The only time I ever hear about NFS: Rivals on FP is to hear people hating it. It really saddens me.
[QUOTE=Demolitions2;42921951]It's a racing game for one, and it's exactly the same crap as every NFS game for the past 7 years. what GROUNDBREAKING new features did they include that warrant a tutorial this long? GTA V, a game insanely more complex, starts by plopping you in a car and says OKAY START DRIVING GO.[/QUOTE]
That's like saying Pokemon X/Y is the same game as Pokemon RBY. It just tells you basics of how to play the game as both racer and police. Once you're done with it, you're free to do whatever.
Difference is, Pokemon actually has some intricate mechanics if you never played any of the games before.
Need for speed is a racing game. A pretty basic one at that.
Not to mention forcing game-stopping tutorials upon the player is not a good design choice, many people find it obnoxious and over-intrusive.
Remember how Most Wanted (the 2005 game, not the shitty 2012 reboot) introduced you to the gameplay mechanics ? It put you in a superfast car that had all the shit you could unlock, made you dash through a race, then forces you to lose by having your car break down at the worst time possible and then the game begins. It's a five minutes long mission that tells you everything you have to know from a gameplay/story standpoint, the rest comes naturally as you play.
so, what happens when you unlock your frames while playing online?
do you drive faster than everyone else? or do you just rubberband forever?
[QUOTE=Ganerumo;42921976]Arguably, the entire story mode of GTA V is a tutorial. You keep learning new shit until you reach the last mission. Then the game throws you in the big open world and you use all that shit you learned.[/QUOTE]
That's my point. The game doesn't stop you and say HEY HANDS OFF FOR A SEC LEMME SHOW YOU HOW TO PLAY VIDEO GAMES. You learn by doing. And there's a LOT of different shit to do so you do need to learn some things. You don't have to have your hand held like a little ignorant child.
This is a racing game. What you need to really know to play the game: Gas, Brakes, Steering. And maybe if you're real cool, shifting. Having stupid videos and stopping you every 2 seconds to hold your hand should be something you have to get through so afterwards you can be "free to do whatever". Why should it be a chore to learn how to play a video game, when you can integrate it into the game and make it feel like you didn't need to learn it even when you did.
Edit: this is more at the other guy, not youganerumo, was just replying to the gta part.
[QUOTE=KillerJaguar;42921765]The tutorials teach you how the game works. And they're a one-time thing only that last maybe 15 minutes.
[/QUOTE]
But instead of being optional, they're forcing it.
I played HP2010, even the old ones, but they're still forcing every players to follow the tutorial.
[QUOTE=Novangel;42920315][media]http://www.youtube.com/watch?v=Fp93fC3Agj0[/media]
Those generic generic cutscenes.[/QUOTE]
are you supposed to be on lsd for this game?
[QUOTE=Ganerumo;42921989]Not to mention forcing game-stopping tutorials upon the player is not a good design choice, many people find it obnoxious and over-intrusive.
Remember how Most Wanted (the 2005 game, not the shitty 2012 reboot) introduced you to the gameplay mechanics ? It put you in a superfast car that had all the shit you could unlock, made you dash through a race, then forces you to lose by having your car break down at the worst time possible and then the game begins. It's a five minutes long mission that tells you everything you have to know from a gameplay/story standpoint, the rest comes naturally as you play.[/QUOTE]
It is bad game design. But are you going to let a one-time, 15 minute unskippable tutorial and 30 FPS lock ruin the rest of game for you?
That's assuming I want to play a game like that to begin with.
NFS games have stopped being good a long, long time ago.
[QUOTE=KillerJaguar;42922178]It is bad game design. But are you going to let a one-time, 15 minute unskippable tutorial and [B]30 FPS lock ruin the rest of game for you?[/B][/QUOTE]
Yes. It's a fucking racing game there's no reason to lock it to 30FPS.
[QUOTE=Ganerumo;42922202]That's assuming I want to play a game like that to begin with.
NFS games have stopped being good a long, long time ago.[/QUOTE]
It's actually been a steady decline in quality since Hot Pursuit 2.
Now, before you get mad, let me explain - at that point, NFS should've made a choice to break into the whole underground racing scene using an IP that while still attached to the NFS name, Underground and it's successors were essentially new IP and kept up with the original "strictly exotics" racing titles as well. Hell, they could've made every alternate "old school" title an "unleashed" title - think of the potential of racing classic, legendary cars from throughout automotive history. They could've then used this to transition into a Shift style series (which, apart from the name, bears no real resemblance to the original NFS)
That way, both the fanbase of the original Road and Track era and the Most wanted era (which, technically evolved from Underground) would've been happy - two different studios handling each different IP would've kept the franchise going and also given the illusion of choice. Let's say the NFS of one year was pretty shit (or even underwhelming), but the Most Wanted of that same year was stellar - you'd still be playing a good game either way.
