Kategorie: Need for Speed Carbon

  • NFS C: Endlich da!

    Ab heute gibt es [B]Need for Speed Carbon [/B]für PC, Xbox 360, PS2, PS3 u.s.w…
    Wir wünschen euch viel spass beim spielen. Wenn ihr möchtet könnt ihr ja ein paar [B]Kommentare [/B]zum Spiel hier abgeben. Bei Problemen wendet ihr euch bitte ans [B]Forum[/B]. [B]Carbon[/B] wird sicherlich wieder ein gutes Spiel.

  • Need for Speed Carbon Q&A Part 3

    In dem [B]3. Part[/B] mit [B]Steve Anthony[/B], geht es um die [B]Race Modes[/B].

    [B][I][SIZE=13]Part III: Race Modes[/SIZE][/I][/B]
    [B]Community Team[/B]: What are all the race modes in Carbon?

    [B]Steve Anthony[/B]: This year we have a large variety of games modes consisting of new cool modes coupled with classic popular modes synonymous with the Need for Speed franchise. The two major new modes we have brought into Need for Speed this year are Canyon Duel and Drift.

    Firstly, Canyon Duel really is something new for Need for Speed with a brand new style of gameplay. The game mode is inspired by Touge racing from Japan which is becoming hugely popular in the street racing scene. The mode is split into two legs; the first leg sees the player chase their opponent down the treacherous canyon roads, trying to keep as close as possible to score as many points as possible. The closer the player races with the opponent, the more points they will accumulate. The second leg sees the player go from being the chaser to being chased, and the mindset now switches to defending your previously set score. The player must now keep ahead of their opponent and try and get away from the chaser. The larger the distance, the less points are deducted. If the player manages to get to the bottom of the canyon run with points remaining then they win. If they don’t then they lose! The other key element to this mode is that there are several end states to the gameplay. At any point the player can smash through the canyon barriers which will result in a loss. Alternatively if the player manages to get far enough away from their opponent for a protracted period of time, they will win. Conversely if either player manages to overtake their opponent and maintain the new position this will result in an instant win. There is no doubt about it – the Canyon Duels in Need for Speed Carbon are the most illicit game mode we have created in the franchise and I hope our fans enjoy playing it as much as we do!
    [MEHR]
    Secondly, we have drift which sees it return to the Need For Speed franchise for the first time since Underground 2. This time around the drift mechanic really focuses on speed and the speed at which the player can drift. The player will be rewarded more points the faster they manage to drift. What this does is make the mode a lot faster than it ever has been before, and makes it a much more intense experience. I am sure our fans will love this mode more than ever.

    In addition we have a host of classics in Carbon, such as circuit, checkpoint, speedtrap and sprint. Following on from the success of Most Wanted, we have also brought back a better, more honed Challenge Series for Need for Speed Carbon. Also we have some cool new online modes that the player can indulge in – Pursuit Tag and Pursuit Knockout.

    Finally we have a next gen only game mode called Race Wars which sees the player battle against a huge pack of opponents. The goal is simple – battle your way through the grid and hang onto first place. It’s a lot tougher than it sounds!

    [B]CT[/B]: Are all these modes available for both offline & online play?

    [B]SA[/B]: All modes in the game can be played online in Need for Speed Carbon. This year we specifically we have two exclusive online modes which are cop orientated. These are Pursuit Tag and Pursuit Knockout. In Pursuit Tag it’s your job to avoid the other players who play the cops and are hunting you down throughout the city. Avoid them long enough and you can record a best score on the online leaderboards. Get busted and you return as a cop in pursuit of the one that busted you.

    In Pursuit Knockout each player begins a multiplayer circuit race. The player that finished the lap last returns as a cop bent on harassing the remaining racers and keeping them from posting a top time. With each lap more players return as cops until only one racer remains with 2 laps to go. Cops compete for pursuit points by knocking and bumping the racers who are running the gauntlet for the top racer prize.

    In addition, we have some specific online challenge series events that will allow online players to experience this cool mode cooperatively!

    [B]CT[/B]: How many players to a race?

