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Need for Speed World: Race and level up with others for free 17 March 2010 at 8:40 am by alexpills

Need for Speed World: Race and level up with others for free screenshot

Electronic Arts has stated a preference to cut back on packaged retail games and transition into a publisher that provides service-based digital goods. When I brought up that point at a recent EA showcase to Marc De Vellis, a producer on Need for Speed World, he affirmed it, noting that the game is “huge for the company [EA], huge for Need for Speed.”

Need for Speed World is a PC-exclusive Need for Speed MMO that is in development at EA Black Box and EA Singapore. It’s a major part of EA’s push toward digital services; the game is a free-to-play, microtransaction-based MMO, which is a market that the publisher already took a stab at with 2009’s Battlefield Heroes. This is certainly the first attempt at an MMO in NFS history; in fact, De Vellis asserted that nobody has ever done a racing game like this.

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Need for Speed World (PC)
Developer: EA Black Box / EA Singapore
Publisher: Electronic Arts
To be released: Summer 2010

The game world in Need for Speed World is already “the biggest Need for Speed arena ever,” and it’s only going to get bigger. Currently, the game offers more than 150 miles of roads to race on; longtime NFS fans will recognize parts of it as Rockport (from 2005’s Need for Speed: Carbon) and Palmont (the setting of 2006’s Need for Speed: Most Wanted). De Vellis told me that the developers will add new sections to the world after the game launches, and that they will likely be taken from other hit NFS games. Even as areas are bolted on to the existing framework, the world will remain seamless.

Expansion is the ethos behind Need for Speed World. Because EA is keeping the game exclusive to the PC, and because it is an MMO, the developers aren’t constrained to a traditional build-it-and-ship-it development cycle. “The game you see today will be completely different in three months, six months, nine months, twelve months, two years — we’re going to be expanding this game for as long as we can,” said De Vellis. Along with new playable regions, plans are in place to “regularly” add cars, social features, and game modes. And the impetus behind new content will be the user base: fan feedback will be incorporated into development, so “if there’s huge outrage for a certain mode they want so bad, I can almost guarantee that we’ll build it,” promised De Vellis. “We’re here to make the fans happy.”

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De Vellis described NFS World as “highly social.” The dev team has discussed the integration of platforms such as Twitter and Facebook, and in the game itself, usernames are displayed above players’ cars. This is why the game world is so massive — at any one time, EA expects tens of thousands of users to be driving around and interacting with each other in the “Explore” mode. Right-clicking on another car will add that person to your friends list, and from there, you can invite them to cooperative or competitive races. Of course, since all those other drivers would be quite an impediment in a race, all events are instanced — it’s just you, the other players’ (or AI) cars, and the world’s omnipresent traffic.

At launch, NFS World will offer three of the franchise’s hallmark modes: circuit races, point-to-point sprints, and cop pursuits. “This game is going [...] toward Need for Speed roots — it’s classic Need for Speed. It’s all about racing, but with some cool, unique, modern strategy added to it,” De Vellis explained. That means that there won’t be any cutscenes starring Maggie Q. So where does the “modern strategy” come in? Power-ups. I saw two of these in action: Traffic Magnet, which sends traffic careening toward an opponent’s car, and Ram, which increases the mass of your car so as to reduce Traffic Magnet’s effectiveness (traffic will just bounce off of you).

Power-ups are part of the game’s economy. At the end of a race, you can use the “lucky draw” system to choose between in-game cash, “rep” points (i.e., your level), or power-ups. With cash, you can trick out your car; since you don’t have a human avatar in the game — there’s never a time where you’re out of the car and on foot — vehicle customization is the focus and the outlet for users’ individuality. NFS World features licensed cars; shortly after launch, there will be more than 100 to choose from.

Of course, if you don’t want to grind in order to earn this stuff, you can pay real Earth money and purchase power-ups or rent new cars instead of unlocking them. De Vellis stressed that while the developers are still tweaking the cost structure, they don’t want to put stuff behind a pay wall — that is, you’ll hopefully be able to earn all the content in the game if you play long enough. “We don’t want a guy who has spent money to destroy people who level up through the game,” he said.