I'm not against evolution of the series, but at this point it's pretty clear that NFS now has no fucking clue about what it really wants to be - is it racing? Is it car combat? Is it about exotics? Is it about tuners? More questions keep popping up with every iteration as NFS slowly turns into a mishmash of various simulation genres.
As for the cutscenes - it's a steaming pile of bullshit and it's a very legit point. This is a simple as fuck racing game. There's no fantastical chess-level planning involved. Just drive, get first place, don't let anything stop you. There shouldn't even be any need for a cutscene with any silly as fuck "I am the enemy, we are rivals" kind of pseudo-serious bullshit either in a bid to squeeze a story into what is essentially, [B][I][U]car porn[/U][/I][/B]. That's what this game is, that's what it's roots are - for you to drool over the bleeding edge of automotive technology and design, drive them and win. Same goes for Forza or GT series, only they approach things like handling and car physics a lot more seriously than NFS does. Even if there's a loading scene involved, atleast they could start loading the game engine stuff while the video plays - shit, even the game we love to despise, Call of Duty, manages to do that just fine.
Reading back on what I just wrote, it really is like a gamer version of "get off my lawn", but NFS is something very close to me. It was the first game I ever owned. To see what it's become kind of hurts me now and it only makes me angry to see the amount of shit they've thrown into it since.
Also, regarding the framerate being tied into the clock speed - did you know this wasn't a new issue and that NFS World had a similar issue? Basically if you cranked all your settings to low (like I did because my PC was really a very cunning potato a few years ago), you could actually move faster than the guy with the cranked up graphics, which I found hilarious. I was a beta tester when that was discovered, and that shit stayed that way right uptil the actual opening and for a little while afterwards too. :v:
[QUOTE=Janus Vesta;42922258]Yes. It's a fucking racing game there's no reason to lock it to 30FPS.[/QUOTE]
Especially since this game seems like a spiritual successor to Burnout Paradise. While BP may not be as large or 'advanced' as this new game, Burnout Paradise could run 60 FPS real smooth even on the PC and is quite an impressive game in terms of a racing sandbox. If this game can't do that without the game trying to break itself due to shoddy coding, then you have a real huge issue.
[QUOTE=KillerJaguar;42922178]It is bad game design. But are you going to let a one-time, 15 minute unskippable tutorial and 30 FPS lock ruin the rest of game for you?[/QUOTE]
not necessarily but i will be more likely to buy a competing title that doesn't have that bullshit tutorial.
[QUOTE=RikohZX;42922360]Especially since this game seems like a spiritual successor to Burnout Paradise. While BP may not be as large or 'advanced' as this new game, Burnout Paradise could run 60 FPS real smooth even on the PC and is quite an impressive game in terms of a racing sandbox. If this game can't do that without the game trying to break itself due to shoddy coding, then you have a real huge issue.[/QUOTE]
No, Most Wanted 2012 was Burnout Paradise's spiritual successor - that's the game with those crazy cutscenes Novangel posted. That was made in-house by Criterion, not this "Ghost Games", played basically exactly like burnout, didn't have any of this framerate bullshit, and didn't take itself seriously - so refreshing in this series. It also started by just dropping you into a race.
But because of this series' reputation, it's been overlooked by most as just yet another yearly entry in a series ran into the ground.
[QUOTE=subenji99;42923036]No, Most Wanted 2012 was Burnout Paradise's spiritual successor - that's the game with those crazy cutscenes Novangel posted. That was made in-house by Criterion, not this "Ghost Games", played basically exactly like burnout, didn't have any of this framerate bullshit, and didn't take itself seriously - so refreshing in this series. It also started by just dropping you into a race.
But because of this series' reputation, it's been overlooked by most as just yet another yearly entry in a series ran into the ground.[/QUOTE]
The main problem with that game is the Pursuit system.
It feels unnecessary because you lose nothing but teleported to the nearest police station, and if you escape, you got almost nothing.
Why do I even bother escaping if I can just surrender?
[QUOTE=halofreak472;42921158]For those looking for a remake of the older NFS titles, there's this [url]http://cryforspeed.com/en[/url]
Although, it'll probably get shut down by EA as soon as it starts gaining traction.[/QUOTE]
Ouch, right in the nostalgia!
