Potete leggere in inglese a questo indirizzo una interessante intervista fatta a Jesse Abney, producer dell'atteso Need for Speed Shift 2 Unleashed che arriverà sui nostri PC a fine marzo.
So if the Need for Speed franchise is synonymous with that fast-paced, arcade gameplay, does Shift 2 appeal more to the simulation side of things?
Absolutely, and it’s a deliberate design approach. It’s not saddling ourselves with the need to develop for action or for arcade in a game where we really want to have serious racing. That’s what Shift 2 is – it’s legitimate, skill-based, track-based racing with the FIA GT World Championship as the ultimate career goal.
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With that in mind, it’s about a very high level of skill and a much more methodic approach to how you create the vehicle list and deliver those cars to player, allowing them to customise, tune them, master a bunch of different variables along the driver level curve in order to continually ratchet up their experience level. The implementation of Autolog which now is serving up many layers of micro data is the perfect marriage to the simulation category in racers. The idea being that those types of players, those types of games, have so many more layers of data that you can measure and interpret and surface for players to compare and compete.
