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Need for Speed Most Wanted - 7. 190 Ft.


Need for Speed Carbon - 11. 690 Ft.

 
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Ha szeretnd itt ltni bannered, kattints ide.

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Need for Speed Carbon Site

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Micsoda rajt...(kldte: Jose )

Ha szeretnd kped itt ltni, kldd ide!

 
Hrek
Hrek : Frisstsnk emberek! Itt van most minden!

Frisstsnk emberek! Itt van most minden!

NFSCS | Trunks  2006.10.07. 14:00

Az EA legjabb futballos jtka az utbbi idben rendkvl lefoglalt. Ugye a FIFA 07-rl beszlek, ami magyar kommentrral jelent meg. (a TV-ben is megy a reklmja, akr csak rgen a Most Wanted- a TV-ben s a rdiban is) Nos, ez nem engedett a ai napig szabadulni s frissteni az oldalt. De most itt vagyok, meg a dobozban, szval infradat!

Naht kezdjk el valahol. Rengeteg esemny trtnt a Carbon krl...

  • Megjelent a Carbon Xbox s Xbox 360 demja!

A kt Microsoft masina s tulajdonosaik most rlhetnek! Live! MarketPlace-rl mind a kett platformra le tudjtok tlteni a demkat! Az Xbox360-rl itt egy lers, angol, de amiket mondanak benne azt mr tudjuk, hiszen thattuk a PS2-es dem viejban. Ugyanazok a plyk, kocsik, megszabott Autosculpting, csak szebb grafikval! Lers:

"The Need for Speed Carbon Demo drifted on to Xbox Live Marketplace, and it's clear that drifting sucks.

At least in the demo. On the second track, you race around, almost out of control, earning points for the amount of time you drift around corners, with a bonus for speed. Sadly, there is no bonus for slamming into walls uncontrollable, which is what I did all day. As you can tell, I'm not a big fan of the controls, a

The demo features three cars to choose from: the Camaro SS, Lamborghini Gallardo and my personal fav, the Mitsubishi Lancer from the muscle, exotic and tuner classes, respectively. The demo also shows off the awesome customization feature EA has dubbed "Autosculpting."

Autosculpting is the GameFace of cars, and probably the sweetest system of its kind in any car game. Using sliders, you can instantly morph your hood, tires, rims, spoilers, and whatever else you want until your Lancer looks exactly like you want it. It's, quite simply, hella tight.

Of the three races, there's the drift challenge (yeck), a basic circuit race and we didn't beat the drift so we are not sure what exactly it is. The graphics in the cutscenes are spectacular, but the in-game visuals weren't as hot, with fuzzy textures and some questionable lighting. They weren't bad, but they weren't as great as we're expecting. We'll see how it looks when Carbon hits the streets."

  • Kismilli j vide jelent meg!

Letltsi linkjeiket rom, a vidkat igazbl mg n sem lttam, csak most kezdem letlteni ket, nem flra lesz!

  1. Vannak itt! (IGN)
  2. Vannak itt! (IGN 2.) 

Ez a 7 db, ami a kt linken j videnak szmt, az Xbox 360-rl van!

  1. Vannak itt! (IGN)

Ez a 4 db pedig a PlayStation 3-.

  1. Vannak itt is! (GameInformer)

Ezek nem tudom milyen platformrl szrmaznak, nhny mr a korbbi linkekben is megtallhat, de azthiszem van j is! A kt fels videt nagyon rdemes megcsekkolni, benne van az Intro, kt rszben ugyan, de iszonan hangulatos, ahogy BMW-nkel visszatrnk szlvrosaunkba! Ez legalbb olyan j(ha nem jobb) intr, mint az MW- volt!

  • Kt db j Online Jtkmd!

A "Pursuit Tag"-rl:
Ez lesz taln a legjobb jtkmd! 7 db rendr ldz majd tged, s ha sikerlsz ellk meglgni, akkor tmsz rendrbe s te leszel az aki a legtbb pontot kapja. Neked kell megakadlyozni (immr rendrknt), hogy a tbbiek is teljesteni tudjk azt, amit neked sikerlt... Az egsz md Free Roam-ban, azaz Szabad kszls mdban fog menni.