I WANT THIS.
To me it started going downhill after Need for Speed: Undercover. It still had those awesome police chases (and the authentic police radio while at it), street racing (with cool new modes like highway battles), plenty of different cars (customizable, too) and even a whole new storyline where you're actually a cop - definitely refreshing. Also liked the large amount of busted cutscenes, they never failed to entertain me.
Hot Pursuit: 2010 was also fun, but pretty bad already. Multiplayer saved it for me though.
Most Wanted 2013 was the final nail on the coffin, I only got it to cruise online with one friend.
Not looking forward this one, at all. Everyone is entitled to their own opinion though.
I noticed a few people were pinning the failure of this game on the fact that this was developed by Ghost game studios and not Criterion.
Here's the thing - Ghost game studios [I]is[/I] Criterion in a way. Criterion sent about 80 percent or so of their workforce to go work at Ghost on NFS Rivals, while Criterion (now having a total of 17 people) wanted to develop games for other genres.
[editline]20th November 2013[/editline]
[QUOTE=Pretiacruento;42923388]Ouch, right in the nostalgia!
I WANT THIS.[/QUOTE]
It's pretty interesting, though he's not just going to run into problems with EA, but vehicle manufacturers as well. Some of them are....well, draconian about their Brand. Big reason why this game (NFS Rivals) is a bit of a landmark is that it marks the return of Ferrari since HP2 I think. They were against having their marque featured in a game that involved illegal racing, so they just revoked their license until this thing came along.
I was pumped when I saw a Ferrari in NFS after so long, but then the game looks terrible so now I'm sad again.:(
I want to see someone speedrun this game with increased fps.
[QUOTE=RedNick27;42923981]I want to see someone speedrun this game with increased fps.[/QUOTE]
I wonder if screws up the physics just enough that when you collide with a car with your super speed, it goes flying. It'd be like Saints Row 4 :v:
[QUOTE=RedNick27;42923981]I want to see someone speedrun this game with increased fps.[/QUOTE]
I'm amused that the clock and opposing drivers goes at 'real time', so you could increase frame rate to, say, 45 fps to have a 50% speed increase, and still be in control :v:
[QUOTE=Riller;42924445]I'm amused that the clock and opposing drivers goes at 'real time', so you could increase frame rate to, say, 45 fps to have a 50% speed increase, and still be in control :v:[/QUOTE]
Reminds me of the "victory key" a lot of trainers for NFS used to have (in particular NFS Most Wanted), where you could just use the V key and the car would go at warp speed. Since they put barriers on most of the turns, you could slam into them with impunity and still be far in the lead. It was like an exotic car rollercoaster ride :v:
Even more amusing would be when you'd see the opponents rubberbanding like crazy just to keep up with you at 999 kmph :v:
Un fucking believable that a triple A game like this ends up with issues like this. Not even a proper mouse menu or anything.
Maybe I just don't know enough about the genre, but I've always wondered why racing games are always the same.
It's always gotta be modern setting with about the same car manufacturers (yes yes, with varying degrees of crazy, Burnout) in some sort of city or official racing track. The most exotic gameplay gets is an occasional nitro boost or having to ram a target instead of avoiding it. The most daring example I've played so far was Driver: San Fransisco with a humerous buddy cop show backdrop and a gameplay mechanic that lets you possess other cars/drivers.
The genre just seems so stale and iterative and at the same time so simplistic (arrow keys + boost, maybe handbrake, done) it can be absorbed into larger games without substantial sacrifices to depth.
I really wonder why nobody's gone into either the realistic or the crazy direction with it.
The "realistic" direction could do stuff like rewarding precise gear shifts, adding lifetime to tires so there's survival pressure to chases, or open offroad maps with different terrains that react to your driving. Dig yourself into mud and you need four-wheel drive, grab snow chains before starting the blizzard-covered heist etc.
And I guess if you really like punishing your players you could make them repair their cars in a bit of detail. Nothing overly complicated or tedious, just enough to give an incentive not to abuse rubberbanding. Just make it pay off to pack an extra tire or something.
Could change the pace, too, if you're going for a scripted story instead of open world.
The crazy direction could jump into the future/AU pull off crazy designs that shapeshift and unlock mechanics depending on what parts you've built your car with. Something could give you the power to briefly noclip through cars for a couple seconds after you've avoided X high speed collisions for example. Or a passives repairs broken parts when ramming evildoers with them, but increases damage taking to parts getting hit by the environment or civs. Doesn't need to be flat boring RPG elements, there's scifi technobabble for that.
