Slightly Mad Studios’ Suzy Wallace, producer of the upcoming Need for Speed Shift title, sat down with totalvideogames.com to answer some questions regarding the title that is supposed to redeem EA’s track record of serious driving games.
The article includes some interesting new facts as Suzy mentions over 70 cars to be included in the new title. Need for Speed Shift will contain a dynamic time of day lightning but no weather effects such as rain.
SMS & EA keep on promising a very realistic approach as the developers hope to bring the simulation idea to a broader audience, even though some things like damage and driving physics will be made more accessible to the casual gamer:
“Shift is a bit of a departure from GTR in that’s it’s core driving model is more accessible to the average gamer, but not dumbed down at all, we’re still modelling everything that we modelled before, actually we’re modelling more than we used in GTR2. I do think the average Need for Speed gamer is going to find it a bit of a challenge, but will ultimately be more rewarding because you can feel yourself improving with the driving model.”
Still, all cars in the game have been made in close contact with the manufacturers, featuring lots of details and real life audio samples. As it could be seen on the first screenshots, Shift features many cars in semi-fictional tuning/racing trim instead of using stock cars like Gran Turismo of Forza Motorsport:
Customisation is a core feature of Need for Speed we feel and it’s something that ties us into the Need for Speed franchise. So yeah as you can see you’re not driving standard cars. I’m not giving details about customisation but you can see the results we’ve got at the moment, it’s very much about having these real world based tuned cars.
The full interview can be found here, Need for Speed Shift is planned to be released in fall for the PC, Xbox 360 and the Playstation 3.








Mr. A
March 10th, 2009 at 23:05
This sounds more and more like it could turn out to be an excellent game. I just wish they could have put a “hardcore sim mode” in there as well.
But I’m still starting to get hyped up about this game tho, that’s for sure. First time ever I’m waiting for a NFS game.
kankoine
March 10th, 2009 at 23:18
I agree… it looks like it’s going to be fun, and it will probably bring cash to SMS so they can finish the Ferrari Game and maybe it will sell enough that EA is going to be making another one next year with a ‘hardcore sim mode’ (because this is a first sim for them, but if it works they will be eager to make some new ones and we know EA releases a new NFS every year now).
And if it’s not that good, well at least rf2 is coming too!
JimmyB
March 10th, 2009 at 23:42
Given the development team, I’m finding it hard not to be pretty damn excited about this game. As long as the cars behave like cars, I’m sold. That’s ’sim’ enough for me. Things like flag rules, safety cars and whatever else wouldn’t really fit into an NFS title, and I don’t think they would really add anything to it either.
I’m guessing if their Ferrari game sees the light of day it’ll be more along the lines of your typical hardcore racing sim.
XaliaS
March 11th, 2009 at 00:19
It’s very good to hear more about the audio immersion, but I can’t help but pick out a few lines:
“It’s the most noticeable thing if you’ve ever been out in a fast car on a track, when you slam on the brakes you go hurtling towards the windscreen…”
“…It’s very much the focus of making the game really feel as though you’re in the cockpit of a racing car with g-forces affecting the camera or the hud depending on what view you’re in…”
“…Lots of little things like at high speeds the cockpit will blur out, the depth-of-field changes so you can focus more on the track ahead of you, the camera shakes at high speed…”
Basically that whole section explains how they just imported the virtual camera model from GTR2 – and I’m glad they did, (except for the depth-of-field enhancement) it’s one of the best. But I so hope this isn’t the same irritating camera shake from previous NFS titles. Likewise with rF, I’m glad I’m able to eliminate the cockpit camera shake with a simple text editor. I wonder if NFS:Shift will be open enough to make simple mods, if only for user preference.
Siggs
March 11th, 2009 at 00:35
This is sounding more and more promising by the minute
I mean, they say the driving model is going to be a bit more accessible, so it won’t be RacePro like, but personally I like the fact that it’ll be a bit of both worlds.
I mean, I played NFS games up to MostWanted (a fave game of mine), and having the series sway to complete sim wouldnt be in keeping, and wouldn’t really suit it either. But I am glad the driving model is getting such attention.
At the moment, I can honestly say this is my 2nd most anticipated game of the year, behind rF2, of course.
