports, Need for Speed SHIFT is built by racers for racers. Need for Speed SHIFT delivers an authentic and immersive driving experience developed by Slightly Mad Studios in collaboration with executive producer Michael Mann at Black Box and senior vice president Patrick Soderlund at EA Games Europe. Slightly Mad Studios includes developers and designers that worked on the critically acclaimed games GT Legends and GTR 2. Need for Speed SHIFT replicates the true feeling of racing high-end performance cars like never before. Players are thrust into the heart of the action with immersive and exciting features including a stunningly realistic first-person cockpit view camera and an all-new crash mechanic, providing an unrivaled sensation of the speed and feeling of racing a car on the extreme edge of control.
Soderlund is also part of a racing team that recently competed in the 4th edition of the TOYO TIRES 24H Dubai 2009, the first major race event of the year. His team ranked #5 in the high-profile race. Soderlund and the SHIFT development team are committed to bringing the on-the-track experience to players across the world.
Need for Speed SHIFT will be released on PLAYSTATION®3 computer entertainment system, Xbox 360® video game and entertainment system, PSP® (PlayStation® Portable) and PC in fall 2009.
Need for Speed NITRO (Working Title) - Fall 2009
Developed by EA Montreal, Need for Speed NITRO for WiiTM and Nintendo DSTM will have players of all skill levels hooked from the moment they get into the action, while arcade racing fans will be exhilarated by the deep and challenging gameplay. EA Montreal has already established a strong track record of developing for these platforms and will bring their unique creativity and innovation to the Need for Speed franchise.
Gamers can build up their boost as they drift and drag behind their opponents and use it strategically to change the course of the race, but watch out for the cops! Offering a fresh and unique visual style, the game features a variety of licensed cars which can be fully customized to let the game reflect the player's taste and personality. This evolutionary take on arcade racing, bringing back the best features found in Need for Speed games, comes exclusively to the Nintendo platforms this fall.
Need for Speed World Online - Winter 2009 in North America, (Summer 2009 in Asia)
Co-developed by Black Box and EA Singapore, Need for Speed World Online takes the race into the largest open world in the history of Need for Speed - designed exclusively for the PC. Beginning in Asia, this Play 4 Free action racing game will give Need for Speed fans access to licensed cars, parts and multiple game modes. Players will prove their racing supremacy through the sophisticated online matchmaking features and fully customize their profile and their ride.
Black Box工作室
Black Box工作室於2002年當美商藝電收購其前身Black Box Games後成立,在2005年成為美商藝電旗下的獨立工作室,產品包括膾炙人口的極速快感以及極限滑板系列。而極速快感系列也在過去5年內創下全球銷售5千萬片的佳績,Black Box成為美商藝電最成功的工作室之一。
自2003年起,Black Box坐落於加拿大溫哥華的市中心。2008年12月爲配合美商藝電全球性的組織整合,遷徙至EA Canada在不列顛哥倫比亞區本納比市(Burnaby, British Columbia)的工作室。
新加坡工作室
正式成立於2005年6月,原位於新加坡Bukit Timah的Guthrie大廈,2006年因擴編部份成員搬至Centennial Tower。2008年12月搬至Fusionpolis的新辦公室。主要負責將美商藝電受市場歡迎的遊戲翻譯成5種以上的不同語言,並銷售亞洲地區。此外,也致力於轉型成為線上遊戲的研發單位。開發遊戲包括EA SPORTS TM FIFA Online以及極速快感Online。
While we were discussing the Q&A with Scott earlier this week I asked him if he could get me any more screenshots from World Online. Since it’s still pretty early in the development cycle there wasn’t a lot of screens available but he did find one shot he wanted to share with us. Before letting us see the shot Scott stressed it was still a work-in-progress image so shouldn't be judged as showing the final quality of the game.
When he'd sent the screen I asked him to give me a bit more information about what we’re looking at and he was happy to help out: “Key to the concept of NFS World Online is the user interface which has been built from the ground up to take advantage of the PC architecture. Instead of a traditional console view of a game, we’re using a user-selectable gadget interface designed specifically for the PC. The system allows the gamer to choose which components of the interface they want to add to their game. The gadgets are really flexible and offer a wide range of display options: docked/undocked, floating in the game window or just sitting outside of the game space. A lot of gamers now have more than one monitor so you could keep the game window entirely clean and then have all the gadgets sit in the other monitor. We think it’s about time PC gamers had games that allowed them to arrange their information their way.
Need for Speed World Online Producer Talks
Since the announcement of three new Need for Speed games a couple of weeks ago my inbox has been filling up with people asking questions about the new games. I’ve collated the most popular ones and will be asking each of the game teams to run through them and shed some light on their projects. First up is Scott Henshaw; as the producer looking after the Black Box side of development for Need for Speed World Online he’s in an ideal position to answer your questions.
What is Need for Speed World Online?
Need for Speed World Online is a downloadable, free-to-play game built around the best elements of Need for Speed, designed exclusively for the PC. Players can explore the world, race against friends and engage in massive pursuits across the largest open world in Need for Speed history. As well as this massive game arena World Online will feature more cars, parts and game modes than ever before. This is a whole new type of game for Need for Speed fans, entirely online and constantly evolving.
With the game launching in Asia first does this mean we’ll just be getting a port in North America and Europe?
What you’ll see debuting in Taiwan over the next few months is a version of the game designed specifically for Asian audiences. Our North American and European versions will be tuned to the gaming styles and expectations of those players. We’re still very early in the design stages at the moment so we’ll reveal more details as the project progresses.
Didn’t you guys already try this with Motor City Online?