    [B]SA[/B]: Most race types will see the player pitting their skills against two opponents, with the other racer being your wingman. For the next generation systems we have been able to increase the field to create a better gameplay experience; we have a total of 8 racers, with 6 of them being opponents from rival crews. This makes for an enjoyable race experience that really brings out the rivalries in the crews.

    [B]CT[/B]: How do cops figure into Carbon? How are they different to MW?

    [B]SA[/B]: Cops don’t play such a huge role as in Need For Speed Most Wanted, but they still exist in the Carbon World and the cities finest will be keeping an eye on you and the other racers. As in Most Wanted, the cops will be patrolling the open world keeping their eye out for racers. One key aspect this year is that regions in the city have heat designated to them. What I mean by this is that the more the player and other crews race in a particular region, the higher the heat is in that region. The more heat in a specific region means the more chance there is of cops showing up in races and free roam in that region. It is up to the player to manage this geographic heat by leaving areas to cool down before indulging in more street racing in a particular spot.

    As with Most Wanted, the player can still be busted and their rides impounded and confiscated. All in all, the cops this year really do compliment the gameplay without overwhelming the rest of the gameplay experience. The cops are as cool as ever, but this year they are better applied to the gameplay experience and I am sure fans of Most Wanted will enjoy the new cop experience in Need For Speed Carbon.

    [B]CT[/B]: How much gameplay time do you see gamers getting out of Carbon?

    [B]SA[/B]: Well, there are three Career paths to begin with –we designed the game so you can play through the game in one Car Class and then have a very different experience playing through the Career on different Car Class.

    We also have revamped the Challenge Series: each Challenge type is divided into bronze, silver and gold challenges, with some cool unique unlockables for completing the gold challenge in each Challenge type.

    A completely new feature is called the Reward Card. By completing a group of four in-game challenges per card (such as a set number of cop chases, completing career 100% etc.) you can unlock new parts, vinyls and cars to customize your cars even further.

    To complete all the tasks and events in the Career, Reward card and Challenge series you are looking at some serious gameplay time, it took our guys here at the studio at least 40 hours to do just the Challenge Series, Career and Reward Card -and that’s without even touching the multi-player modes!

    For PS3, PC and Xbox 360 there is also all the online content with their unique game modes, as well as online-only Reward Card with further rewards. I think you can look forward to spending a lot of time on Carbon!

  • Erster Patch schon in Arbeit

    Laut unserer Partnerseite PC Games arbeitet Electronic Arts bereits an dem ersten Patch für Need for Speed Carbon, der Patch soll allerdings nicht für den SinglePlayer Modus sondern viel mehr für den Multiplayer Modus und die Abfrage des CD-Keys wenn der Spieler Online spielen möchte.

    Ob dieser Patch bereits in der Kaufversion enthalten ist, können wir euch leider nicht sagen, aber warscheinlich wird dieser nicht enthalten sein.

  • Need for Speed Carbon Test

    Hallo Need for Speed Fans,

    „Bigger, better, faster… Carbon. EA überzeugt mit seinem NfS Carbon in ganzer Linie. Sieht gut aus, lässt sich gut spielen, macht Spass, viele Möglichkeiten, alles sehr schlicht gehalten… so muss es gemacht werden. Ein Muss für alle Rennfanatiker“

    So lautet das Fazit zum Titel Need for Speed Carbon. Wir haben das Spiel auf Herz und Nieren geprüft und ihr findet den Artikel unter: http://www.flashwar.ch/games/pc/need_for_speed_carbon/

    Mit freundlichen Grüssen aus der Schweiz und gebt ordentlich Gummi!
    *firechild

    eingesandt von [B]firechild[/B]

  • Need for Speed Carbon Q&A Part 2

    In dem [B]2. Part[/B] geht es um [B]allgemeine Spiel Informationen[/B]. Wieder mit [B]Steve Anthony[/B].

    [B][I][SIZE=13]Part II: General Game Information[/SIZE][/I][/B]
    [B]Community Team[/B]: In the demo, the frame rate felt slow and the game lacked a sense of speed. Will this change when the game is released?

