Electronic Arts today announced the eagerly awaited cars and tracks in Need for Speed Shift! You'll be able to race with over 65 cars from the last 35 years - among them the BMW M3 GT2, which will grace the cover!
Under the following link you can find the complete carlist.
Additionally the tracks of Need for Speed Shift have been announced as well. You can drive on 18 race tracks from all over the world - containing real tracks like the Nordschleife as well as fictional tracks like Glendale.
The following cars are available in NFS Shift:
Spoiler:
Cars in NfS Shift
2006 Aston Martin DBR9
2009 Audi R8 LMS
2008 Audi R8
2008 Audi RS 4
2007 Audi S3
2007 Audi TT 3.2 quattro
2006 Audi S4
BMW M3 E36
BMW M3 E46
BMW M3 E92
2008 BMW 135i Coupé
2009 BMW M3 GT2
2007 BMW Z4 M Coupé
2008 Bugatti Veyron 16.4
2006 Dodge Challenger Concept
2008 Dodge Viper SRT10
2010 Ford Mustang GT
2010 Ford Shelby GT500
2007 Ford Focus ST
2006 Ford GT
2006 Need For Speed Shelby Terlingua
1996 Ford Escort RS Cosworth
2009 Chevrolet Camaro SS
2006 Chevrolet Cobalt SS
2006 Chevrolet Corvette Z06
2006 Honda Civic Si
2000 Honda S2000
2006 Koenigsegg CCX
2008 Lamborghini Gallardo LP560-4
2007 Lamborghini Murciélago LP640
2007 Lamborghini Reventón
2006 Lotus Elise 111R
2007 Lotus Exige S
2005 Maserati MC12 GT1
2008 Mazda MX-5
2006 Mazda RX-8
1995 Mazda RX-7
1994 McLaren F1
2007 Mercedes-Benz SLR McLaren 722 Edition
2007 Mercedes-Benz SL65 AMG
2008 Mitsubishi Lancer EVOLUTION
2006 Mitsubishi Lancer EVOLUTION IX MR-edition
2003 Infiniti G35 (V35)
1997 Nissan 200SX (S14)
2009 Nissan 370Z (Z34)
2006 Nissan 350Z (Z33)
2009 Nissan GT-R SpecV (R35)
2008 Nissan GT-R (R35)
2000 Nissan Silvia (S15) spec.R AERO
1999 Nissan Skyline GT-R (R34)
1972 Nissan Skyline 2000GT-R
1992 Nissan 240SX (S13)
2006 Pagani Zonda F
2010 Pagani Zonda R
2008 Porsche 911 GT2
2009 Porsche 911 GT3 RSR
2006 Porsche 911 GT3 RS
2004 Porsche Carrera GT
2007 Porsche Cayman S
2008 Renault Mégane RS
2007 SEAT Leon CUPRA
2006 Subaru Impreza WRX STi
2007 Lexus LF-A Concept
2008 SCION tC
1986 Toyota Corolla GTS (A86)
2008 Volkswagen Scirocco
2006 Volkswagen Golf GTI
Tracks in NfS Shift:
Spoiler:
1. Alpental
2. Autopolis International Racing Course
3. Ambush Canyon
4. Brands Hatch
5. Dakota
6. Ebisu Circuit
7. Glendale
8. Hazyview
9. Mazda Raceway Laguna Seca
10. London
11. Miytomi
12. Nordschleife
13. Road America
14. Rustle Creek
15. Silverstone
16. Circuit de Spa Francorchamps
17. Tokyo
18. Willow Springs
mm Lamborghini Reventon
Last edited by mArkAntonioo on Fri, 29th May 2009 17:09; edited 2 times in total
Yeah that looks really unimpressive! :/
Looks like a really generic racing game, nothing that made it stand out at all.
Squirrely: Now come on y'all. We can't waste time arguing. There could still be survivors out there. We need to hunt them down, and kill them.
Beary: How about we kill them, and then rape their bodies so we can use their blood as lubricant.
people are so blinded by EA and their tactics
every year for the past 5-6 years theyve released a shit nfs, but every year people get excited by screens and videos EA throws at them for the new one.
i like it, it's got a cool arcadey feel. i wasn't expecting it to be better than GRID in driving physics and gfx but i thing it will be more light hearted fun than GRID. still i grew up on NFS2 and most of them since so maybe i'm biased.
According to gamezine.co.uk -Hands-on: Shift isn't Need for Speed, it's better , yes
............
Of course, Shift has a fully-featured damage system, where windscreens break realistically, and cars slowly undress themselves as you bump them around the course: I was doing a lot of that as I got to grips with the controls on a tight Tokyo track; my licensed car was a shell of its former self once I had reached the finish line.
Crashes can affect the performance of the car, but its up to you - you can choose as to whether the damage is superficial, or if it actually affects the car's engine or suspension. However, you'll always be able to complete the race, even if it means limping to the finish line: incidentally there'll be no pit-stops.
.................
I like damage in racing games, even if it's just for visual purposes. Avoiding damage makes me drive very carefully without hitting stuff and feels rewarding to finish a long race without a single scratch. I hate seeing my car damaged in replays
Crashes can affect the performance of the car, but its up to you - you can choose as to whether the damage is superficial, or if it actually affects the car's engine or suspension. However, you'll always be able to complete the race, even if it means limping to the finish line: incidentally there'll be no pit-stops.