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De Vellis also emphasized the scalability of NFS World, saying that the developers have it running on computers “from every min-spec laptop to high-end desktops.” The idea is to make the experience accessible to as many players as possible, because people have to be able to try it in order to start spending money in it. The game will run on all kinds of PC configurations, and it will offer many control methods, too. I beat De Vellis in a race for which we both used keyboards, but the game is being tuned to work with a variety of steering wheels as well, and it will ship with Xbox 360 controller support.

The Need for Speed series has built up an immense following over the years, and this is by far the most ambitious effort yet to capitalize on that fan base. “Freemium” MMOs are delicate operations, as EA found when it altered the pricing model of Battlefield Heroes and lost a chunk of the player base, so I’m very curious to find out if this game can become the cash cow that EA is hoping for. You can sign up to participate in the closed beta on the NFS World Web site, so give it a spin and see what you think. If you’re on the fence, check out the announcement trailer.


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+ Saira is on sale for $8.99, Metroidvania fans rejoice By ShantiKeredex 17 March 2010 at 8:20 am and have No Comments

Saira is on sale for $8.99, Metroidvania fans rejoice screenshot

If you like Metroidvanias, you’ll love Saira. If you hate Metroidvanias, you’ll love that Saira doesn’t actually feel like a Metroidvania.

You’ll love Saira if you have a pulse, basically. And $8.99 to spare. And Steam.

I briefly lauded Nifflas’ most recent exploration/platformer/puzzler in my 2009 indie game roundup, but it bears repeating: Saira is one of the most atmospheric, engaging, and varied exploration-based platformers ever. If you have any interest in games like Metroid, Myst, or Nifflas’ classic Knytt series, you’d be doing yourself a disservice not to check it out (especially at this price).

 

+ Hands-on with Silent Skies, by Spyeart By AKfour seven 17 March 2010 at 7:40 am and have No Comments

Hands-on with Silent Skies, by Spyeart screenshot

Each year, Gamma entrants are asked to make games under certain constraints. This year, all Gamma4 entries must be controlled with a single button. I plan to write up my impressions of all six Gamma4 games.

Michael Todd’s Silent Skies is probably the most orthodox Gamma4 finalist, though that’s obviously not saying much. Where B.U.T.T.O.N. plays like a real-life WarioWare microgame, and Poto and Cabenga feels like an attempt to make your head explode in as short a time period as possible, Silent Skies is comparatively straightforward: you control a plane. That’s pretty much it.

Silent Skies may lack the “wow” factor of the other Gamma4 games, but it’s very much a solid, pleasingly varied experience.

Hit the jump for my impressions.

Again: you’re a plane. If you hold the button, you turn right. If you don’t hold the button, you turn left. Simple.

Each of Silent Skies‘ levels tasks the player with a different goal, while keeping the control scheme the same. The first level teaches you the ropes by giving you the relatively humdrum task of collecting a few floating stars sprinkled throughout the area. In level two, your plane automatically drops bombs and you’ve gotta destroy all the enemy trains below (don’t bother ask why you’re doing it, or why the trains are your enemy, or why they can’t fire back — just blow stuff up and don’t complain).

In level three, the collectible stars are back, only this time you’ve gotta avoid getting hit by kamikaze fighters.

I won’t spoil the final level, as it’s unquestionably the coolest of the game.

Silent Skies isn’t the kind of game that will make you stand up and cheer, or think about a particular mechanic in a way you’ve never considered before. It’s not mechanically or mentally challenging. It is, quite simply, a well-paced game that doesn’t wear out its welcome. The very second you’re likely to grow tired of one sort of gameplay, Silent Skies moves on to something completely different. Of course, this means the entire game is over in a matter of minutes, but hey — I never got bored while playing, and there’s definitely something to be said for that.

 

+ Sega: We must respect our classic IP By Andrianq 17 March 2010 at 7:20 am and have No Comments

Sega: We must respect our classic IP screenshot

In an astonishingly frank interview, Sega West boss Mike Hayes admitted that his company hasn’t been treating its classic IP franchises with enough respect, and has pledged to do better with its future titles. Stating that his company “can’t just get away with PR,” Hayes says that whatever game comes next, it must hit that 85% rating range. 

“It’s important that on our old IP that is respected, we need to deliver a good product,” admits Hayes. “And in some instances we have done that — look back at when we re-did Sega Rally. It scored well and was moderately successful commercially. But then with other great franchises like Golden Axe we didn’t produce a great game at all.

