
How do players get their face on the billboard? Is that through a photo on Autolog?
#Nfs most wanted maps free#
If you’re in a cop chase we’ll flash this red and blue, and when you’re in cooldown it’ll go blue, and if you’re in free drive it’ll go green. Check this out! So, yeah, you can drive it like that. Is Kinect support restricted to voice commands? That’s why it’s almost a meaningless comparison to talk about square metres or length of road. There are buildings that I can drive through, drive under, drive to the top of, drive off of the top of it’s that playability which is more important to us. We know from our experience with Paradise that players love that. That last challenge you played, it’s all in these open areas. I think we’re two or three times the road network length that we were in Paradise, but it’s way more open than it’s ever been before. We’re smaller than Hot Pursuit but Hot Pursuit was big long roads that take up a lot of space. For comparison, in area terms we are slightly bigger than Paradise. We don’t talk about the… For us it’s about the play. But we just want to have fun, right? It’s not about simulation. Same with the storm drains, less so in the A1 because it’s a 4-wheel drive car, but the 2-wheel drive cars are a little bit on the wet surface. The cooling tower challenge, if you’re on the looser surfaces or on the wet, it’s a little bit looser. MW: We have a wet road effect but we put that in because it looks cool.ĭoes it make a difference to the handling?
#Nfs most wanted maps 1080p#
If you want to run the game at 1080p at 60Hz then the PC is the platform for you. That’s the most important thing for us: how we can make the latency between the controller and what you see on the screen as quick as possible. However, the latency between the pad and the screen is actually the same as a 60 hertz title. But for us, it’s in our nature to take something beautiful and smash it up, to get the fidelity that we want, to get these cars looking amazing, these are the best looking cars ever. That’s why there aren’t any apart from ours. MW: Visual fidelity and also, doing an open-world game at 60fps is extraordinarily difficult. Burnout always ran at 60fps, though, whereas this is 30fps on console. You’ve heard this a lot, but this reminds me a lot more of Burnout Paradise than it does any previous Need For Speed game. It’s deeper than we’ve ever done before but retains that Criterion signature of making the cars handle how I’d believe they would handle in real life, how I expect to be able to drive them.
#Nfs most wanted maps mods#
We wanted to make 30-100 feel really fun and fast, so it’s a whole new handling system, and of course the mods change everything up as well. Here, you’re in an open-world, you need to make very fast decisions, you need different surfaces. Hot Pursuit retained Criterion’s DNA of handling for having a great time really quickly, but you spent a lot of time at 180-200. Hot Pursuit is the game for you if you want to play as the police. The important thing is that any Speed Points that I earn on Vita, or console, PC, iOS or Android, everything is aggregated into the Most Wanted list, and that’s how you compete to be Most Wanted amongst your friends. We’re really, really thrilled with what we’ve managed to do on Vita. It’s got the same open-world structure, it’s got the same cars, it’s got the same Autolog features and the same competition it’s exactly the same. This is 4 players online rather than 12, but the experience is exactly the same.

It’s the same big open-world, the only difference is the number of players online. Matt Webster, Producer, Criterion Games: This is our Vita game. Here, VideoGamer talks to producer Matt Webster about the technical side of Need For Speed: Most Wanted, starting with the advances the developer has made on PlayStation Vita… But in spite of the focus on playability for its upcoming open-world racer Need For Speed: Most Wanted, Criterion has still managed to craft one of the slickest looking racers on console. Huge crashes, epic jumps and intense bumper-to-bumper racing combine to make up the hallmarks of each of the studio’s racers.