A "Pursuit Knockout"-rl:
Ez mr jval bonyolultabb jtkmd, mint az elz. Itt maximum 8-an bementek egy az NFS MW-bl ismert K.O. versenyre, majd ha te lettl az els krben az utols, te belpsz az egyik ldz rendr szerepbe. Ezutn krhetsz t lezrst, de a legfontosabb, hogy nem kell a plyn maradnod, teht sszevissza levghatod az utat, s kimehetsz a srga falon kvlre is.(egyik videban ltszik). A feladatod rendrknt az, hogy minl jobban akadlyozd a versenyzt abbanm, hogy ne utols legyen s ne essen ki. Ha elrted clod, akor is rendr lesz, s ugyangy szivatnia kell a versenyzket. Addig, amg nem jn el az utols kr a jtkban, folyamatosan fejldi a rendrkocsid, krrl krre, persze nem mindegyikben. A legvgn minden rendr a legjobb kocsit kapja s azzal kell lekapcsolni az ustols jtkost, aki az usols krben mr csak egyedl versenyez, de a trhetetlen zsaruk ellene vannak! Izgalmasnak hangzik! A rendrautk a Rhino a Cruiser s a Corvette lesz!

  • A Colletctor's Edition nhny extrja:

12 db j plyt kap a vsrl, ezmell pedig termszetesen j autkat is! Ezeket: '92’Nissan 240 SX, '07 Jaguar XK, '06 Camaro Concept, s a '06 Koeninsegg CCX.

  • A PSP verzi csodi!

Az IGN kiprblta az NFS Carbon: OTC-t, azaz az Ow the City-t! Nagyon meglepdtek s nagyon tetszett nekik a jtk! Nem hittk el, hogy hogyan kpes erre a PSP s ezt a rengeteg dolgot hogyan tettk r a falatnyi UMD-re! Ht sikerlt nekik, nem ktsges, lltlag nagyban klnbzik a jtk a nagygpes vltozatoktl, de ez nem a jtk rovsra ment, st! Ht olvasstok el az egsz cikket, a lnyeg megrtsre nem kell klnsebb angol tuds! A legjobb az egszben taln az, hogy vgre lesz Free Roam!

Hi everyone, I'm Matt Tomporowski, the Lead Designer for NFS Carbon Own the City. When I write out my name and title like that, it sounds like I must have a dream job. You know what? I really do have a dream job. I get to create the video game that I want. I know that I'm a really lucky guy to get to do this.

If you've played or read the reviews for NFS Carbon Own the City (or NFS OTC as I like to call it,) you'll notice a couple of things. First, this game is REALLY different from Carbon on PS2 or the Next Gen consoles. There's an important reason for that and I'll get into that shortly. Second, you'll notice that NFS OTC is a lot bigger than our past NFS efforts on PSP (heck, we even built an entire open world just for the PSP!) there are reasons for this too that I'm going to get into down below.

Uh… Why Is This Game So Darn Different?
Okay, so why is Need for Speed Carbon on PSP different from its brothers on PS2 and Next Gen? Why do we give it a different moniker by adding "Own the City" to the title.

There are a lot of reasons for this. Here's one of the reasons that I think is a really good one:

There are roughly 40 guys and girls that spent a year working either directly or indirectly on developing this game. They're all smart geniuses and I'm humbled by just being in the room with them. These people are passionate about games. Each of them have given up significant time from their precious lives to make this game happen. Once this game hits the store shelf, it will represent 1 year out of the lives of 40 or so people.

So if that software stored on that little UMD represents 1 year out of the lives of 40 people that I respect and care about… don't those good people deserve our best effort to create something really unique that will stand out from the crowd???

I believe so.

This Is One Big Game And One Big Open World…
Yeah, we built a big game this year with twice as many cars as we have ever shipped before, a whole open world to drive around in, and a host of new features like crew racing.

Something that was really important to us was making the Open World work for NFS PSP. Our console colleagues had been successfully making Open World games for a couple of years now and it felt like this was the right game to do it for PSP.

A year ago back in pre-production, we started talking to everyone about how we should make the next NFS on PSP an Open World driving game. Not only were we talking about doing an Open World game but we wanted the Open World to be a place where you could drive from one end to the other with a smooth frame rate and absolutely no loading once you were in the world. In our past NFS PSP titles we had stuck with track based environments that got loaded in the start of each race and unloaded when you finished. All our technology at the time supported that type of system and nothing supported the Open World idea.

So basically, from where we were at a year ago, doing an Open World driving game was impossible.

The cool thing about asking really talented people to do this impossible is that their eyes light up. They get excited and they start figuring out how to make the impossible happen. I remember really early on in the project the engineers diving in and starting to solve problems and create the new systems that we needed in order to make an Open World driving game possible. The art team too jumped in and came up with new ways of how they would build the massive amount of art necessary to fill up our Open World. The artists showed real pride and ownership in their work and they've created for us the best looking NFS PSP game to date.