“Going forward, if we’re going to look at any existing IP to bring out the locker, we have to make sure we get the quality to a level we now expect. I’m not saying which IP it would be — a Streets Of Rage, a Crazy Taxi, whatever. What we have to do now is build something that is 85 per cent plus [rated]. We can’t just get away with PR.”

That’s great to hear. Sega’s recent mistreatment of the games that made it a star have been very depressing, to say the least. Also … did he just hint at a new Streets of Rage? Did he seriously just hint that? Please say that is what he did!

Sega: We must do better on PS3 and 360 [CVG]

+ A mindbending hands-on with Poto & Cabenga By knifiefiabnah 17 March 2010 at 7:00 am and have No Comments

A mindbending hands-on with Poto & Cabenga screenshot

Each year, Gamma entrants are asked to make games under certain constraints. This year, all Gamma4 entries must be controlled with a single button. I plan to write up my impressions of all six Gamma4 games.

Not to be confused (or is it?) with Poto and Cabengo, Honeyslug’s Gamma4 entry is a singleplayer platformer where one button controls two different characters in two different environments.

If that sounds confusing, it is. It’s also highly enjoyable, and equally adorable thanks to its simple, charming art style.

Though Faraway remains my favorite of the Gamma4 games this year, Poto and Cabenga is easily the must-play game of the bunch. Of all the finalists, P&C wrings the most novelty out of the mandated one-button control scheme: Michael Todd likened the experience of playing the game to trying to rub your stomach while patting your head. I disagree. To me, playing Poto and Cabenga is like trying to rub your stomach while patting your head…with the same hand.

Hit the jump for my impressions.

I’m gonna take this step-by-step.

1. There are two characters: Poto, a rider who is swallowed by a dragon and must navigate his way through the dragon’s intestinal tract, and Cabenga, his faithful horse who is pursuing the dragon. Poto takes up the top half of the screen, Cabenga the bottom half. A single player simultaneously controls both characters.

2. By holding the button, Cabenga will dash forward and Poto will fall back. By not holding the button, Poto will dash forward and Cabenga will fall back. 

3. Pressing the button also makes Cabenga jump. Letting go of the button makes Poto jump.

I may have screwed up exactly who jumps and who dashes when the button is pressed or released, but if you’re totally confused — good. I’ve done my job. Poto and Cabenga was, at least initially, a really goddamn difficult game to wrap my head around. Honeyslug managed to map four different actions to the same button, often requiring the player to do two drastically different things at the same time.

Imagine having to get one guy to jump while the other dashes, then immediately switch it around so that they both jump, then slow one down and speed the other up so they can both dodge enemies coming at them from different sections of the screen. If that hurts your head, or sounds impossible, then you might be surprised to find that after a few minutes of play, Poto and Cabenga becomes surprisingly clear. It is, to rip off Michael Todd again, almost exactly like rubbing your stomach and patting your head: when you initially attempt it it seems downright impossible, but after a bit of concentration and some mental reconfiguring, it becomes second nature.

Granted, Poto and Cabenga never actually gets easy — I finished the game with only one hit point left — but it always plays fair. Enemies move very slowly and always appear far in advance of when you actually need to react to them, giving the player the necessary amount of time to get past the initial “oh fuck oh fuck wait how do I get that one to go back okay so now he’s back wait no the other one is rushing forward oh fuck how do I make them both jump just tap it really quick I guess okay wait go back” reaction that will characterize literally every enemy encounter over the first half of the game. You’ll get hurt a lot, but thankfully both Poto and Cabenga have to take something like fifteen hits each before the game ends.

Once you get a hold on the basic controls, you’ll feel like a genius. What was once totally incomprehensible suddenly becomes possible, and it feels great. Speaking of great: the final victory cut scene.

Poto and Cabenga isn’t out yet, but Honeyslug recommends you keep an eye out on their official blog.

+ 3D Dot Game Heroes: Today is a happy day By PillcesterManus 17 March 2010 at 6:40 am and have No Comments

3D Dot Game Heroes: Today is a happy day screenshot

Today is a happy day, my friends. I’m very behind on work, am coming down with something I caught from GDC, and am suffering from a lack of sleep this week, but it all seems fine today. What’s so good about today? Today is the day I get my 3D Dot Game Heroes review code. My desk is already piled with review code, but I’m going to do that really dramatic thing where you slide everything off your desk and onto the floor today when 3D Dot Game Heroes comes. It comes, as review code typically does, very early, so that we may play the game fully for our review. I don’t need two months, though. I’m going to do this TODAY. Or today and tomorrow, marathon style.

