rec.autos.simulators

Need for Speed III review up at Digital Sportspage

Peter Bo

Need for Speed III review up at Digital Sportspage

by Peter Bo » Wed, 01 Apr 1998 04:00:00

On Tue, 31 Mar 1998 10:35:12 -0500, "Marc Collins"


>Joe's points are fairly simple: most NFS fans want the non-closed tracks.  A
>game that is supposed to simulate road driving should do just that.  These
>are not road courses like you find in CART or whatever, they are just plain
>roads.  Most NFS fans also want a realistic in-car view, which also should
>never have been left out of NFS2.

Set it to one lap.  There's your non-closed track.  It takes 3-4
minutes to complete it.  Enjoy.

Considering it takes 3-4 minute to do a single lap, sitting in one
place isn't a strategy the cops impliment to any degree.  The cops are
practically always on your tail.  Who cares if that's realistic or
not?  It keeps the atmosphere exciting, and that's the important
thing.

Peter Bott



>>>>Can you direct me to those surveys?

>>>No, I don't have the references (they were web surveys, there were
>>>several of them when NFS2 came out about a year ago).

>>Well, it would have been interesting to see what the people who filled
>>out those surveys had to say about the product and themselves, and
>>whether or not there was a good mix of people in the surveys.  If you
>>look here at the newsgroups, the respons has been about 95% positive
>>for NFS3, and yours is the FIRST message I've seen by someone griping
>>about the missing straightline segment tracks of NFS1.  If it was THAT
>>important, you'd think people besides you would be screaming about it.

>>>Well, isn't it obvious? Why would a cop chase you around in a circular
>>>track that you can't get off?

>>This is an amusing question.  Let me counter with this...why would a
>>cop chase you on a straight line track where if you got to a magical
>>point, you disappeared off the face of the earth and the cop could
>>never get you?  That's what happens on NFS1, right?  You go and if you
>>beat the cop to the finish line, oh well...toughies for him.  As far
>>as whether a cop would chase you around in circles...the answer is
>>simple:  If you go in huge several mile circles...and he's chasing
>>you, it logically follows he's going to chase you in circles!  (though
>>in real life, as in the game, the cops start putting up road blocks
>>etc).  Once you learn the shortcuts and the best ways to use off-road
>>stints they can be used to really spoil them...providing perhaps a way
>>to "get off" the track as you put it.  At any rate, you have failed to
>>make any kind of reasonable argument that makes NFS1 look superior to
>>NFS3 in that regard.  The fact is, you happen to be driving a long
>>twisty track that ultimately is a large closed circuit, and the cops
>>would like you to please not speed...Perfectly reasonable and I'd
>>expect no less in real life.  Again I ask you...in what way is the
>>NFS3 premise stupid in a way that the NFS1 premise is NOT?

>>>I will grant you the point, however, that since the tracks are longer
>>>and more realistic from the sounds of things (not fantasy tracks) it
>>>doesn't sound quite as bad as NFS2.

>>What makes a track "fantasy"?

>>>But I wish EA would just give people what we are asking for for once!

>>Many people, including myself, feel like NFS3 does just that.  When I
>>see legions of angry NFS1 owners screaming in the newsgroups about
>>missing straight line tracks, I'll concede that perhaps EA missed
>>something.

>>>One reason I dislike circuits is for precisely the reason that you
>>>like them - you become too familiar with the turns and tracks, which
>>>to me is another factor that detracts from the immersive feeling of
>>>being on real roads that NFS1 provided.

>>I fail to understand this point.  Why couldn't you become just as
>>familiar with a straight segment based race after you'd done it
>>several times.  It seems like your gripe is based upon the fact that
>>you do the segment once per game as opposed to doing it 2, 4 or 8
>>times per game in NFS3?  And getting familiar with the tracks for Hot
>>Pursuit is great because you learn where you're most vulnerable to
>>spinning out or getting pulled over.  And you also find out where the
>>cops are weak and learn to exploit that.