Rasmus
March 11th, 2009 at 00:50
Agree with most of the above comments.
Even though I still prefer complete racing simulations, I’m actually glad that they decide to make this a semi-sim game. That way, it won’t scare off those who just wish to play a casual game of NFS (the masses), and it will probably get people more attached to realism in racing games…
Like, for instance, one of my mates likes cars and driving, and has through the years been playing some arcade racing games (the NFS series, GRID etc.), but when I let him try GTR2, he finds it unrealistically hard. So an in-between would be just perfect! ;) That way, probably more people will get into the sim racing world.
JimmyB
March 11th, 2009 at 00:59
Siggs: Is RacePro all that inaccessible though? I’ve had it about a week and I was pretty surprised how easy it was to get to grips with using a pad. Not to mention the fact you can repeatedly slam into metal barriers and other cars at 100mph and suffer almost no consequences beyond a bit of visual damage. I honestly wouldn’t be surprised if Shift’s driving model ends up being somewhat similar on the hardest difficulty.
JimmyB
March 11th, 2009 at 01:39
…just to expand on that point: I don’t think it’s so much the driving model that makes games like RacePro inaccessible to your average joe. It’s more the inherent lack of overall polish and presentation, as well as the barebones format of the actual game itself which inevitably makes your typical sim inaccessible to all but your hardcore racing/motorsports enthusiast. Unfortunately those aspects are pretty much staples of the genre these days, so it’ll be interesting to see how well Shift does if it does end up having a fully-fledged driving model.
Siggs
March 11th, 2009 at 02:17
Actually Jimmy, I’d have to agree with your posts there. Realism in the sim-racing genre, to me, is using no on-screen HUD, reffering to the car dials, and heading out the pits yourself, etc. But this kind of thing that would probably annoy or bore the normal NFS player. In this aspect, I would expect it to take a mid-ground.
.
xilix
March 11th, 2009 at 03:57
“Shift is a bit of a departure from GTR in that’s it’s core driving model is more accessible to the average gamer, but not dumbed down at all”
Pick one. You can’t have it both ways. Either it’s dumbed down or it’s not dumbed down. Either a casual gamer can handle it or they can’t. I’d like the marketing machine to cut through the BS and tell it like it is, just this once.
Ugh. I was going to go on and on about my opinion of this whole thing, but really, I just don’t think it’s worth it.
EA lies.
End.
CrippleHorse
March 11th, 2009 at 04:43
Terribly bad job by the marketing team choosing that name, you know how people will end up calling this when they play it
Exactly what xilix says. And I think people who play need for speed will find it outrageous to have to use the brake on this one and we will dismiss it because it won’t be a sim.
As if it’s so hard to do a sim with some optional insane engine breaking and traction control and have them both.
I like how they overstress the view and gforces in order to claim that the driving experience will be enhanced. He is supposed to talk about realism and he talks about crashes as a scary experience. Setting aside the fact that he forgot to say anything about actual driving, if the same line of logic with “feel the speed and g forces” visual effects applies there, I think they will make the camera spit blood realistically when you crash
Siggs
March 11th, 2009 at 12:44
“people who play need for speed will find it outrageous to have to use the brake on this one and we will dismiss it because it won’t be a sim”
Well, I for one won’t dismiss it because if it’s not as ‘Sim-like’ as GTR2. It’s not always as clear cut as that, y’know
I for one play arcade and sims, and I like the idea of a (possibly) in between game.
Also CrippleHorse, Suzy Wallace is a woman, not a guy. It’s in the name
.
kankoine
March 11th, 2009 at 13:17
I will probably be almost sim-like with the low power cars… because they are more easy to drive even in sims like Race WTCC… I mean SMS (fortunately) says that ProStreet wasn’t a sim, but I think the first races with the Nissan 240SX weren’t all that bad in terms of acceleration and braking… of course it’s got way too much grip and the races can’t last more than 5 laps, but this should be improved in Shift.
Anyway, I consider myself a good sim racer, but when we play a mod like WSGT for GTR2, I still have problems staying on the track with the FXX.
