lestat848
18th August 2008, 07:15 AM
Need for Speed: Undercover Coming
EA's seminal racing franchise gets yet another new name, and likely a change in focus.
http://img12.nnm.ru/imagez/gallery/f/3/1/d/4/f31d4b667a84603551d95aa9e01b2f63_full.jpg
June 18, 2008 - To no one's surprise, EA is set to release the next installment in the Need for Speed franchise later this year in the form of Need for Speed: Undercover. In an interview with gamesindustry.biz, Electronic Arts CEO John Riccitiello said that the title is in development from one of EA Vancouver's two NFS teams. He also hinted that its inspiration comes from movies like The Transporter, though we'll have to wait and see what he means by that.
http://img11.nnm.ru/imagez/gallery/7/6/4/8/b/7648b9f8c480fa40a07bae27f5b4de34_full.jpg
The single previous Need for Speed team was split into two last year to allow each of the two teams more time to create yearly updates for the franchise. Rather than giving one team only 12 months to create the next installment, each team would now have a full two years, with the teams trading release years, obviously. Being that the team was only split last year, the Undercover team will only have a little over 16 months to create the title, but the extra breathing room must certainly welcome in any case.
http://www.youtube.com/watch?v=xWQ6uBQE0EI
http://img13.nnm.ru/imagez/gallery/4/1/4/1/4/41414d49fd68cf20b5531ed145509508_full.jpg
Mirror's Edge features a "true" first-person view and hand-to-hand combat.
Mirror's Edge aims to "convey the strain and physical contact with the environment," according to senior producer Owen O'Brien, and to instill a freedom of movement not yet seen in the first-person genre. This is achieved not only with moves inspired by parkour and free running,[7][8] but also by tying camera movement more closely with character movement, such that the rate at which the camera bobs up and down increases as Faith builds up speed while running and the camera spins when she somersaults. Also, the arms, legs, and even torso at times are prominent and their visibility is used to convey movement and momentum, such that Faith's arms pump and the length of her steps increase with her gait, and her legs cycle and arms flail during long jumps.
With such a heavy focus on movement, it is imperative to maintain momentum, which is done by an uninterrupted, fluid flow of actions, creating a chain of moves. Failing to string these moves together results in a loss of momentum, which can mean that Faith falls off or short of an object if a certain level of momentum is required to traverse it. Controls are simplified by being context-sensitive; the "up" button will cause Faith to traverse an obstacle by passing over it—for example, by jumping, vaulting, climbing, or grabbing set pieces like zip lines—while the "down" button will cause her to perform other manoeuvres like slides or somersaults.[12][13]
Runner Vision highlights environmental pieces in red, indicating where to go next.
In order to assist the player in creating these chains of moves, the game employs a system called "Runner Vision", which derives its name from its purpose: to depict the environment the way a runner would see it, instantly recognising escape routes. It is a highlighting system that emphasises environmental pieces useful for progression—like pipes, ramps, and enterable doors—with the colour red as Faith approaches, though it does not always indicate the best route. Further along in the game, the number of these visual hints is reduced to only indicate the end goal, though the player can opt to turn off this hint system entirely. It will also be used to create puzzles in which the player must figure out how to combine the highlighted set pieces into a chain of moves in order to reach the target. Another means of assistance to the player is a system called "Reaction Time", which is a form of bullet time that allows the player time to plan where to go next without losing momentum.
Although the player character can hold weapons, O'Brien stressed that "this is an action adventure. We're not positioning this as a shooter - the focus isn't on the gun, it's on the person." Gameplay in Mirror's Edge will focus on finding the best route through the game's environments while combat takes a secondary role. Consequently, guns may be obtained by disarming an enemy, but when the magazine is empty, it will need to be discarded.Additionally, carrying a weapon slows Faith down and the heavier the gun, the more it hinders her movement, which introduces an element of strategy in determining when to trade agility for short-term firepower. Despite this, the developers claim it is possible to go through the entire game without firing a weapon (and in fact, the player earns an Achievement for doing so).
http://img360.imageshack.us/img360/1725/mirrorsedgetw2.jpg
Electronic Arts продолжает войну с сиквелами в своих рядах. Новый оригинальный проект компании — Mirror's Edge, экшен/адвенчура с видом от первого лица, разрабатываемый в стенах шведской Digital Illusions. Игра разрабатывается в условиях строгой секретности, а ее создатели скупы на подробности. Впрочем, громкие обещания уже прозвучали.