The gameplay in the Open World is really cool too. We wanted to make it possible to play as much of the game as possible in the Open World. However, we also wanted to keep it easy for the user to jump around from one event to the other. That's why we created so many different ways of selecting your events. Here's a rundown on the ways to select events: you can simply drive to a glowing trigger area in the open world and launch your event that way, you can simply go to the pause menu and trigger any unlocked event straight from there, or if your in the game front end menu screens (say you've been customizing your car) then you can go to the nifty race map and trigger the next event from there. We thought the Open World was really cool and we wanted to make some gameplay that was specific to being in the Open World. It was a natural place for our cop events and it makes sense: if you're cruising recklessly in the Open World you may just find the cops on your tail. Also, we wanted to put in the random escape and crew takedown events because we wanted to create a sense that the territories in the city really are populated by the rival crews that are featured in the story.

Finally, the "Hidden Bonus Crates" in the Open World is a super neat feature in my view because it gives you something to do when you need a little break from car racing. It's really cool to slow things down and simply explore the environment looking for all the little bonuses that are hidden in the world.

Ideas Are Easy... Making the Game Is the Hard Part
Okay, so we had lots of design meetings and came up with a lot of great ideas. The engineers and artists on the team were happily figuring out how to do the technology and art necessary to do an Open World racing game.

The real problem we needed to overcome (and all game developers must overcome this) is how do you get your great ideas working with the technology to create a fun game experience that gamers will really want to play?

The idea of racing crews, "team members that race alongside you that can perform special moves to help you win races" is a great idea. How do you actually get that playable in game and make that fun is the problem.

Here's a rundown on each of the three crew classes to give you an idea how they came into the game.

The Assassin

I'm really fond of the Assassin because the idea for the Assassin was born during that big team brainstorming session. We were coming up with cool names for our crew classes and someone shouted out, "Assassin!" and I wrote that down. I don't think we had any idea what the Assassin would do at that point but it sounded really cool.

The concept for the Assassin: "a dude that drives up ahead and drops a spike strip that knocks out any cars driving over it," didn't take too long to figure out after. The basic game mechanic came fairly quickly too. What took a long time (probably a couple months of my time along with an engineer) was tuning exactly where and when the Assassin would actually drop his spike strip. It was tough because there were so many variables going when you get 6 race cars going around a track that doing anything with precision is challenging.

The Brawler

The Brawler is fairly similar to a class that you'll see on PS2 and Next Gen versions of NFS Carbon. For this class, it helped us a lot to be able to look at what our colleagues on the other platforms were doing. However, since we were purposefully trying to make our game different from theirs we tried to go more "over the top" with the Brawler. That's why we went with a name that sounds so "rough and tough." You'll also notice that when our Brawler really smacks a guy, he really smacks him around! We apply a lot of force to those Brawler attacks and we think it's a lot of fun to see him really smack a rival race car out of the way.
 
The Drafter

The idea for the Drafter was the easiest to come by. It seemed the most natural and we figured we'd have the class build by our second milestone. The Drafter would be easy!

Boy, were we ever wrong on that one.

Getting the Drafter to drive in front of the player and also make it possible for the player to keep under control while staying in the drafter cone was much tougher than we expected.

Our project milestone deadline for the Drafter passed and we weren't even close to successful.

Then, two more milestones passed and the Drafter still wasn't working.

The game was getting close to finished and our Drafter was simply not usable. We panicked a little at this point and tried implementing some different HUD elements, different button controls, etc. all in a desperate attempt to make it possible for the user to draft while maintaining control on winding tracks.

Things looked grim.

At the eleventh hour (basically just days before we were supposed to send our software off for its final pre-ship approvals) somehow (I think magic spells and Voodoo rituals were involved) one of the engineers came up with the "SuckForce."

The SuckForce is why you can now drive behind the Drafter while under constant acceleration and navigating through corners.

This is how game development goes. There are going to be problems right down to the wire. (Usually, these are not the problems that you anticipate having.) However, if you have a good team, the solution will get found. (Even if it comes late and it causes the producer to wind up with a few extra gray hairs on his head after it's all sorted out.) ;)

Other Things That Are New and Different
One of the things that's really cool about working on a franchise like Need for Speed is that you get to look at how the game has evolved over the years and build on and improve on the games that have gone before you.

Here are some of the neat things that we brought to the franchise this year on PSP.