Online will be horrid.. It means there's a hairpin coming and instead of just breaking there'll be n00bs hitting your rear and side, either on purpose because they can't break or because they can't brake.
Upside for not getting totalled is that your race isn't over, when others can't drive or are being jerks. Hope there is some "simulation" mode, where you have a bit of hope for clean racing, if full acceleration also means just spinning wheels on the line
But some damage is always good. That video made me scared as it had damage off. Looked so fake, real cars or racing track bouncing around like pinball balls.
As for looking worse than GRID? It has no yellow tint or other punch of post process effects on top. That alone is a win. Although I liked the look of GRID too, else wouldn't have purchased it. Anyways it looks good enough, how it handles is the more important part.
Online will be horrid.. It means there's a hairpin coming and instead of just breaking there'll be n00bs hitting your rear and side, either on purpose because they can't break or because they can't brake.
Upside for not getting totalled is that your race isn't over, when others can't drive or are being jerks. Hope there is some "simulation" mode, where you have a bit of hope for clean racing, if full acceleration also means just spinning wheels on the line
But the few races where everyone is racing normally are breath taking.
One topic, EA press conf gameplay footage of SHIFT looked great, or maybe I should say sounded great. Seriously, that game has some amazing cockpit sound.
Pretty much Difference just in being able to be totalled and that was no fun as only time I got that was with someone parked middle of the track.
Ruined a good game, the whole online experience. Bad lobby system, unbalanced driving aids and patches that took for ever to make.
Glottis wrote:
But the few races where everyone is racing normally are breath taking.
Yep they were.
Don't know if EA is better on that, at least they got more resources, hope they get it right straight away.
We need servers with custom titles/kick/ban. Assists on/off/gears. Damage on/off/visual. Tournaments with laps/tracks/cars freely selectable. Lobby chat visible always. Ingame chat/messages not on middle of the screen. Penalty (to rating) for quitting race before end/borking server as host.
All really basic stuff, not so hard. But somehow it can go wrong, so not in a hurry to buy, until pre-orderers tell that the MP is best ever
Need for Speed SHIFT E3 09: Press Conference (Cam) HD:
NFS@E3: Inside the SHIFT Driver Profile:
Driver Profile System:
Spoiler:
Earlier on Monday, EA SVP and Professional Race Driver Patrick Soderlund took to the E3 stage to present the latest Need for Speed SHIFT video; this one focussing on what we're calling the Driver Profile. After watching the video we spoke with Jesse Abney to dig into a little more depth about the newly-revealed game mechanics for Need for Speed SHIFT.
Tell us more about the Driver Profile system?
's all about who you are behind the wheel? The evolution as a race driver from event to event that reflects who you are on the track. Will you be feared or respected? This persona is shaped by tactics used in the race, be it aggressive driving or precise driving, presenting degrees of who you are, playing this personality up throughout the interface and game presentation.
How do this relate to scoring?
Every action on the track to gain course position is shaped by key gameplay moments against Online and AI racers. Profile Actions add up to Driver Profile points, Star rewards gained for podium finishes are tied to performance unlocks and a Driver Level systemic all rolls up into the Driver Profile.
What is the Driver Level?
Driver Level is the trigger for all vehicle and customization unlocks throughout the career. This progression triggers Discipline Challenges specific to skill-related events. The connection great games build through a character’s growth over a career is something we wanted to express in NFS. Tying this into our system for performance customization gives the player another set of goals to reach for.
Does points affect the Online experience?
Driver Profile points can be earned playing in Online, Career or in a Quick Race. They will always earn points and become a better driver regardless of where they are racing, even playing the demo released later in Summer.
What other elements are tracked in the Driver Profile?
Driver telemetry is a statistical and visual analysis of the driver’s achievements: cars passed, corners mastered, every cleanly-driven section is shown on the 'In The Zone' meter during every event. Race Badges are earned for reaching milestones, cash rewards, and all career unlocks available.
What are badges?
Badges are in-game rewards for completing set driver objectives within each race. The collection of badges provide immediate recognition of a racers accomplishments during Online competition. They are also added to the player’s Sticker Gallery and available in Visual Customization.
How many badges can be earned?
There are over 200 racing milestones to be earned. A certain number are attainable during Career; more for Quick Races and rounded out by competing Online. There are trophies and achievements based on how many badges the player earns. Many simulation games become a grind. SHIFT’s multiple reward systems are meant to keep players in each regardless of their position. Learning how-to drive, getting practice in the track, progressing their Profile points, and earning rewards that keep the fun factor high.
But looking more at that vid, does seem to be more like Grid to me.
Racing Line Points, Drafting Rage...
One thing i did notice was the ease of overtaking, and the 2 lap limit, that was the drawback of Grid, it just became to easy once you learned the tracks to overtake them all on the first lap and just cruise the second lap to the end. I hope to god its not like that, as i want a challenge...
Hmm I don't know what to think; from all the things I've read, I expected to see a realistic game, and here we have a drifting arcade flipper with aestetic damage...
Ok obiouvsly I knew it wasn't GTR3, but from we can see it's more arcade than Grid.
The only hope is that will be a "sim" mode in the full game, but it's NFS so...
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