The NFS series has inspired over one generation of players. For more than 30 years, EA has released arcade games under this brand. Through the years, the series has seen various changes, rebirths Remakes, restarts, and even experiments. The games were released on various systems, each one offered certain gameplay mechanics and stories that were unique to the series. There were many successful projects that turned the car simulation industry on its head, but there were also many failures also. After numerous years of research and development, and over 30 projects, we'd like to look back at the development of this franchise. In addition, I'd like to begin the story from the outside. To make it easier to comprehend I've divided my story up into 3 sections. The 90's, the 00's and then the final decade. Each decade brought out many different games under the name NFS. Part 1. Beginning. 1991-1999. In 1982 William Murray "Trip" Hawkins III was the founder of Amazin' Software. The company focused on the creation of computer games. This is the company later the company we know today by the name Electronic Arts.
Under the direction by William EA became one of the largest publishers. In the latter half of the 80's, it began purchase game developers and assist in game development that were designed for gaming consoles. The year 1991 was when Hawkins established a company known as 3DO and began working on an arcade game console. Later, at the time of 1994, he resigned from EA and devoted his time to the development of hardware. In 1982 Don Mattrick and Jeff Sember established Distinctive Software Inc. (DSI) that would later play a significant role within NFS. NFS series. Distinctive Software Inc. develops games and one of its most important areas of development includes racing game. We have the fantastic Test Drive series, and games such as Grand Prix Circuit and The Cycles: International Grand Prix Racing that were launched in 1989 and 1988, respectively to me, were the first racing games I played on a PC. Growing in popularity in publishing, Electronic Arts starts buying studios for developers and is expanding not more just as a publisher of video games but also as developer. The year 1991 was when EA acquired Distinctive Software Inc. and changed its name to EA Canada. The studio is now one of the largest and biggest game designers for EA. Due to their years of experience creating driving simulation games as well as the game's own engine EA asks them to create the first racing game. Then in 1994, we get the first game of the series titled Road & Track Presents: The Need for Speed.
This game was titled The Need for Speed. At the time of game's creation William Hawkins was at the directorship of EA and, as we recall the time, he was developing 3DO. 3DO system, and the game was released exclusively for this console. The game's creators had a plan to make arcade car racing experience as real as was possible car behaviour, car sounds, and the surrounding. To accomplish these goals, EA solicited assistance from the renowned and well-known American publication Road & Track, which was later reflected in the title of the game. In the initial version for 3DO the player was given eight vehicles, 3 tracks split into segments, and 2 game types. The game was digitized using real car video clips of each vehicle. Numerous information about the cars themselves. Different camera options, such as those behind the wheel. Great soundtrack as well as police pursuits. Each of the three tracks was split into three parts. In each mode the participant was given different duties. When playing "Time Test" it was imperative to record the fastest time in a time where there were no competitors in the track. And for the next "Head to Head" was to get to the finish line first of eight. In the meantime, on the track were police officers, who could punish the participant for 5 seconds, provided you could catch the player. The game was greeted with a lot of positive reviews from gaming magazines and the recognition of the participants. In the early days there were no competition in this area with regards to graphics or gameplay. Because of the poor numbers of sales for the 3DO console as well as the game's popularity, it got eventually ported to nearly all platforms of the time.
The game was made available for three platforms: the Sega Saturn, PlayStation One and, similarly the PC. Each of them got improvements and changes over the initial. The game was updated with circular tracks, different game types, split screens and 1-on-1 multiplayer. Then there were additional special editions, for instance, only within Japan in the year 2000, Sega Saturn was launched the version known as Nissan Presents: Over Drivin'GT-R featuring Nissan cars that had their own descriptions and videos. In the following year was a version in Japan however, the PlayStation Version Over Drivin'Skyline Memorial was released with improved graphics and physics and also adding new vehicles. However, The Need for Speed Special Edition for PC received the most modifications. The game has been redesigned to improve its engine's physics engine, introduced local multiplayer with up to 8 players, a brand new menus, trailers that have been redesigned and, most importantly, two brand new tracks. The main difference between the original and subsequent version of the game is that the music featured in the first game was only on the menu, whereas in the updated games, the tracks were playing throughout the race. The game had 15 songs written in all, and later they were added to The Music of EA Games Box Set that was which was released in 2007 and comprised of six CDs that included the most popular tracks released by EA. The acclaim and success of the album resulted in EA giving its approval for the sequel. In 1997, the sequel Need for Speed II is released. Need for Speed II In the second installment, the designers prefer a more arcade-style. The concept has seen many modifications. The tracks were all circular and traveled through different regions of the world. USA, Australia, Canada, Germany, Nepal and Mexico.