  • 6 Car Racing Grid. On the first two NFS PSP titles, we only had a 4 car race grid. Basically, by having 6 cars in the race, there's simply a ton more action going on when you play the game.
  • We made some cool unique to PSP race modes. Crew Takedown let's you race around the Open World chasing and "taking down" a rival crew before time runs out. We also have "Escapes" which are the opposite of Crew Takedown. The point of an Escape race is to get away from the rival crew in the Open World to a safe zone before time runs out. "Deliveries" are when you race a rival crew in the Open World to make the first one to complete a delivery. You get to pick any route you want to get to the Delivery end point so it makes for some pretty interesting races.
  • We have a feature where you can import and listen to your own MP3's and listen to them in the front end game menus.
  • We worked a lot on our cop chases. We spent a lot of time tuning our cop AI so the cop chases feel more fun and rewarding than how we did them in the past. Also, we've given the player two ways to get away from the cops. First, there's the classic "Evasion Meter" method where you need to simply put as much distance between yourself and the cops to get away. The brand new method we added for dealing with the cops is that we've given each cop car a health bar. If you knock the cop's health bar down to zero, he's disabled and can't continue the chase. We think it's pretty cool to give the player different ways to deal with the cops because then the player can use the method that suits his personal style.

    How Do You Make A Unique Story In A Video Game?
    We really wanted to do a unique story for NFS Own the City. For me personally, this is because the most satisfying games I've played always combined great gameplay with an awesome story that I could get lost in.

    I wanted to do something more edgy than just your usual "boy aspires to be great racer" story. That on its own seemed pretty shallow. When you look at great movies and TV today, there are a lot of different conflicts going on between the characters.

    I was reading a mystery novel by Raymond Chandler (he's a famous mystery writer. You should read him if you're at all interested in how to construct a great story) and that was what got me thinking that we should do a "Whodunit Murder Mystery / Car Racing" story.

    The classic whodunit is the basis for the story in Need for Speed Carbon Own the City. It works like this: the player starts the game in a car race. There's a mysterious accident. The player's brother dies in a crash. Now the player must go from territory to territory racing and building up his crew as he quests to piece together what was truly going on and to get to the bottom of who caused the crash that killed his brother.

    I think that's really neat when you can take a genre like "Whodunit Murder Mysteries" and mix them with a totally different genre, like "Car Racing." I'm pretty sure no one's done that in a video game before.
  • The Script Is Important But You Need More Than the Script...
    Once we had the story concept and treatment, we hired a professional screenwriter to write the script. We spent quite a while working on the story and by the time we started recording we had a 36 page script that had undergone 12 revisions.

    There's a very famous expression in the field of communication that goes, "The Medium Is the Message." What that means is the way that you present your story is just as important as the content in your story.

    The content is the script.
    We're making a video game for the PSP. That's the medium.

    So we had to come up with a way of presenting our story that made sense for a handheld video game platform.

    We didn't have a big budget to do the type of CGI animation that a lot of games do.

    What we needed was some way to present the story that would feel relevant to Need for Speed, the racing genre, and also seem cool to us.

    We met the guy that was going to be our concept artist at this point. His work was amazing. He had done work for Marvel comics in the past and his work was very gritty and cool. He is one of the most passionate and tireless artists I have ever met. I knew when I saw his art that I didn't want him to just use his art for concept art. I wanted to ship his art in the game.

    This is how we ended up going for the animated storyboard look that we have for the cut scenes in our game. I think they're really fresh and the style makes our game look like nothing else out there.

    The Secret
    It was around midway through the project when I learned what the secret is to making a great driving game. You see, it's hard to see this when you are occupied with the dozens of different features required to make a game.

    However, (around the point when we realized we were running out of time and we started cutting features) I realized that all you need to make a great driving game is one thing: great driving.

    Our last driving game on PSP got decent reviews overall but the driving controls were difficult and the cars were hard to handle. For this round, we made "great driving experience" one of our major objectives.

    How did we do this? We worked with a professional race car driver who understood both how cars should handle and feel in real life and also how cars should handle in video games. We worked with this guy basically from the beginning to the end of the project.

    About a month into the project, we noticed how much more fun the game was simply because the driving was fun. Think about it… people drive cars everyday not just because they're a form of transportation. They do it because it's fun to drive.

    This lesson is something I'm going to remember for a long time. A lot of times, game designers get distracted by all these extra features that are essentially fancy doodads that are getting made at the expense of the core gameplay experience.

    The secret is to make sure that core game experience that the player is going to spend 90% of their time doing is both really fun and really rewarding. Whether that experience is driving a car, swinging a sword, or shooting aliens -- the basic action that the player does most of the time needs to be really, really fun. Getting that right is harder than it sounds. But if you manage to do that, people will like playing your game.