    [B]Steve Anthony[/B]: The drifting physics and handling have been totally revamped for Carbon. Our number one goal throughout development was to focus on the speed of drift. In the past, drifting in racing games has felt quite sluggish and didn’t capture the insane speeds which you see in some of the pro drift competitions. We’ve focused on speed so much that we’ve tied point scoring to it. Keeping up a consistently high speed is the key to getting huge drift scores.

    In addition to the regular drift tracks which take place on closed circuits, players will also have a chance to try their skill at the challenging Canyon Drifts. These drifts take place on narrow mountain roads and have the added risk of being able to break through the barriers and fall off the track. The handling on these roads is pretty similar to regular drifts but you’ll have to really learn how to control your car to avoid hitting the walls or going off the road. These are by far my favorite drifts in the game. It’s a very satisfying feeling when you can make it to the bottom of the track without having touched a single wall.

    The framerate issues that some users have commented on have been addressed for the final product. Typically our optimization only takes place once all the content is in place and locked. At that point we target both the code and the environments for optimizations. The tricky part about demos is that we are usually about half way through the optimizations by the time we release them. Early reports from all the review code that has gone out to the press is that there are no framerate concerns to report.

    Certainly for sense of speed the same holds true. We tuned the visuals right up until the final moment we could before we stopped.

    [B]CT[/B]: Autosculpt is cool, but feels slow and unresponsive. Will this be improved upon in the full version of the game?
    [MEHR]
    SA: Again the optimizations that were done to both the autosculpt system and the vector vinyl system didn’t take place until after the demo had shipped. We felt that it was more important to get the feature into the hands of the fans so that they could experience the power of autosculpt, than to hold it back by several weeks until the optimizations had taken place.

    [B]CT[/B]: Why can’t we race in the day, or better yet, both day and night?

    [B]SA[/B]: We made the choice early on based on the premise of the game that a night environment better suited what we were going after. Certainly daytime racing between crews does take place but the majority of it happens after the city goes to sleep. And with Canyon racing there is nothing more dangerous than tearing down these winding mountain roads when you can only see 10 feet in front of the car.

    [B]CT[/B]: Will Carbon have content available after the game is released?

    [B]SA[/B]: Need for Speed Carbon will have a selection of premium unlockable and exclusively unlockable content available at launch and more content will be made available in the weeks and months following launch.

    Der 3. Part folgt in kürze!

  • Need for Speed Carbon Q&A Part 1

    In dem ersten Q&A Part mit Steve Anthony, geht es um Handling und Physics des Spiels.

    [I][B][SIZE=13]Part I: Cars (Handling & Physics)[/SIZE][/B][/I]
    [B]Community Team:[/B] How is car handling different in Carbon than it was in Most Wanted?

    [B]Steve Anthony:[/B] We’ve spent a lot of time this year making sure that the cars felt different from one another. The major difference obviously is felt when you compare the handling between all the different classes. All of the muscle cars feel completely different to drive than the tuners for instance. Within each class, you can also feel more subtle differences between some of the cars depending on whether it’s a classic muscle car, or whether the car is lighter or heavier than another.

    Overall, I think that players will notice a much more realistic experience based on the different performance levels of the cars. For instance, it makes sense that a car such as the Mazda RX8 can’t keep up with a car like a Lamborghini Murciélago and vice versa. As players progress through the game, they’ll reach certain points where the car they’re driving just can’t quite compete with the competition and they’ll have to head to the car lot to make a step up in performance. I think this is a key difference from Most Wanted where you could, through the use of upgrades, make a low end car that could compete with some of the fastest cars in the game.

    [B]CT:[/B] How have the drifting physics and handling changed from Most Wanted to Carbon?
    [MEHR]
    [B]SA:[/B] The drifting physics and handling have been totally revamped for Carbon. Our number one goal throughout development was to focus on the speed of drift. In the past, drifting in racing games has felt quite sluggish and didn’t capture the insane speeds which you see in some of the pro drift competitions. We’ve focused on speed so much that we’ve tied point scoring to it. Keeping up a consistently high speed is the key to getting huge drift scores.