>>>It limits the replayability -

>>I respect your opinion, but I disagree.  Almost every racer besides
>>NFS uses laps instead of straight line segments.  If straight line
>>segments were in such high demand, don't you think we'd have more
>>racers that featured them?  As for it limiting the replayability...I
>>don't see how.  I can play for an indefinite period of time beating
>>the AI, then racing my ghost car and best times of others trying to
>>find precious seconds or tenths of seconds on courses, experimenting
>>with different car setups, trying different cornering techniques,
>>sliding versus grip cornering, etc.  The straight line segments in
>>NFS1 were one of the reasons I stopped playing that game.  I got tired
>>of going in more or less a straight line over and over.

>>> At the same time, even in the long non-circuit tracks of NFS1, I *did*
>become familiar enough with the
>>>layout of the road that I had a prety good idea what was coming up, so I
>could drive them aggresively.

>>Now you've got me confused..you just complained: "you become too
>>familiar with the turns and tracks, which to me is another factor that
>>detracts from the immersive feeling of being on real roads that NFS1
>>provided. "

>>and now you're saying that you DID become familiar enough with the
>>straight lined circuits to drive them aggressively, which was a BAD
>>thing for you about closed circuits.

>>I guess I feel like you're not doing a good job of making your
>>argument, either for stating that many other people agree with you and
>>are upset about this 'problem' in NFS3 or giving solid reasons why
>>straight lines are superior to closed circuits.

>>Randy
>>Randy Magruder
>>Contributing Reviewer
>>Digital Sportspage
>>http://www.racesimcentral.net/

Allen Johnso

Need for Speed III review up at Digital Sportspage

by Allen Johnso » Wed, 01 Apr 1998 04:00:00



> >>Can you direct me to those surveys?

> >No, I don't have the references (they were web surveys, there were
> >several of them when NFS2 came out about a year ago).

> Well, it would have been interesting to see what the people who filled
> out those surveys had to say about the product and themselves, and
> whether or not there was a good mix of people in the surveys.  If you
> look here at the newsgroups, the respons has been about 95% positive
> for NFS3, and yours is the FIRST message I've seen by someone griping
> about the missing straightline segment tracks of NFS1.  If it was THAT
> important, you'd think people besides you would be screaming about it.

OK, I'll bite.  I got NFS2 directly from the company when it first
came out, played it and beat it, then put it on the shelf.  It
has stayed there ever since, while I play NFS1 at least once a
week.  However, I never play the circuit tracks in NFS1.  I
always play head to head with traffic.
  I believe there are two reasons why this is true.  The first
one is the track issue - yes, you can memorize the straight
tracks, but it takes much longer, and you can forget sections
if you go for a little while without playing.  The scenery
changes from section to section.  I can outrun a cop and know
that he's far behind me and I'll never see him again.  But
most importantly, there's just something about the FEEL of
the open road that I'll never get on any closed track, real
or simulated.
  The other issue is the cars.  Top performance *** car
simulations are a dime a dozen.  NFS1 actually had cars that
normal people could dream of affording, and that you could
raced on the open road with a reasonable expectation that you
wouldn't immediately kill yourself doing so.
  I don't buy a lot of computer games, just the ones I think
I'll actually play, so I'll summarize.  If the NFS series insists
on sticking to closed circuits and *** cars, I'll go satisfy
my driving simulation needs elsewhere, even if that means buying
nothing and sticking to good old NFS1.  

--
Allen Johnson PP-ASEL ......... Remove the NOSPAM. to respond
We pray for one last landing, on the globe that gave us birth,
To rest our eyes on fleecy skies, and the cool green hills of Earth.
Robert Heinlein

Randy Magrud

Need for Speed III review up at Digital Sportspage

by Randy Magrud » Wed, 01 Apr 1998 04:00:00


> On my way to read your article Randy so maybe the question is
>answered there, but are there going to be***pits in the PC version?

I don't know about the PC version yet. Sorry.

Randy Magruder
Contributing Reviewer
Digital Sportspage
http://www.racesimcentral.net/

Randy Magrud

Need for Speed III review up at Digital Sportspage

by Randy Magrud » Wed, 01 Apr 1998 04:00:00


>Joe's points are fairly simple: most NFS fans want the non-closed tracks.  A
>game that is supposed to simulate road driving should do just that.  These
>are not road courses like you find in CART or whatever, they are just plain
>roads.  Most NFS fans also want a realistic in-car view, which also should
>never have been left out of NFS2.

What am I missing.  There *is* an In-car view in NFS2.  As far as
non-closed tracks...I fail to see how closing a circuit makes it
something that isn't "road driving".  Again, isn't it just as
unrealistic to assume the cops just vanish when you the finish line of
a segment?