Three brand new games modes "Single Race", "Knockout" and "Tournament". A variety of exotic supercars and concepts of cars that have not been released. Police chases have been completely eliminated. But , at the same time the commercials that were branded and other technical details about the cars were left. There was a chance to repaint vehicles. Tracks have become more interactive thanks to various exits and shorter paths. Also, you can choose between Arcade as well as Simulation mode , which allows for the ability to tune the car. It also included cheat codes that gave access to the latest type of transport , from school bus to dinosaurs or UFOs. It came out in March 1997 for PlayStation and later in April of 1997 for PC. In the same year Need For Speed II Special Edition was released on PC and featured a number of brand new cars, a track, as well as an optional Wild Control Mode. Additionally, the game was compatible with Glide hardware acceleration, which is used in video cards such like 3DX Voodoo and Voodoo 2 that brought stunning effects, snow and rain tracks on the screen crash-prone insects Volumetric smoke, and more. For Single Race, the player could customize the race on their own, based on his choice of competitors and track as well as the conditions of weather. The player could view different information about the track. Change the laps or laps, etc. "Knockout" was an event to knock out those who came in last, was and then dropped out of racing, continued until the winning lap. The mode will become mandatory in future games. In Tournament however, on the contrary, racers participated in a long-lap race on all tracks in order to earn points. Based on the position they finished and the score, points were distributed between tracks, depending on the outcome that at the end of the event, the winner was announced the winner. In addition the game was initially accessible in multiplayer, both online as well as in the split-screen mode. One interesting aspect of this game is the soundtrack. It was also interesting to note that for each location were created two soundtracks in addition to separate music to play in the menu. The music played during the race was dynamic and varied in accordance with the current situation at the race, on a specific area of the track, the speed of arrival, and weather conditions. This kind of interactive approach to the music will be utilized in the coming NFS series. In the year 2000, EA will launch The album Excessive Speed! the Music From Need For Speed II with 23 tracks taken from the game.
Also, different versions, remixes and reworkings of the soundtrack are planned for future titles in the franchise in the near future. This is what makes NFS II an extremely musical games. Despite this shift in direction and the improvement of the game's gameplay across all directions The game was received by critics with mixed praise. The game was mostly praised for its various cars and tracks, it was critics were criticized for the lack of controls and inadequate optimization. In the absence of high-end video cards of that time, Need For Speed II was sluggish and did not look as it could have. However, players accepted Need For Speed II warmly and eagerly anticipated the sequel. It is worth noting that in 1997, V-Rally produced by Eden Studios was also released and we'll return to it because it played a significant role in the development of NFS however, we will talk about it in the future. V-Rally is an arcade-style rally game initially developed specifically for PlayStation One. It was released in Europe Infogrames named V-Rally: 97 Championship Edition and in Japan Spike was dubbed V-Rally: Championship Edition, however it was released in North America it was produced by EA under the name Need for Speed: V-Rally. This game belongs to the same family as NFS but it is not part of the series in any way. Maybe EA specifically launched the arcade race under the brand name to observe the reactions of participants and later to develop an extension of highway supercar race, but it was not a rally was not considered a genre in NFS did not break the limitations within the rules. In 1998, a year after the release of NFS, EA released the third game of the racing series. Need for Speed III: Hot Pursuit In the future it's likely that the pattern of releasing one game every year is likely to continue. It may even lead to multiple games in a year, but for now, we are back to the classic game.
Need for Speed III: Hot Pursuit After putting together all the reviews from the initial and second parts The developers have decided to gather all the great reviews of the previous parts to make the game perfect. The most prominent element of the game are the police chases. They bring back the police, however unlike the first one the police have been gone all out and have created a different game mode "Hot Pursuit" that they, along with the challenge of getting to the finish line first are required to remain in the race not get arrested by the police. they are no longer the same as she was in the past. Police have a razzled intelligence, with spiked ribbons , and the capability to create blockades. The race was a lot more dynamic and added excitement. Being ahead of the curve In contrast to the original version of PlayStation on PC in this mode , the player is able to play with the police and even have their own racers and car chases. We drove around the stunning tracks of the world in the supercars and high-end automobiles. The tracks are now more fascinating, bigger and more invigorating. Cars have also added to the excitement particularly with cheat codes. PlayStation version in several ways, this game was an important event for the entire series. It was the third game that there is an obvious distinction between the two development teams. EA Canada continues to make the game for consoles as does EA Seattle develops for PC. They've collaborated in the past on installments , and EA Seattle was also responsible for the introduction of NFS II to PC, however, it's with NFS III that the games feature distinct game engines. The PC version runs on the same engine, but with distinct in gameplay and graphics. In the near future, EA will adopt the concept of two teams as a model for business for releasing an annual new game and not force developers into chaos.
PC Version In Need For Speed III the physics are something in between the first and second. It's not as real like the first however it's not as fun as the other. The game also includes an instrument for fine-tuning the car's gear ratio, the size to the engine, and aerodynamics. The body paint is now possible with the palette. The customization of cars is starting to take off, and we are sure will soon become a staple within the series. The game has deleted a number of popular car videos, but has left some technical information and photos inside the cars. It was the third installment of the game that EA released the DLC that was officially released, and it could be downloaded download it directly from the official website of the company. It also included new vehicles to the game. The disc included with the game was an instrument for creating cars of their own design and players were offered the possibility of creating their own sets of cars to play the game. A fascinating fact is that in "Chase" game mode there were no Ferrari and Mercedes since these companies value their image and did not offer EA the right to use their vehicles as a means of escaping police. Of course, there's an online hack that can fix this. It's also an interesting fact. The track Atlantica is the official Office that is owned by Electronic Arts and if the police pursue you through this track, they will announce on the radio that they're chasing someone who has escaped from the EA building. EA. The game once again proved itself flawless on the musical front. Again, the game utilized the concept of interactivity and the dynamism of the music throughout the race. Each track made up of a variety of variations of the track in various genres. The norm is that EA launched Need for Speed III: Hot Pursuit The Album with 14 tracks from the game. The musical aspect was well-respected by reviewers. The impact of this component on the series is significant. The cops are already an integral partof the series, and it will also allow for more customisation and up-grading of the vehicle.
