Need for Speed: Hot Pursuit Preview
The Need for Speed series holds some fond memories for me; it was the first racing series I really got into, and NFSII remains one of my all-time favorite titles. Hot Pursuit 2 was great on the PS2, so I’m happy to see the return of the sub-series (the name “Hot Pursuit” actually debuted back in 1994). This one is being developed by Burnout gurus Criterion Games, which seems like the perfect marriage on paper. The end result should be an absurdly polished, white-knuckle adrenaline rush that’ll sustain even the most die-hard racing aficionado for hours and hours. Need for Speed: Hot Pursuit will be a big holiday title, loaded with interesting single-player and online modes, what is being rumored to be silky smooth gameplay, and some seriously beautiful supercars. They may not be quite as meticulously designed and detailed as what we’ll see in Gran Turismo 5, but the media for EA’s latest is pretty damn impressive.
You can expect some of the most capable, agile cars on the planet to blister roads with mind-bending speed and impossible maneuvers. Criterion is destined to make all the cars respond to the lightest touch, which means that while you really won’t be restricted in any way, you’ll still have to employ a deft touch. With the exception of last year’s Need for Speed: SHIFT, the NFS franchise has always been all about arcade-style racing; if you’re looking for a simulator, don’t look in this direction. But what you will find in Hot Pursuit is an unbelievable sense of speed and danger – you’re on the very edge of disaster at all times – and some of the most eye-catching and visually appealing backdrops you’ll see anywhere. The roads and courses are usually fictitious in nature but so what? They’re so amazing that you’ll often veer off the road when caught gazing at a particularly spectacular view.
We’ve heard of one course in particular that spans more than 11 miles in the Sun, Sand and Supercars event. It’s modeled after the Pacific Coastal Highway, which means you’ll pass everything from spectacular ocean glimpses to breathtaking mountain cliffs; the environment really won’t get boring. As for the racing itself, that nitro boost so familiar to Burnout fans will be included, which will only serve to enhance the arcade-y feel. And of course, the ability to either choose to be the runner or the chaser sits at the core of the experience. Some erroneously believe the cops are at a disadvantage but they’re thinking in realistic terms…in reality, the police don’t have Pagani Zondas, Ferraris, or Bugattis at their disposal. In Hot Pursuit, they do. On top of which, they have air support in the form of helicopters, plus remote-activated tire-popping spikes that will spring up directly in your path.
So don’t you worry about a lopsided battle; it’ll be pretty even. We like the idea of the new Blacklisted mode, which will test your fleeing ability to the max: it’s a point-to-point race and all you gotta do is finish, but the further you go, the more cops will be alerted to your insane driving. Lastly, we have to mention another Criterion bonus: the developer’s social networking service known as Autolog, which catalogues the accomplishments of your Friends and models events around those achievements. You can bet that a game like this is likely best played with a group of people (or at least with a friend), although we’re definitely anticipating a fulfilling single-player experience. Criterion always gives the gamer his money’s worth, right? And given their track record concerning downloadable content, this new racer is probably another game that will continue to grow and expand a good long while after it releases.
Need for Speed: Hot Pursuit will launch on November 16 in North America for the PlayStation 3, Xbox 360 and PC.
8/17/2010 Ben Dutka
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Date |
Game |
Reviewer |
10/27/10 |
Need for Speed: Hot Pursuit | Ben Dutka |
Comments (51 posts)
Ben Dutka PSXE [Administrator]
Tuesday, August 17, 2010 @ 10:54:16 PM
dkmrules
Tuesday, August 17, 2010 @ 11:51:36 PM
BikerSaint
Wednesday, August 18, 2010 @ 12:45:34 AM
Also, there's one "good ole boy" type hick-town sheriff down somewhere in one of the deep southern states that used to drive a Rolls Royce turned into a patrol car.
Last edited by BikerSaint on 8/18/2010 12:46:37 AM
frostface
Wednesday, August 18, 2010 @ 6:15:45 AM
fluffer nutter
Wednesday, August 18, 2010 @ 10:16:42 AM
dkmrules
Tuesday, August 17, 2010 @ 9:48:09 PM
Reply
I can respect all the graphical achievement GT5 will bring but it seemed like more of a chore to play GT4 as I like taking turns at 80 mph (I know its unrealistic). While GT5 might blow this game out of the water graphically IMO this game will be more fun.
Last edited by dkmrules on 8/17/2010 9:52:19 PM
WorldEndsWithMe
Tuesday, August 17, 2010 @ 10:10:17 PM
Ben Dutka PSXE [Administrator]
Tuesday, August 17, 2010 @ 10:55:02 PM
WorldEndsWithMe
Tuesday, August 17, 2010 @ 11:07:40 PM
dkmrules
Tuesday, August 17, 2010 @ 11:44:34 PM
kraygen
Wednesday, August 18, 2010 @ 1:16:18 AM
Arvis
Thursday, August 19, 2010 @ 3:04:25 PM
You should never apologize for having an unpopular viewpoint, especially when you profess it thoughtfully and respectfully.