News? You’re looking for news? There’s no news here! Do you think I’m going to write up news when I could be preparing to play 3D Dot Game Heroes? I suppose I could guide you to the game’s Facebook page. I suppose I could also guide you to my pal Spencer at Siliconera and his story on why 3D Dot Game Heroes is never coming to the Xbox 360. I’m not going to do any of that, though. I’m busy. Preparing.

3D Dot Game Heroes releases for the PS3 on May 11th for the retro price of $39.99.

+ Skate 3 grinds towards shelves May 11 By vumpevaillawl 17 March 2010 at 4:40 am and have No Comments

Skate 3 grinds towards shelves May 11 screenshot

Forcing me to write a stupid skate trick-related headline, Electronic Arts has revealed that Skate 3 will hit North American shelves on May 11. The rest of the world will have to hang tight, as it’ll release worldwide on May 14.

When EA sent me Skate 2 for review last year, I was having massive issues playing it. It wasn’t the game’s fault, though; it was just that my fingers couldn’t get the hang of consistently pulling off tricks. (You can only bail out so many times before you throw your DualShock across the room at your cat… or is that just me?)

I ended up passing the game along to Brad Rice for review, and he seemed to do just fine. But maybe this year, I’ll have a fighting chance. Skate 3 features an all-new “Skate.School,” which apparently holds your hand through learning the ropes. You know, for slow people. Like me.

+ Rumor: Sonic 4 getting a mine cart level? By vialvazohanda 17 March 2010 at 4:20 am and have No Comments

Rumor: Sonic 4 getting a mine cart level? screenshot

Okay guys, brace yourselves because I’ve got some news that may leave you feeling queasy. According to the Internet detectives at NeoGAF, Sonic the Hedgehog 4 will feature a Donkey Kong Country style mine cart level. Yes, that’s right … one Act might not be traditional Sonic platforming. OMFGBBQ!!!!!

The discovery of a potential mine cart level which would involve tilting the screen (like Loco Roco) has left the Internet in quite a tizzy. with some fans adding this to their list of evidence that the game will suck. In any case, if this mine cart level is real, the gameplay will involve speeding Sonic or slowing him down, while making sure the angle isn’t too steep. 

Sega’s constant need to screw up a simple formula is getting annoying, but I’ll give this a chance. Mine cart levels are a classic part of the 16-bit era, after all. I spent much of my childhood in a virtual mine. You never know, it might not be terrible. That’s if this is even genuine. 

Guess we’ll have to wait and find out!

[Via NeoGAF]


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+ Ascend and take on Command & Conquer 4’s launch trailer By Dodika 17 March 2010 at 4:00 am and have No Comments

Command & Conquer 4: Tiberian Twilight has been released for the PC this week! The latest installment brings an end to the Tiberian conflict and a whole new gameplay style too. I really dug it when I got to play it not too long ago and like what EA has done with the RTS formula in the latest game.

Anyone pick up C&C 4 yet? What do you think of it so far? I have to say, I was totally blown away by all of the rage Command & Conquer 4 was getting from my preview.

Check out the launch trailer above and sound off on the game below! DO IT!

+ Astro introduces the Astro A30 cross-gaming headset By utimokkkqsq 17 March 2010 at 3:30 am and have No Comments

Astro introduces the Astro A30 cross-gaming headset screenshot

Hey, here’s something we don’t do enough on Destructoid! We talk about videogames all day long, but we don’t cover the accessory side all that much. We’re trying to change that though, if you haven’t noticed.

Anyway, Astro Gaming has just introduced their newest product called the Astro A30 Cross-Gaming Headset. The headset features a dual mic system with removable boom mic, noise-reducing closed backs and interchangeable speaker tags. Best of all, the A30 works on the Xbox 360, PlayStation 3, PC, DS, PSP, iPhone and Blackberry.

The headset by itself costs $149.95 or you can one with the MixAmp for $229.95. It’s a little on the pricey side, but you can’t go wrong with these types of headsets. I’ve messed with a Turtle Beach headset before while playing Modern Warfare 2 and it nearly blew my mind. The Turtle Beach ones are nice, but they’re big and bulky. This new Astro one looks to offer great quality all while being sleek and sexy.

What do you all think of these A30 headsets?


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