    When It's All Said And Done
    Finishing your video game is always the hardest part of the project. Everything that you've put off doing for whatever reason must be resolved now. Every issue that comes up is an urgent, time-pressed crisis.

    This time is difficult for a designer because you want your game to be the best possible. However, you're running up against hard timelines and your game must also go out the door and ship on time.

    The trick here is to find the balance so you spend the last moments you have before the game ships working on the things that will have the biggest impact on the user. For us, this meant working on final tweaks to crew gameplay, difficulty tuning, and our multiplayer gameplay.

    Looking back, I'm really happy with how the game has turned out. It's a really fun game and I'm happy to play it now even after a whole year of working on it. My favorite parts are the crew racing, cruising around and finding the bonus crate unlockables in the Open World, playing through the career mode, and the cool art used in our story cut scenes.

    This game simply isn't like any other car racing game out there and I'm very proud of it.

    I really hope that you enjoy playing it.

    Regards,
    Matt Tomporowski
    Lead Designer
    Need for Speed Carbon Own the City
    September 2006

    • A XXII. Sz-V ma lesz lezrva!

    A IV. MW Sideline-nak egy hete kellett volna kezddnie, de mivel rosszul informltam mindenkit(illetve nem informltam) ezrt cssztattam egy hetet, de mg gy is csak egy versenyz kldtt kocsit, Ladics. A kt versenyz aut a Gallardo s a Murcilago! Ezekre kldhettek kocsikat, mostantl egy htig.Vele prhuzamosan jhetnek a XXIII. Sz-V-re is a kocsik! Igyekezni fik/lnyok!

     
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    Dryvit, hõszigetelés! Vállaljuk családi házak, nyaralók és egyéb épületek homlokzati szigetelését! 0630/583-3168    *****    Nagyon ütõs volt a Nintendo Switch 2 Direct! Elemzést a látottakról pedig itt olvashatsz!    *****    Elkészítem születési horoszkópod és ajándék 3 éves elõrejelzésed. Utána szóban minden kérdésedet megbeszéljük! Kattints    *****    Könyves oldal - egy jó könyv, elrepít bárhová - Könyves oldal    *****    20 éve jelent meg a Nintendo DS! Emlékezzünk meg ról, hisz olyan sok szép perccel ajándékozott meg minket a játékaival!    *****    Ha érdekelnek az animék,mangák,videojátékok, japán és holland nyelv és kultúra, akkor látogass el a személyes oldalamra.    *****    Dryvit, hõszigetelés! Vállaljuk családi házak, nyaralók és egyéb épületek homlokzati szigetelését! 0630/583-3168 Hívjon!    *****    Könyves oldal - Ágica Könyvtára - ahol megnézheted milyen könyveim vannak, miket olvasok, mik a terveim...    *****    Megtörtént Bûnügyekkel foglalkozó oldal - magyar és külföldi esetek.    *****    Why do all the monsters come out at night? - Rose Harbor, a város, ahol nem a természetfeletti a legfõbb titok - FRPG    *****    A boroszkányok gyorsan megtanulják... Minden mágia megköveteli a maga árát. De vajon mekkora lehet ez az ár? - FRPG    *****    Alkosd meg a saját karaktered, és irányítsd a sorsát! Vajon képes lenne túlélni egy ilyen titkokkal teli helyen? - FRPG    *****    Mindig tudnod kell, melyik kikötõ felé tartasz. - ROSE HARBOR, a mi városunk - FRPG    *****    Akad mindannyijukban valami közös, valami ide vezette õket, a delaware-i aprócska kikötõvárosba... - FRPG    *****    boroszkány, vérfarkas, alakváltó, démon és angyal... szavak, amik mind jelentenek valamit - csatlakozz közénk - FRPG    *****    Why do all the monsters come out at night? - Rose Harbor, a város, ahol nem a természetfeletti a legfõbb titok - FRPG    *****    why do all monsters come out at night - FRPG - Csatlakozz közénk! - Írj, és éld át a kalandokat!    *****    CRIMECASESNIGHT - Igazi Bûntényekkel foglalkozó oldal    *****    Figyelem, figyelem! A második vágányra karácsonyi mese érkezett! Mesés karácsonyt kíván mindenkinek: a Mesetáros    *****    10 éves a Haikyuu!! Ennek alkalmából részletes elemzést olvashatsz az anime elsõ évadáról az Anime Odyssey blogban!