You don't even need cars with tires, you can make them fly or hover above water as long as it makes the gameplay as fun. Everyone knows how dull pew pew lasers against flashing shields are due to the lack of feedback for instance. If you don't want your player to have that much directionless freedom you can always make it a time-limited superpower only effective for using shortcuts across lakes or dead ends.
Maybe it's just me, but most racing games I've played have just been about maneuvering stuff, which without anything extra to me is as fun as a shooting gallery FPS (which is just centered around the aiming core mechanic). Even "ambitious" projects like The Crew just seem to stuff everything that's been before into one big game.
Everyone needs to stop assuming every NFS is the same game every year. I treat each NFS game as different games because they are different games. Are you telling me [url=http://upload.wikimedia.org/wikipedia/en/8/84/Nfs-shift-promo.jpg]this[/url] is the same game as [url=http://upload.wikimedia.org/wikipedia/en/c/c5/NFSRivals2013_gameplay.jpg]this[/url]?
[QUOTE=Spectre1406;42923349]The main problem with that game is the Pursuit system.
It feels unnecessary because you lose nothing but teleported to the nearest police station, and if you escape, you got almost nothing.
Why do I even bother escaping if I can just surrender?[/QUOTE]
Most Wanted 2012 was a huge disappointment for me. Hot Pursuit 2010 was the best NFS in a long time and felt like what a modern NFS game is supposed to be. Rivals is like a hybrid of HP2010 and MW2012, and does it fantastic.
[QUOTE=snookypookums;42923783]I was pumped when I saw a Ferrari in NFS after so long, but then the game looks terrible so now I'm sad again.:([/QUOTE]
But it's not bad.
Heh, some time ago TF2 had similar issue with fps, where through several console commands your game began to work faster with higher fps. and it also worked online
[QUOTE=shott;42927208]Heh, some time ago TF2 had similar issue with fps, where through several console commands your game began to work faster with higher fps. and it also worked online[/QUOTE]
Actually, I think those were commands that very specifically specifically changed the speed of the game, I believe it's sv_timescale or something. The problem was people using Sourcemod on a client to bypass the protection that already existed on the command.
[QUOTE=ac/14;42921286]He has some good points but i really don't like how he brags about his computer alot. Yes okay you have the best gaming pc money can buy, yes you have a 120hz monitor we know we know.[/QUOTE]
The reason he brings that up in his videos is because he has a system that is designed to run anything at highest detail, so when he finds games that can't, it's a problem with the support of the game.
If it doesn't run well on dual Titans, then people with a single 560 are going to have problems for instance. And many many people buy 120hz/144hz screens for the ability to play games at those high refresh rates for an insanely smooth experience, so he's able to tell them, "hey, the game is locked to 30fps, and doesn't even go past 90 with hacks. So no 120hz for you"
He does these videos to show off what is working or not working with the game so people know to buy or not buy something.
Do you not understand that?
[editline]20th November 2013[/editline]
[QUOTE=KillerJaguar;42921612]The game is still a lot of fun. I knew about the 30 FPS lock, but didn't think it'd bother me. Playing it though, the 30 FPS does bother me, but it's not the end of the world. And he quits before even getting to the actual game.[/QUOTE]
If you remembered, he said he had to watch the intro each time he loaded up the game. He had to sit through the entire thing until the first mission finished before it would stop doing that.
[QUOTE=KillerJaguar;42927120]Everyone needs to stop assuming every NFS is the same game every year. I treat each NFS game as different games because they are different games. Are you telling me [url=http://upload.wikimedia.org/wikipedia/en/8/84/Nfs-shift-promo.jpg]this[/url] is the same game as [url=http://upload.wikimedia.org/wikipedia/en/c/c5/NFSRivals2013_gameplay.jpg]this[/url]?[/QUOTE]
Don't act as if everyone in this thread is saying that, plenty of people already brought up valid points as to why the series got progressively worse that have nothing to do with "omg its always the same game"
[QUOTE=gk99;42919182]The intro told me everything I need to know:
1.) EA game, so that alone tells me it's going to have a bunch of DLC later on.
2.) Criterion, so the racing might be fine
3.) Frostbyte 3 so my PC can't run it well[/QUOTE]
It's not Criterion what
[editline]20th November 2013[/editline]
The last good NFS was Carbon.
My god. You don't base game speed on framerate jesus fuck that's like the first rule of game development.
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