    In addition to the regular drift tracks which take place on closed circuits, players will also have a chance to try their skill at the challenging Canyon Drifts. These drifts take place on narrow mountain roads and have the added risk of being able to break through the barriers and fall off the track. The handling on these roads is pretty similar to regular drifts but you’ll have to really learn how to control your car to avoid hitting the walls or going off the road. These are by far my favorite drifts in the game. It’s a very satisfying feeling when you can make it to the bottom of the track without having touched a single wall.

    [B]CT:[/B] What was the process behind selecting which cars were going to be included in the game?

    [B]SA:[/B] The drifting physics and handling have been totally revamped for Carbon. Our number one goal throughout development was to focus on the speed of drift. In the past, drifting in racing games has felt quite sluggish and didn’t capture the insane speeds which you see in some of the pro drift competitions. We’ve focused on speed so much that we’ve tied point scoring to it. Keeping up a consistently high speed is the key to getting huge drift scores.

    In addition to the regular drift tracks which take place on closed circuits, players will also have a chance to try their skill at the challenging Canyon Drifts. These drifts take place on narrow mountain roads and have the added risk of being able to break through the barriers and fall off the track. The handling on these roads is pretty similar to regular drifts but you’ll have to really learn how to control your car to avoid hitting the walls or going off the road. These are by far my favorite drifts in the game. It’s a very satisfying feeling when you can make it to the bottom of the track without having touched a single wall.

    Since our ultimate goal was to play into the real life rivalries that existed between fans of tuners, muscles and exotics, we wanted to have a broad selection that would give us a good balance across these three categories. We ended up with over 50 cars in total and I’m sure our fans are going to love the choices. There will be a lot of returning favorites as well as a ton of new introductions to the Need for Speed series. Among the Development team here, the loyalties are pretty divided. A lot of people are huge fans of the classic muscle cars and love the acceleration and drifts they can get out of them. Others are a little more traditional in their driving and are fairly evenly divided among Exotics and Tuners. I find that I have a couple of favorite cars from each class that I like to drive. It’s a challenge to master each of the three car classes because they definitely require different driving styles to win.

    [B]CT:[/B] How do the different car classes factor into the game and how I play (ie are certain cars more suited to certain race modes)?

    [B]SA:[/B] The drifting physics and handling have been totally revamped for Carbon. Our number one goal throughout development was to focus on the speed of drift. In the past, drifting in racing games has felt quite sluggish and didn’t capture the insane speeds which you see in some of the pro drift competitions. We’ve focused on speed so much that we’ve tied point scoring to it. Keeping up a consistently high speed is the key to getting huge drift scores.

    In addition to the regular drift tracks which take place on closed circuits, players will also have a chance to try their skill at the challenging Canyon Drifts. These drifts take place on narrow mountain roads and have the added risk of being able to break through the barriers and fall off the track. The handling on these roads is pretty similar to regular drifts but you’ll have to really learn how to control your car to avoid hitting the walls or going off the road. These are by far my favorite drifts in the game. It’s a very satisfying feeling when you can make it to the bottom of the track without having touched a single wall.

    The cars in the game have been divided into three groups: Tuners, Muscles and Exotics. Each class feels very different to drive and has its own strengths and weaknesses. It’s very apparent when driving the same track with a car from each class that each car will require you to drive a little differently to be competitive. Tuners are all around performers and their strength is handling. Muscles on the other hand lose out in the handling department but certainly make up for it with their raw acceleration. Finally, Exotics have a clear top speed advantage over the other two classes. So, just by looking at these different strengths, it’s easy to see how certain types of cars will be well suited for different types of tracks.

    The Career Mode in Carbon is very much geared towards the battles between the three car classes. Palmont city is divided into a number of major territories and each is controlled by a major crew aligned with one of the three classes. It will be up to you to pick where you begin and start to challenge for territory. You have to make it through the bosses of each of these crews before you can start challenging for control of the city. Anyone up for a real challenge will want to start a career with each of the car classes and spend the time to master them all.

    [B]CT:[/B] Am I locked into driving one particular car class?