Cops on an ANY track don't just pursue.  If they can't catch you, they
will guess where you're going and get their partners to set up road
blocks.  And the cops on the closed tracks in NFS3 do NOT just sit
around in one place and wait for you to come back around.  There are
cops many places around the track waiting to come after you, or
roadblock you or whatever.  You are making a huge big deal out of
NOTHING.  The circuits are so big its not like you're doing 30 second
laps and there's a cop parked at turn 2 or something.

Randy
Randy Magruder
Contributing Reviewer
Digital Sportspage
http://www.digitalsports.com

Adam

Need for Speed III review up at Digital Sportspage

by Adam » Wed, 01 Apr 1998 04:00:00

 Well, NFS2 has a bumper cam,***pit view with dash is much better
IMHO.

Adam

Jo

Need for Speed III review up at Digital Sportspage

by Jo » Wed, 01 Apr 1998 04:00:00


>If you
>look here at the newsgroups, the respons has been about 95% positive
>for NFS3,

To be fair, no one has seen a PC version yet. PSX games have a very
different audience.

Please, GMAB. This and other newsgroups were FLOODED with these
complaints when NFS2 was released. Perhaps you were asleep for those
months.

You conveniently forgot the part about "there being no way to get off
the circle". In which case only a retard would follow you (no offense
to any retards reading this, I know there's a lot of you on usenet
<g>).

That sounds interesting (shourcuts and roadblocks). That's the kind of
features that interest me. Did you mention these in your review? I
didn't notice it.

Being unrealistic, unlike any real place. The NFS2 tracks were quite
bad for this. Again, it takes away from the "suspension of disbelief".

You're the one who first said you couldn't! You are just being
deliberately obstinate now, not attempting to engage in reasonable
debate about it.

That's another reason it's getting a bit dull - why should every
arcade racer be exactly the same?

Joe

tot

Need for Speed III review up at Digital Sportspage

by tot » Wed, 01 Apr 1998 04:00:00


That's exactly why I preferred circuit tracks, since my memory isn't long
enough to remember a whole linear course. Restarting and reloading just to
practise these is a PITA.

tot

Need for Speed III review up at Digital Sportspage

by tot » Wed, 01 Apr 1998 04:00:00


According to some polls we have yet to locate for certain.

Sure, TD4 does this. But this is not my cup of tea.

Once again, to me, "realistic" and "in-car view" are mutually exclusive.
You can't fit enough of a car's interior on a video monitor to make me
feel as though I were living a semi-real experience.

P.S. Multiple nested quotes are a PITA.

Jo

Need for Speed III review up at Digital Sportspage

by Jo » Wed, 01 Apr 1998 04:00:00


>What am I missing.  There *is* an In-car view in NFS2.  

It was removed in the 3Dfx version.

Joe

Randy Magrud

Need for Speed III review up at Digital Sportspage

by Randy Magrud » Wed, 01 Apr 1998 04:00:00


>Joe's points are fairly simple: most NFS fans want the non-closed tracks.

I'm one and I didn't...and apparently a lot of people who post here
didn't either.  It seems like its a stretch to say "most NFS fans
want" when it comes to non-closed tracks.

Randy
Randy Magruder
Contributing Reviewer
Digital Sportspage
http://www.digitalsports.com

Jim

Need for Speed III review up at Digital Sportspage

by Jim » Wed, 01 Apr 1998 04:00:00


>   The other issue is the cars.  Top performance *** car
> simulations are a dime a dozen.  NFS1 actually had cars that
> normal people could dream of affording, and that you could
> raced on the open road with a reasonable expectation that you
> wouldn't immediately kill yourself doing so.

This I agree with; the *** cars are fun, but I wish they were
"bonus cars" earned for winning races. I wish less *** cars
were the cars you initially used in the game. I'd like to think
that such cars are in NFS3 somewhere, but I really doubt it.
Wasn't NFS3 done by a different division than NFS2? I think the
makers of NFS2 were more interested in revamping the engine than
including tons of hidden stuff. I am thankful they DID revamp the
engine of course (it is a remarkebly fun game), but I still miss
those extra cars...