This that will receive an immediate continuation, even a remake , which is yet to be completed. Naturally, with this kind of impression of the quality of work and the fantastic feedback received, EA hasn't been able to stop. Realizing that they have created an the most successful strategy in the series and it is growing in popularity, they will release another game in 1999 release, they announce Need for Speed: High Stakes. It is a sequel to Need for Speed: High Stakes. Need for Speed: High Stakes is an update to the first game that had a number of new features that impressed gamers and critics alike. even though it did not beat the sales record and had a lower sales rate than the original, it did an excellent job. One of the most significant innovations that the game brought to its players included the Career mode which was essentially an entirely separate game. The player was required to earn money, fill up their car, buy an all-new car and compete in increasingly qualified and costly races. In profession mode. There is a race known as High Stakes, which is as evident in the title. In the race, the driver places his vehicle on the line and faces off against the adversary. The winner will either remove the competitor's vehicle or forfeit yours. So, you should have at least two vehicles for participation in this race. Also, a pimping vehicle was also seen. You can purchase three kinds of upgrades, which modify the technical aspects of your vehicle. In addition, considering that the designers have worked on the actual model once more and shifted it towards realistic All the changes were felt in the races. Another important improvement was the system for damage. In the very first episode of the franchise,, there is an auto breakdown. The car could be damaged and this can affect the appearance as well as the performance. In the aftermath of the competition, it's important to fix the car in order to resume. This was all with the amount you earned from Career mode. In this section that the current trend of advancement in career as well as car breakdowns and repairs along with racing that has stakes was created and will be seen in the majority of the upcoming games of the franchise. The other games are mostly unchanged, and all operate in the same way that they did before. The standard modes are Race, Chase, Elimination and Tournament.
They were all merged to create one title "Arcade". Slightly changed the Chase by adding some variations. What's changed significantly with The Chase is the cops themselves. Artificial intelligence was redesigned and made them more angry and more aggressive. In addition to the regular roadsblocks, spiked ribbons and roadblocks there was a helicopter available to inform the police of the whereabouts. In police mode, you could switch between cars in order to get the culprits in a hurry. Naturally, the advancements in technology have enhanced the graphics. Models have risen to the scale of polygonalneye. Tracks have become even larger and look more attractive. Many interactive elements, such as trains moving through the roadway as well as the train's tracks, add a sense of the sense of. Overall, the game was nice, fun and fresh, however the fundamentally, nothing has changed compared to the previous game. It's as if this third portion was upgraded and improved. This is the reason why critics and players were able to enjoy the game, yet kept their opinions of were looking for something better. Everyone was awed by the new features such as the career mode, and the enhanced artificial intelligence, however the leap in technology was not so big in comparison to the previous part as some would have liked. The music used in the game, this time around, maintained a high quality, but it did not outdo the previous game. The music in this segment was more diverse in terms of styles and genres. There were also vocal tracks, however they stifled the interactive aspect. The music was split into menus and games. It was possible to select tracks, and that's all there was to the end of it. Like in the past, EA has released its soundtrack in an album called Need for Speed: High Stakes The Album comprising 14 tracks. In fact, here EA continued the story of the previous installment. While they know it is true that NFS is a great series and that it receives great reviews, EA is still taking into consideration the reality that sales are declining.
There is a need to make a be changed. It's 2000 and the turn of century. Technology is changing. It's time for something completely new. It's a game that no one has ever played before. It's not ever thought of. A new idea, a completely different concept. In the year 2000 Electronic Arts releases Need for Speed: Porsche Unleashed. The most prestigious achievement by EA Canada was the game that they released 10 years ago, and put an end to their career their career as a race game creator. It was a masterwork of its time, highly praised by both players and critics yet not fully appreciated by the public. Everyone loved the game however it didn't succeed in attracting buyers. However, that's a different story that we'll discuss in the following part. Even though we're in 1999, there is a moment worthwhile to remember. V-Rally. Remember that one. It was the year Need for Speed: High Stakes was released, V-Rally 2 also came out. It was also released by EA as the final component under the brand name of Need for Speed: V-Rally 2. In addition, it's this is a great game. In contrast to the first. The developers have worked hard to improve the gameplay. It was the final fling of the series with rally, and then V-Rally was released with its own name. This was the end of the first decade of the Need For Speed the franchise. The next 10 years will be the beginning of its heyday. There are some of the most enjoyable games.
History Of The Need For Speed Series. Part 1 All rights reserved!