    [B]SA:[/B] The drifting physics and handling have been totally revamped for Carbon. Our number one goal throughout development was to focus on the speed of drift. In the past, drifting in racing games has felt quite sluggish and didn’t capture the insane speeds which you see in some of the pro drift competitions. We’ve focused on speed so much that we’ve tied point scoring to it. Keeping up a consistently high speed is the key to getting huge drift scores.

    In addition to the regular drift tracks which take place on closed circuits, players will also have a chance to try their skill at the challenging Canyon Drifts. These drifts take place on narrow mountain roads and have the added risk of being able to break through the barriers and fall off the track. The handling on these roads is pretty similar to regular drifts but you’ll have to really learn how to control your car to avoid hitting the walls or going off the road. These are by far my favorite drifts in the game. It’s a very satisfying feeling when you can make it to the bottom of the track without having touched a single wall.

    Absolutely not. While you choose to align yourself with a certain car class at the start of the game, this by no means limits you to driving cars only of that class. It’s more of an allegiance that you choose which weights the unlocks and car selection toward that class during the career. In addition all of the Challenge Series events will put you in a variety of different cars so you really need to get a feel for all three classes in order to finish every event. The Reward Card is also full of tasks which will require the player to try out a few different classes.[I]

  • Need for Speed Carbon Demo auch bei HQ

    Seit heute gibt es die Need for Speed Carbon Demo auch bei HQ, somit könnt ihr die Demo Version ohne langes warten bei uns runterladen, wir wünschen euch viel Spass und gebt ordentlich GAS!

    [B]Need for Speed: Carbon Demo[/B] von Electronic Arts, diese Demo Version ist für den [B]PC[/B] und hat eine größe von [B]650 MB[/B], Diese Demo Version ist ausschließlich für den SinglePlayer und verfügt über keinen Online Modus.

    [CENTER][URL=http://www.hqgaming.de/index.php?go=downloads&dl_id=91][IMG]/images/downloads6/000091/Pic_000.jpg[/IMG][/URL][/CENTER]

  • NFS C: Demo endlich veröffentlicht

    Nach langer Wartezeit wurde nun endlich die [B]Demo[/B] zum [B]Download[/B] bereit gestellt.
    Dies sind die besten Download Server:

    -[URL=http://largedownloads.ea.com/pub/demos/NFS/Carbon/NFS_Carbon_Demo_EU.zip]Electronic Arts[/URL]
    -[URL=http://www.3dgamers.com/dlselect/games/needforspeed10/nfs_carbon_demo_eu.exe.html]3D Gamers[/URL]
    -[URL=http://www.gamershell.com/download_16174.shtml]Gamershell[/URL]

    Wir alle hoffen das es ein guter NFS Teil wird. Also viel Spass beim testen!

  • NFS C: Mapvorstellungen in Videos

    Es stehen jetzt zu den einzelnen Maps (Downtown, Fortuna und Kempton) Videos zur verfügung.
    Nun könnt ihr euch die Maps in Videos endlich ansehen, bestimmt gibt es besonderes zu sehen. Ladet euch alle Videos [URL=http://nfs-planet.de/nfsc_movies.php]hier[/URL] runter.

  • Remix der NFS Carbon Homepage von EA

    Es gibt nun noch mehr Features auf [URL=http://www.ea.com/nfs/carbon/us/home.jsp]dieser Homepage[/URL]. Ihr könnt jetzt ein paar Soundtracks anhören und alle Wagen noch einmal in einer Liste anschauen. Desweiteren könnt ihr auf dieser Seite neue Autos tunen, darunter z.B.
    einen Ford GT, Dodge Challenger oder einen Mazda RX 8. Es gibt auch neue Screenshots zu sehen.
    Ab dem release wird es bestimmt noch mehr besonderheiten auf dieser Seite geben.

    [center][url=http://outpost.nfshq.de/TRIALS/Brock90/News_pics/NFS_Pics/1190.JPG][img]http://outpost.nfshq.de/TRIALS/Brock90/News_pics/NFS_Pics/1190_sml.jpg[/img][/url]
    [b]Zum Vergrößern bitte das jeweilige Bild anklicken[/b][/center]