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FEATURE

GAMES

068

jbhifi.com.au

NOVEMBER

2015

H

aving had a year off

from production, the

company came at the

revamp with all pistons firing.

"The game is built on entirely

new foundations so really

everything is new or reworked",

notes Craig Sullivan. “We’ve improved on things

like AllDrive, gone much deeper on visual

customisation and performance tuning, and then

added huge new features such as Five Ways to

Play, the five separate storylines, real-time

compositing that allows us to blend real actors

with your CG car, new cars, more players in

AllDrive, a new garage, and a new messaging

system."

There has been no chassis unturned in

bringing this generation of Need for Speed fans

the best game possible. “This is

Need for Speed

– this is what it stands for – this is the game we

and the fans want."

The NFS series is notorious for its borderless

customisation and the freedom of drivers, and

Ghost wanted to ensure that remained in the

latest game. “People are used to expressing

themselves and making something unique...

It’s important in NFS because we live in a world

where pretty much everything we own can be

customised," he says. “I expect to put my stamp

on the things I own today.

“A game about customised street cars is a

perfect fit for modern players, so we had to go

deep on customisation and performance tuning

options in the game, as well as adding a great

wrap editor that allows anyone of any skill level

to make something completely bespoke to them

in seconds."

That is an important element of the appeal of

the NFS series; its ability to be picked up and

played by almost anyone has been a cornerstone

of the franchise since its launch back in 1996.

“We’ve been listening to the fans and we

want to make something they really want

because we’re fans too."

Sullivan explains how important it is to get

in touch with the NFS community, and have

them as heavily involved in

the game’s production as

possible. “It’s clear what the

core components should be, let’s

make it awesome."

A part of this was the implementation of a

strong narrative. “We knew we were going to

do narrative in the next game before we finished

the last game. We dipped a toe in the water with

Need for Speed: Rivals,

but knew we were going

to go much deeper on everything."

Once the team sorted out where they wanted

the narrative to go, they went into production. “It

has turned out pretty cool and something that I

think is a great fit for

Need for Speed

."

With the refuelled

Need for Speed

racing into

stores this month, Sullivan is anticipating a new

fan-favourite in the series. “We’re really looking

forward to getting the game in people’s hands

and sharing the experience with them because at

the end of day, we took on those challenges to

give players something fun, fresh and new."

Need For Speed

Refuelled

It’s been two years since we saw the release of

Need for Speed: Rivals

. Now, Ghost Games

are jumpstarting their engines and returning with the revamped

Need for Speed

.We caught

up with creative director Craig Sullivan to chat about what’s involved in supercharging their

beloved franchise.

...this is the

game we and

the fans want

Need for Speed is out Nov 5