Who didn't long for a contemporary update of the *original* Need for
Speed? And who doesn't like the ass-happy Porsche 911? Well, this looks
like the one. Yum.
Stephen
Who didn't long for a contemporary update of the *original* Need for
Speed? And who doesn't like the ass-happy Porsche 911? Well, this looks
like the one. Yum.
Stephen
The history behind "Porsche Unleashed" kind of gives me a feeling like I got
with the history behind the '67 F1 season depicted in GPL as well. I read
that early beta testers were complaining about the "ass happy" Porsche 911.
You gotta wonder if the developers are really striving for reality but are
getting "persuaded" to dumb it down. That would be a loss. I still think
driving at high speed around German roads will be a blast. I'll definitely
be buying this the day it comes out.
David Cook
-Jeremy
>The history behind "Porsche Unleashed" kind of gives me a feeling like I
got
>with the history behind the '67 F1 season depicted in GPL as well. I read
>that early beta testers were complaining about the "ass happy" Porsche 911.
>You gotta wonder if the developers are really striving for reality but are
>getting "persuaded" to dumb it down. That would be a loss. I still think
>driving at high speed around German roads will be a blast. I'll definitely
>be buying this the day it comes out.
>David Cook
>> http://www.racesimcentral.net/
>> Who didn't long for a contemporary update of the *original* Need for
>> Speed? And who doesn't like the ass-happy Porsche 911? Well, this looks
>> like the one. Yum.
>> Stephen
I think this relates to all our opinions of the NFS series. I say it's a
double-standard here. Serious racing simulators get blasted because they
are too "serious", while arcade games never get slapped for being too
"arcade". Why couldn't we have some fun with NFS:P also?
Give the normal arcade option like always, but also create an option for
"pure realism", so we can drive them arse-happy Porsches on Autobahns;)
--
-- Fran?ois Mnard <ymenard>
-- May the Downforce be with you...
"People think it must be fun to be a super genius, but they don't realise
how hard it is to put up with all the idiots in the world."
IMHO, driving games are like movies. Movies that make you cry are
always, "Good movies" whereas Arnold-like movies are always, "rental
movies." Why does everything good have to be serious?
As long as the game/movie is fun, why can't it be good. Fun is a
subjective thing. If you like, play/watch it!
I love the NFS games personally because they have advanced the eye
candy factor in driving games. Plus, the new NFS games will have full
ACT LABS RS Shifter support!
Raymond
ACT LABS
Raymond
ACT LABS
Except the NFS series is like a pretty movie, with bad acting, and that is
no fun to watch, just like NFS is not fun to play after you get used to the
eye candy.
Definetly.
Who cares about eye candy? Sure it's important for the sim to look good, but
there are pretty sims, for example Rally championship, MGPRS2, and SCGT. The
industry needs to start concentrating on what makes a good game, not what
makes a game sell.
As far as your shifter being supported by NFS, good for you guy's, but do
you really need to push a sucky game because it uses your controller? That
is really a big turn off, at least in my opinion.
It's all well and good for everyone here to think that there is enough of us
to make a meaningful blip on a game company's radar screen, but it's just
not true. I bet most of us bought GPL, and then add in how ever many people
outside this NG bought it, and you still have a total commercial flop. The
fact that it is the best sim there is is meaningless to the company that
made it unless it sells better than the rest, too.
The reality is that businesses, including game companies, exist to make
money and not much else. If they can make a special interest group like
r.a.s. happy with their products, I'm sure that also makes them happy, but
to expect them to give up profit for quality is terribly naive.
~daxe
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I'll give it the benefit of the doubt. In NFS1 you had to be pretty
brutal to get the 911 to come around with a lift of the throttle. Braking
in the corner was definitely a no-no. It sounds like the alpha of this
version had cars oversteering in every corner with a throttle lift, like
Colin McRae Rally.
I still love the classic section in an old Road & Track review of the
356. From a Porsche testing team's notebook:
Corner 10 taken at 95kph. Driver reports car feels solid.
Corner 10 taken at 100kph. Driver feels there is still some speed
available. Will try 110kph.
Corner 10 taken at 110kph. Driver returns on foot. Reports that
110kph is not possible. Car is a complete loss.
Typical understatement.
Stephen
Give it a chance. Don't crucify it before you even see it. The same goes
for Act Labs RS Shifter support. If you don't think that NFS5 will be up to
your standards, just remember - Act Labs will also have RS Shifter support
in WSC...
David Cook
> What are you talking about? Why would a for-profit industry NOT
concentrate
> on what makes games sell? What is their motivation? To make the members
of
> r.a.s. happy?
>Who didn't long for a contemporary update of the *original* Need for
>Speed?
Joe McGinn
_________________________
GA-Sports Writer
http://www.ga-sports.com/
Beside the point-to-point courses, another thing I loved about the original
NFS was the way the camera view zoomed back when you lost control. The only
way I can drive these things is from the***pit view, but after you're
hopelessly over your head it was great to see the resulting carnage from a
'chase' viewpoint. Of course, when you were right on the edge, sometimes the
game would flick you back and forth between those views. Hmmm... maybe I'll
dig out the old CD and install on this new system...
...Colin French
> Beside the point-to-point courses, another thing I loved about the
original
> NFS was the way the camera view zoomed back when you lost control. The
only
> way I can drive these things is from the***pit view, but after you're
> hopelessly over your head it was great to see the resulting carnage from a
> 'chase' viewpoint. Of course, when you were right on the edge, sometimes
the
> game would flick you back and forth between those views. Hmmm... maybe
I'll
> dig out the old CD and install on this new system...
> ...Colin French
> > http://www.racesimcentral.net/
> > Who didn't long for a contemporary update of the *original* Need for
> > Speed? And who doesn't like the ass-happy Porsche 911? Well, this
looks
> > like the one. Yum.
> > Stephen
The other friend is very much a car guy. He owns a Porshe 911 for fun, but
his daily driver/beater is a 1997 BMW M3. He knows how to drive. With all
my ranting about the latest sim/game I am playing, he tends to buy most of
them for himself, though he has little time to use them because he's so busy
earning $ (heh heh). His favorite game to pop in and drive is NFS3, too.
He owns GPL and Viper and he supposes that they are fun, but can't get
competitive in Viper and Can't go 50 feet without crashing in GPL. He
thinks NFS3 is gorgeous and the cars are fun to drive, so that's what he
puts in to play when he has some time.
My point is this: these two very different guys probably represent a much
better X-section of the sim/game buying public than any random group of
RASers. In both cases they like the pretty game and shy away from games
that are more accurate (read: difficult.) I think the reason the more
'arcadey' and pretty games are more popular is simply because there is a
much greater customer base for that style of game. You can bet that no
sizable company is going to drift too far away from the formula that puts
numbers in the bank. All they have to do is look at GPL for a good reason
why they should avoid too much accuracy and realism.
~daxe
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Joe McGinn
_________________________
GA-Sports Writer
http://www.ga-sports.com/