Of course in NFS a 700hp car won’t be that hard to drive… but when we stick to the low power cars I bet we’ll get a good experience.
kankoine
March 11th, 2009 at 13:19
”I will probably be almost sim-like…”
I meant: ”It (NFS: Shift) will probably…”
Mr. A
March 11th, 2009 at 13:27
To add to my first comment:
I own, play and enjoy titles such as PGR, Forza, Rallisport Challenge and even Burnout. I like them for what they are and I don’t want them to be simulators such as GTR or rFactor.
But with this game I feel like there is somehow talent “going to waste” (in lack of better words), knowing what these people can do if they get to work on a full simulation game. Even though I will most probably enjoy this game very much, there will still be that little nagging thought in the back of my mind thinking “what if they could have made it even more sim-like”. I hope you understand what I’m trying to say.
And as others have already mentioned, I hope this game will make it possible for SMS to release other sim titles later on.
Btw, I can barely wait for the first gameplay video of Shift.
Siggs
March 11th, 2009 at 13:41
.
six.degrees
March 11th, 2009 at 13:49
xilix – you can make something accessible without dumbing it down. SHIFT could very well simulate everything that you’d expect a sim to, but either have some aids to help the player or slightly exaggerated tyre grip/slip characteristics to make it easier. Something like Forza, for example. The underlying physics in that game are nothing short of staggering, but it’s still very accessible.
ForzaBarca88
March 11th, 2009 at 14:17
I’ll be happy with it if its in Forza territory physics-wise given how good the rest of the game sounds. In any case, laser scanned tracks = win
Paul Kelly
March 11th, 2009 at 15:06
SHIFT is EA’s answer to Codemasters’ GRID. Yawn.
Do you guys honestly believe EA will allow a sim to be released for a console? If so, I have oceanfront property to sell you in Saskatchewan.
weopm
March 11th, 2009 at 16:26
“more accessible to the average gamer”
okay, thanks, i’ll pass. another watered down bullshit game. you can still simulate like a billion factors regarding the physics of a car, but it can still feel completely shit and arcadey.
booh.
JimmyB
March 11th, 2009 at 16:57
So like…
Race Pro? These days Simbin seem to have coined the phrase “accessible realism” and supposedly their games are no worse for ware. More or less every preview article/interview leading up to Race Pro talked about making the game more accessible. Assists are optional y’know.
Again, it just comes down to how you define a “sim”. If it’s just about life-like driving physics, Shift might deliver. If you’re more interested in pitstops, flag rules and tweaking setups for hours on end, then yeah – nothing to see here. It’s still Need for Speed after all.
Anyways, I think I’m done sticking up for this game. We won’t know until we play it.
UncleChuckle
March 11th, 2009 at 18:54
It’s EA and it’s Need For Speed. Ergo it’ll be dumbed down arcade rubbish pandering to whatever car related nonsense is en vogue at the time. (Like all the tedious tuner crap in Underground.)
Dump the F from the subtitle of the game and you’ll get a much more appropriate name for it.
Siggs
March 11th, 2009 at 20:52
Well done UncleChuckle, pull out all those fresh, mature jokes!
I’ve said before, I’ve played and liked NFS games, I can happily play and enjoy most arcade racers, even though this won’t completely be one. If your the sort that cannot even accept that they are produced, and sell, then refrain from posting ‘constructively’ like that.
.
ScHiRoCk
March 11th, 2009 at 21:47
SMS & EA keep on promising a very realistic approach as the developers hope to bring the simulation idea to a broader audience, even though some things like damage and driving physics will be made more accessible to the casual gamer:
Hmm, it will be another arcade game…
LensFlare
March 11th, 2009 at 23:42
Of course, and they’re trying hard to make everyone think it will be realistic. Every preview I read shows the exact contrary. I mean, they’ve been putting efforts in shouting everywhere that SMS was composed of some former dev from SimBin, why do you think they did it?
To give themselves credibility in saying “yeah, it’s going to be a simulator”.
When it’s obviously none…
Damage system seems to be a joke from what I’ve read, no weather system, collisions are a joke too, and physics might “bluff” a noob, being more difficult that the usual arcade racing game, so i guess that’s why I read that the physics seem good on some previews by “not-simracers-journalists”.
I’m scared of that game. I’m scared because I was really hoping it would be as cool to drive as it was to look at.