"Мы намерены изменить то, как игроки движутся в играх с видом от первого лица, — заявил Оуэн О'Брайен, продюсер Mirror's Edge. — Исчезнут ограничения, а простые преграды вроде стен и барьеров вас больше не остановят. Мы хотим, чтобы игрок мог ходить, как настоящий человек, бегать, прыгать с места или разбега и скользить так, как ему еще ни разу не позволяли в экшене с видом от первого лица".
http://www.youtube.com/watch?v=UYYlfDvhSQw
http://www.youtube.com/watch?v=KLwKMjUxvQQ
EA's seminal racing franchise gets yet another new name, and likely a change in focus.
http://img12.nnm.ru/imagez/gallery/f/3/1/d/4/f31d4b667a84603551d95aa9e01b2f63_full.jpg
June 18, 2008 - To no one's surprise, EA is set to release the next installment in the Need for Speed franchise later this year in the form of Need for Speed: Undercover. In an interview with gamesindustry.biz, Electronic Arts CEO John Riccitiello said that the title is in development from one of EA Vancouver's two NFS teams. He also hinted that its inspiration comes from movies like The Transporter, though we'll have to wait and see what he means by that.
http://img11.nnm.ru/imagez/gallery/7/6/4/8/b/7648b9f8c480fa40a07bae27f5b4de34_full.jpg
The single previous Need for Speed team was split into two last year to allow each of the two teams more time to create yearly updates for the franchise. Rather than giving one team only 12 months to create the next installment, each team would now have a full two years, with the teams trading release years, obviously. Being that the team was only split last year, the Undercover team will only have a little over 16 months to create the title, but the extra breathing room must certainly welcome in any case.
http://www.youtube.com/watch?v=xWQ6uBQE0EI
http://img13.nnm.ru/imagez/gallery/4/1/4/1/4/41414d49fd68cf20b5531ed145509508_full.jpg
Mirror's Edge features a "true" first-person view and hand-to-hand combat.
Mirror's Edge aims to "convey the strain and physical contact with the environment," according to senior producer Owen O'Brien, and to instill a freedom of movement not yet seen in the first-person genre. This is achieved not only with moves inspired by parkour and free running,[7][8] but also by tying camera movement more closely with character movement, such that the rate at which the camera bobs up and down increases as Faith builds up speed while running and the camera spins when she somersaults. Also, the arms, legs, and even torso at times are prominent and their visibility is used to convey movement and momentum, such that Faith's arms pump and the length of her steps increase with her gait, and her legs cycle and arms flail during long jumps.
With such a heavy focus on movement, it is imperative to maintain momentum, which is done by an uninterrupted, fluid flow of actions, creating a chain of moves. Failing to string these moves together results in a loss of momentum, which can mean that Faith falls off or short of an object if a certain level of momentum is required to traverse it. Controls are simplified by being context-sensitive; the "up" button will cause Faith to traverse an obstacle by passing over it—for example, by jumping, vaulting, climbing, or grabbing set pieces like zip lines—while the "down" button will cause her to perform other manoeuvres like slides or somersaults.[12][13]
Runner Vision highlights environmental pieces in red, indicating where to go next.
In order to assist the player in creating these chains of moves, the game employs a system called "Runner Vision", which derives its name from its purpose: to depict the environment the way a runner would see it, instantly recognising escape routes. It is a highlighting system that emphasises environmental pieces useful for progression—like pipes, ramps, and enterable doors—with the colour red as Faith approaches, though it does not always indicate the best route. Further along in the game, the number of these visual hints is reduced to only indicate the end goal, though the player can opt to turn off this hint system entirely. It will also be used to create puzzles in which the player must figure out how to combine the highlighted set pieces into a chain of moves in order to reach the target. Another means of assistance to the player is a system called "Reaction Time", which is a form of bullet time that allows the player time to plan where to go next without losing momentum.
Although the player character can hold weapons, O'Brien stressed that "this is an action adventure. We're not positioning this as a shooter - the focus isn't on the gun, it's on the person." Gameplay in Mirror's Edge will focus on finding the best route through the game's environments while combat takes a secondary role. Consequently, guns may be obtained by disarming an enemy, but when the magazine is empty, it will need to be discarded.Additionally, carrying a weapon slows Faith down and the heavier the gun, the more it hinders her movement, which introduces an element of strategy in determining when to trade agility for short-term firepower. Despite this, the developers claim it is possible to go through the entire game without firing a weapon (and in fact, the player earns an Achievement for doing so).
http://img360.imageshack.us/img360/1725/mirrorsedgetw2.jpg
Electronic Arts продолжает войну с сиквелами в своих рядах. Новый оригинальный проект компании — Mirror's Edge, экшен/адвенчура с видом от первого лица, разрабатываемый в стенах шведской Digital Illusions. Игра разрабатывается в условиях строгой секретности, а ее создатели скупы на подробности. Впрочем, громкие обещания уже прозвучали.
"Мы намерены изменить то, как игроки движутся в играх с видом от первого лица, — заявил Оуэн О'Брайен, продюсер Mirror's Edge. — Исчезнут ограничения, а простые преграды вроде стен и барьеров вас больше не остановят. Мы хотим, чтобы игрок мог ходить, как настоящий человек, бегать, прыгать с места или разбега и скользить так, как ему еще ни разу не позволяли в экшене с видом от первого лица".
http://www.youtube.com/watch?v=UYYlfDvhSQw
http://www.youtube.com/watch?v=KLwKMjUxvQQ