The Need For Speed game series has been a source of great joy and enormous disappointments for those players who are fans of driving titles. The fact is that the franchise, over time, was diversified to the point that many, even too many times, NFS was launched into the market with specific differences of inexcusable and a progressive decline in their levels of quality and fun. So, the first time you hear about NFS: SHIFT, many wonder: "Another Need for Speed? Was it really necessary? ". The answers to these questions are, in order as to "why again". SHIFT will take us back to the spirit of mostly realistic simulator of the original title which gave the name and home to the saga. There is a desperate realism simulator (which no one anticipated like a Flight Simulator, but with cars), but it is true that it moves away from the street to focus on tuning the components. From the different level of cities it enters into the channels and approaches the pure act of driving from one point of view closer to that of the other, a sports simulation games developed by the previous incarnation of Slightly Mad Studios, under the name of Blimey!
It was time for a completely new Need for Speed series. After a few rather mediocre games like Carbon or ProStreet or Undercover, it was obvious long ago that the development studio EA Black Box had ran out of ideas and had no desire to do something new.
So Electronic Arts decided to pass the baton to another company that had another way of thinking and to apply a shock to the franchise. Project was commissioned by Slightly Mad Studios, a developer apparently new but whose heart was formed by the same developers and designers who worked intensively in racing simulators games like GTR, GTR 2 and GT Legends, three of the best simulators games on the motor world with four wheels.
Slightly Mad Studios thinking was completely different to what Need for Speed had been so far, and therefore they wanted to create the ultimate gaming experience in terms of simulation car, which meant breaking with the past. It was time to clear the slate and rewrite Need for Speed from scratch. Thus Shift was born, the heir to reclaim his throne.
Without marginal racing
If anything characterized the Need for Speed was marginal for their careers and / or at night, outside the law, in cities with traffic or police chases. Another signature of the house was the tuning, changing the design of cars and parts to build tuned cars, was either missing in the latest rendition of the game.
Shift gets rid of that all. This is a racing game and a car, and there is more to say. No more competition in town, busy circuits or bets and persecution. In Shift, the cars will always run in real circuits, without loopholes in illegal competitions and cars prepared for the high competition. That is, Need for Speed has become a standard racing game … Standard, sure? Not so standard.
For now known, there is, to be a total of 80 different cars in Shift. All of them will be different and can be modified for each of its sections on mechanics. And although the "tune" has been reduced to a minimum, the mechanics will remain constant, so it will be difficult to win unless we work a little at the workshop.
The cars will be of all kinds and all ages, and with all official licenses. From BMWs and Mercedes to the Nissan Skylines in the 70s, that will break under the impact of the racing genre.
Telemetry has been used extensively to collect performance information on each car, and not only cars but also circuits. Thus Slightly Mad Studios stated that one should not only have to look at how it affects the status of each circuit, or a pothole damaging the grip, but but also look at how and why that pothole affects each car separately in the Game.
Thus, the physics engine has slowly become one of the most (if not the most) advanced of the genre. It includes everything imaginable, from the weight and size of the vehicle, to the pressure and the thickness of the tires, to determine the grip on the asphalt.
In Shift not only one universal physics engine for the whole game is used, but every car has its own physical file and custom-tuned directory for performance on the track to make it as real as possible.
Does this mean that Shift is a simulator game? Yes and no. The game features a lot of work-oriented concepts and why a racing simulator, the idea is, however, not to create such game, but relying on the simulation mode to get a fun car game to play in equilibrium with simulated reality.
To do not move unsteadily back and forth, we will find four game modes ranging from basic to simulation mode, the most extreme as possible. The Pro mode fans will enjoy it more accurate than simulation, for example. All this will combine with three difficulty levels, and the higher the rivals the more their will be aggressiveness and barracks.
The UI will be combined with another new feature in Need for Speed: Driver Profiles. In each new game, our unique profile and nontransferable profile can be created. It will be blank at first, but playing as we get further we will fill up with a series of annotations. Thus, each blow with rivals, each clean overtaking off the track, crash, deception, abandonment or down with the other drivers, will score points in our profile.
This way you get a "personality" within the game, so that rivals will respond one way or another. For example, maybe we are a very aggressive driver, hitting to advance, and for that we have created a few enemies on the track. Well if so, when we race, drivers may be more aggressive opponents with us than with others, and they might want to beat us by defending our tackles, or perhaps prefer to avoid so as not to be beaten.
Namely, we will create a reputation for that and the game will respond in one way or another.
One of the most notable changes in the game is, the graphics. Both the design of the graphics engine is totally new and groundbreaking. It is true that it follows the trail marked by success of Codemasters, GRID, but still manages to have enough personality to avoid falling into plagiarism.
To begin the game, it has been slightly designed with the idea of playing it in first person mode, from the cockpit of the cars. Of course we can switch to an external camera if we wish, but only from the cabin one will enjoy the best feelings.
To further exacerbate these feelings of the inside of the cars, it is fully detailed with high definition textures and not a single detail is missed. We will see our virtual hands and feet, moving the steering wheel, pressing pedals and shifting gears. But although this kind of view is not new, but how to represent themselves, it makes it new.
The camera moves to the rhythm of the race. Every bump will move our screen according to the physics, the acceleration and braking will be reflected in the corresponding inertia, we can move the head with the right stick if we want, the speed will expand the view in a tunnel, and what is more important is that, every blow we receive in race affects our vision with an annoying (and dangerous) blur or blurry screen.
Shift represents the dream of many fans of Need for Speed. While many gamers who liked the previous games in the franchise, it is also true that many others demanded for a change. Here it is, called Shift, a change of developer, design and concept. Apart from the career mode which could have been a little better, a new driving experience is delivered in terms of its simulation aspects, making the Need For Speed Shift a glorious return in the racing franchise. A game designed to make us mature and also to enjoy its competitive running aspects.
how many players can play in need for speed shift or ps3