Both NFS:HP2 and GT5 are going to be a lot of fun. But they'll be fun for WAY different reasons. I'll enjoy them both, but NFS will be kind of a short-term thing with friends and such, whereas I derive fun/satisfaction from GT over many many months of driving, customizing, enhancing, practicing, etc.
They're really like comparing apples and oranges. They're both fruit, but they offer wildly different experiences.
-Arvis
556pineapple
Tuesday, August 17, 2010 @ 10:12:16 PM
Reply
Highlander
Tuesday, August 17, 2010 @ 10:42:55 PM
Reply
Simcoe
Wednesday, August 18, 2010 @ 10:18:34 AM
Simcoe
Wednesday, August 18, 2010 @ 1:45:23 PM
Highlander
Wednesday, August 18, 2010 @ 3:49:36 PM
Simcoe
Thursday, August 19, 2010 @ 10:28:43 AM
ps3sownsxbox360
Tuesday, August 17, 2010 @ 10:48:03 PM
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Temjin001
Tuesday, August 17, 2010 @ 11:03:09 PM
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But when I heard Criterion was involved with this new game, I became interested.
However, after reading a recent interview with the Digital Foundry I'm a bit disappointed that Criterion hasn't made an effort to render ANY graphical tasks with SPU's.
This is disappointing because it's pretty well known amongst the tech-head community that the Xenos GPU is technologically more sophisticated than the RSX. In most cases, a RSX vs. Xenos showdown would result in a Xenos win, but couple some CELL processing augmentation with the RSX and you get games that look like Uncharted 2, GoW3, and Killzone 2-3.
Cream of the crop, right?
So when I read this excerpt from the the July 31st interview with Criterion and the Digital Foundry,
"Digital Foundry: Are you still sticking to the Burnout Paradise philosophy of the same code being run on every platform? Did you see the presentation Bizarre Creations made on how they moved lighting across from GPU to SPU for Blur on PS3?
Alex Fry: That kind of thing is quite radical, yeah. If you start to dump GPU tasks onto your CPU that's when it starts to get a bit...
Digital Foundry: Lairy?
Alex Fry: Yeah. It's really good that people do different things because you can learn a lot from it. I like seeing people trying different stuff. But no, our deferred rendering is still done on GPU on all platforms. We aren't putting anything back on CPU. We could and see how we go, but a simple architecture is simple - you can change it and it's easy. Well... easier. As soon as diverge from that, things get a lot more complicated. It's something you might choose to do if it's a decision you take early on. We chose not to do that and we've not paid for it."
In the early days, it was understandable that 1st and 2nd gen titles wouldn't make good use of all of PS3's resources, but today?
Also consider Bizarre Creations, a long time 360-only developer, harnessing SPU lighting techniques with their BLUR racer, and here's a multi-plat dev, Criterion, with PS3 experience passing on it?
At least they've claimed the two games should be the same across both platforms.
mmmmh Angus Burgers....
Highlander
Tuesday, August 17, 2010 @ 11:19:39 PM
Temjin001
Tuesday, August 17, 2010 @ 11:28:18 PM
Simcoe
Wednesday, August 18, 2010 @ 10:15:19 AM
Anyways, their reason for not tapping the PS3's SPU's for graphical processing was to had a code that ran in very much the same way across the PS3, 360 and PC.
Simcoe
Wednesday, August 18, 2010 @ 1:52:36 PM
fluffer nutter
Tuesday, August 17, 2010 @ 11:42:48 PM
Reply
BikerSaint
Tuesday, August 17, 2010 @ 11:53:28 PM
Reply
LividFiction
Thursday, August 19, 2010 @ 12:37:36 PM
StangMan80
Wednesday, August 18, 2010 @ 1:20:32 AM
Reply
StangMan80
Wednesday, August 18, 2010 @ 1:27:40 AM
Reply
faraga
Wednesday, August 18, 2010 @ 2:37:45 AM
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If they'll be able to keep that kind of quality and overall support of fun DLC and repair of any glitches (in the same way IW didn't) I will have to save for 3 games this fall.
GamerKid123
Wednesday, August 18, 2010 @ 3:05:49 AM
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___________
Wednesday, August 18, 2010 @ 3:42:35 AM
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hopefully after this they can get back to the burnout series, and DICE can get back to making mirrors edge 2!
EA better make a sequel to mirrors edge!
as if letting one great genre defining innovative IP go to waste was not enough!
ChronowerX_GT
Wednesday, August 18, 2010 @ 4:46:31 AM
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JackC8
Wednesday, August 18, 2010 @ 8:24:35 AM
Reply
maxpontiac
Wednesday, August 18, 2010 @ 11:47:26 AM
Reply
Amazingskillz
Wednesday, August 18, 2010 @ 12:54:35 PM
Reply
BikerSaint
Wednesday, August 18, 2010 @ 5:03:18 PM
Reply











10/27/10
sirbob6
Reply
Tuesday, August 17, 2010 @ 9:46:59 PM