--


Serious fan of:
*St. Louis Rams       *Michigan Wolverines       *"JAWS"
     *St. Louis Cardinals        *XTC        *MST3K

Movie buffs: Check out Jake Gove's excellent "JAWS" homepage.
Media, reviews, discussion, trivia and more from the 1975 classic!
           http://www.racesimcentral.net/~tandj04/jaws.html

Dave

Need for Speed III review up at Digital Sportspage

by Dave » Wed, 01 Apr 1998 04:00:00


> Yeah, the only thing that went through my mind when I first played
> with the Cop Chase in NFS3 was a sense of delight.  This pushes the
> overall value of the game upward for me.  Gotten bored of zipping
> through the country or city to win a race or beat a best time?  Fine,
> play a game of Cop Chase!  Nice addition.

I'll agree with those that say the pursuit mode isn't exactly realistic,
but it sure is fun.  And that's the whole point, isn't it?  I'd rather
have the cops chasing me and going too fast than helicopters and road
blocks shutting me down without a chase.

> Ricky Wayne Brown

> Digital Sportspage <www.digitalsports.com>

--
Dave
University of Tennessee '96


(remove nospam to reply)

Jo

Need for Speed III review up at Digital Sportspage

by Jo » Thu, 02 Apr 1998 04:00:00


>I'm one and I didn't...and apparently a lot of people who post here
>didn't either.  It seems like its a stretch to say "most NFS fans
>want" when it comes to non-closed tracks.

And it is equally a stretch to say "If it was THAT
important, you'd think people besides you would be screaming about
it." This threads only been here for two days, and already 3 or 4
people have chimed in witht heir support for open-road tracks.

Joe

tot

Need for Speed III review up at Digital Sportspage

by tot » Thu, 02 Apr 1998 04:00:00


I was around when NFS2 first came out. I did not notice complaints about
the lack of A-to-B tracks; rather, most of the furor I observed was
regarding the passwords to secret vehicles.

Walter Cantre

Need for Speed III review up at Digital Sportspage

by Walter Cantre » Thu, 02 Apr 1998 04:00:00




>> >>Can you direct me to those surveys?

>> >No, I don't have the references (they were web surveys, there were
>> >several of them when NFS2 came out about a year ago).

>> Well, it would have been interesting to see what the people who filled
>> out those surveys had to say about the product and themselves, and
>> whether or not there was a good mix of people in the surveys.  If you
>> look here at the newsgroups, the respons has been about 95% positive
>> for NFS3, and yours is the FIRST message I've seen by someone griping
>> about the missing straightline segment tracks of NFS1.  If it was THAT
>> important, you'd think people besides you would be screaming about it.

>OK, I'll bite.  I got NFS2 directly from the company when it first
>came out, played it and beat it, then put it on the shelf.  It
>has stayed there ever since, while I play NFS1 at least once a
>week.  However, I never play the circuit tracks in NFS1.  I
>always play head to head with traffic.
>  I believe there are two reasons why this is true.  The first
>one is the track issue - yes, you can memorize the straight
>tracks, but it takes much longer, and you can forget sections
>if you go for a little while without playing.  The scenery
>changes from section to section.  I can outrun a cop and know
>that he's far behind me and I'll never see him again.  But
>most importantly, there's just something about the FEEL of
>the open road that I'll never get on any closed track, real
>or simulated.
>  The other issue is the cars.  Top performance *** car
>simulations are a dime a dozen.  NFS1 actually had cars that
>normal people could dream of affording, and that you could
>raced on the open road with a reasonable expectation that you
>wouldn't immediately kill yourself doing so.
>  I don't buy a lot of computer games, just the ones I think
>I'll actually play, so I'll summarize.  If the NFS series insists
>on sticking to closed circuits and *** cars, I'll go satisfy
>my driving simulation needs elsewhere, even if that means buying
>nothing and sticking to good old NFS1.  
>--
>Allen Johnson PP-ASEL ......... Remove the NOSPAM. to respond
>We pray for one last landing, on the globe that gave us birth,
>To rest our eyes on fleecy skies, and the cool green hills of Earth.
>Robert Heinlein

Sounds like you'd enjoy Gran Turismo.  It has a lot of cars that the
average person could afford and it is a great driving simulation with
just enough aracade feel to keep you from being frustrated witht the
physics.

Walter


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