We tried an online game with American muscle cars on a subscription basis. Some of the experience and the things we learned about the community features will translate, but NFS World has some marked differences. The new game plays in an open-world environment with a huge number of cars and events. Modes such as Co-op, Team Events and presence of cops all provide a very different experience than Motor City Online delivered.
The screenshot you released for Need for Speed World looked very similar to an area in Carbon – is this just a “recycled” version of the older game?
We were impressed how quickly people noticed this when we released the screen; they clearly know our games well. It’s true that we’re using the city of Carbon (we’re actually merging it with the Most Wanted world too) but these games are two of the most popular and best loved games we’ve shipped, so we’re excited to bring our players back to those cities. We chose Most Wanted as a baseline for this game and have been working to significantly improve the look of both worlds. You’ll see Carbon in daylight and experience an entirely new atmosphere in Most Wanted. While the streets will be familiar, the uniquely customizable interface, game and player progression will be entirely new to Need for Speed.
Is the game really free or will it be a stripped down version of the overall experience? Will I be "nickel and dimed" when I want to upgrade my car to something better than an entry model?
The gameplay experience will be available for free. As I mentioned earlier we’re still hard at work on the designs but it’s safe to say that we’re working hard to ensure we create an interesting, engaging experience if you pay $0 or $5.
Are there cops?
Definitely! You can’t have an open world game without the police. We will be bringing back our pursuit gameplay from Most Wanted, Carbon and Undercover - we’ve spent some time innovating on co-op and team-based cop play as well.
Will this run on my PC? What are the min specs?
We plan to keep the min spec quite reasonable, our engineers are working hard to make sure the game runs well and looks great on the lower end machines... think close to the min specs for Carbon.
Can I play against users across the world, or just in my local region?
This is one of those topics we’ve not decided on yet. One of the key stages of launching any game like this is the Open and Closed Beta stages. This is where we test a lot of our design to make sure the game is a fun experience.
When does the Beta launch, and how do I become a part of it?
There were a lot of questions about this but we’ve not got a lot of details to share just yet; the best way to find out information is to keep an eye on Needforspeed.com for sign-up details later this year.
First look of Need for Speed SHIFT on the Community Day Event
A large car manufacturer's recent marketing campaing revolved around the word SHIFT. In their eyes it revives them and captures passion and commitment. In a sense we could apply the same slogan to the Need for Speed series: Need for Speed SHIFT aims to make the NFS series stand out again and to reclaim it's recently lost fame of being a top racing game.
I've heard plenty of rumours about the next NFS game being something completely different than anything we've seen in the series, but when I got see the game and play it at the Community Day event in EA UK's studios in UK in mid February, I was stunned. Even though I expected the series to shift away from it's original concept after seeing the first screenshot and reading the press release, I never imagined they would go that far. After seeing the series evolve since Underground 1, this game is a revolution. You begin feeling the change as soon as the race starts and you're flown over the starting grid: cars look incredibly detailed with racing-like body kits and the environment is outstanding. And then the camera ends in the cockpit of the car - yes inside the car with dashboard view, a feature not seen since NFS Porsche! But that's not all - the cockpit is fully functional, meaning working rpm and speedometer dials, HUD in the Corvette, fully functional rear view mirrors, they even went so far that if you look down (you have interior free look) you see the driver's legs moving when you shift gears, hit the brakes and gas! Yet with all these distractions in the cockpit, it's still surprisingly easy to get used to the interior view. I usually use either the bumper or the hood cam, but here in Shift, the interior cam was the way to go!
The realism doesn't end in the cockpit though: as soon as the race starts you notice that at full gas, your tires will start spinning and the car will not move like you're used to in an NFS game. The physics engine is completely new and never before seen in an NFS game. They say it's about as realistic as the one in Forza 2 or Gran Turismo and I have to agree. Having tried several different cars (Lotus Elise, Audi RS4, Chevrolet Corvette Z06, Porsche 911 GT2 and Pagani Zonda) I can say that each car handles very differently and mastering a powerful car like the Zonda will take a lot of effort and preferrably an analogue controller. Flooring the acceleration at low speeds in turns with a Zonda will end in spinning out and with bad luck hitting a wall. And crashing is not a good idea - your car will get damaged and your vision will be blurred for a while - like hitting your head hard into a wall. But once you get used to the car and start messing with the assists (turn off ABS and traction control to go hardcore, or turn on the driving line to go a bit casual), all the frustration will be gone and you'll start enjoying the demanding but genuine driving engine, the great sense of speed and the incredible detail in everything - the cockpit, the world and the AI controlled cars (or your car if you use the chase camera).
And what's best is that's not all Shift has to offer. Expect lenghty carreer with several challenges, 16 players races, online vs. real people, several real world tracks and tracks based on real locations (like downtown London), full customization, both interior and exterior, performance tuning and something that hasn't been seen in an NFS game for a while now: full race replays.
But like every other game around, Shift too is not perfect. There's several features that we would want in a racing game, but were not part of the demo we played, starting with night racing and weather effects. Another thing is visual parts affecting performance of the car - something that was present in ProStreet, but missing here. Also I would love to see one or two tracks based on roads (either real or imaginary). Remember the staged Alps and Coastal tracks in The Need for Speed?
Now if you are getting worried that this is not the Need for Speed you are used to, you'd be correct; it's not. It is completely different, but the core features are still here: great sense of speed and a large selection of top cars. The driving model does take a while of getting used to, but it's really enjoyable once you master it. With a few improvements and hopefully well made features like visual customization we can hope for a great product even before the traditionally November release date.