History of the Need For Speed ​​series. Part 1

Over the years, the series has undergone a lot of different changes, degenerations, rakes, restarts and experiments. Coming out on various platforms, each game brought some of its gameplay mechanics and stories. There were successful projects that turned the industry of the Auto Sims, but there were many failure projects. After so many years of development and more than 30 projects, I would like to look at the history of the creation of this franchise. And I would like to start this story from far.

For the convenience of perception, I broke the story into three parts. 90s, 00 and last decade. Every ten years there were many different games under the NFS brand.

Part 1. Start. 1991-1999.

In 1982, William Murray "Trip" Hawkins III founded a company called Amazin ‘Software, which specialized in computer games. In the future, it is she who will become known to us as Electronic Arts. Under the leadership of William EA, she achieved very great success and became one of the largest publishers. In the late 80s, the company began to purchase games developers and tightly support the development of games for game consoles. In 1991, Hawkins founded another company called 3DO and begins to develop a game console, and in 1994 he leaves EA and completely devotes its activities to the development of iron.

In the same 1982, Don Mattrick and Jeff Sember were founded by DistINCTIVE Software Inc. (DSI), which will play a key role in the NFS series. DistINuctive Software Inc. engages in the development of games and one of the main directions is racing games. Thanks to them, we know the wonderful series of Test Drive, and such games as Grand Prix Circuit and The Cycles: International Grand Prix Racing, released in 1988 and 1989, respectively, for me, were the very first racing games that I played on the PC.

Having gained momentum in the publishing house, Electronic Arts begins to buy developers studios and expand not only as a video game publisher, but also as a developer. In 1991, EA buys the DistINCTIVE Software Inc studio. and renames EA Canada. This studio becomes one of the main and largest games for EA.

Since they had extensive experience in developing car systems and their own game engine EA instructs them to develop a new racing game. And in 1994, we get the first game of a series called Road & Track Presents: The Need for Speed.

The Need for Speed.

At the time of the development of the game, William Hawkins was at the time of the development of the game, which, as we recall, actively worked on the 3DO system and the release of the game itself initially took place only on this console.

The developers had the goal of introducing the maximum realism of the car’s behavior, the sound of a car, as well as the environment. To realize such purposes, EA turned to the famous and popular American magazine Road & Track, which in the end was reflected in the name of the game itself.

In the initial version for 3DO, the player received 8 cars, 3 routes divided into segments and two games modes. Each car digitized from real cars about every car. Different information on the sports car itself. Several options for the camera, including from behind the steering wheel. Great soundtrack and even police pursuit.

Each of the 3 presented tracks was divided into three segments. Depending on the selected mode, the player had different tasks. In “Time Tial” it was necessary to set a time record on the highway there were no rivals, and in the second “Head to Head” it was necessary to come to the finish line first of the eight. At the same time, a police already appeared on the highway, who could finish the player for 5 seconds for excess speed if you could catch up with him.

The game immediately received many positive reviews from game publications and the recognition of players. At that time, they simply did not have competitors in this segment on the level of graphics and gameplay.

Given the weak sales of the 3DO console and the great popularity of the game, it was ported to almost all the platforms of that generation.

The game reached the Sega Saturn, PlayStation One and, accordingly, on PC. All of them received some changes and improvements compared to the original. Ring routes, new games, divided screen and multiplayer 1 by 1 were added.

In the future, several more special publications were published, for example, only in Japan, the Sega Saturn was a version called Nissan Presents: Over Drivin’GT-R includes Nissan cars with their videos and description.

Later in Japan, there was already a version of Over Drivin’Skyline Memorial with processed graphics and physics, as well as with the addition of new cars.

But most changes were received by the version of the game called The Need for Speed ​​Special Edition for PC. The physical engine engine was redesigned in it, a local multiplayer multiplayer has been added to 8 players, a new menu, the rolled rollers and most importantly two new routes.

An important difference between the https://pirate-spins.co.uk/ first versions of the game from the subsequent was the fact that the music in the original sounded only on the menu, but in the new versions of the game, tracks already played during the races themselves. In total, 15 compositions were written and later they became part of The Music of Ea Games Box Set, released in 2007, consisting of 6CD, including the best tracks of EA.

Such success and recognition naturally did not stand aside and EA gave a green light to continue.

In 1997, the sequel Need for Speed ​​II is released.

Need for Speed ​​II

In the second part, the developers preferred a more arcade style. And the concept itself has undergone a lot of changes. All routes were already ring and passed in different parts of the world. USA, Australia, Canada, Germany, Nepal and Mexico.

Three new modes of the game "Single Race", "Knockout" and "Tournament". Various exotic supercars, as well as the concepts of not released cars. The police pursuit completely removed. But at the same time, branded videos and various technical information about cars still remained. There was an opportunity to repaint cars. The tracks have become more interactive with various congresses and abbreviated ways. And choosing the ARCADE or Simulation control mode with car configuration. Added the introduction of a cheat codes that opened access to a new type of transport from a school bus to a UFO or dinosaur.

The release took place in March 1997 on PlayStation and in April 1997 on PC. In the same year, a supplemented version of the NEED for Speed ​​II Special Edition was released for the PC, which added several new cars, one highway and Wild control mode. The game also supported the hardware acceleration of Glide in such video cards such as 3DX Voodoo and Voodoo 2, which brought beautiful special effects, traces of rain and snow on the screen, broken insects, volumetric smoke and much more.

In Single Race, the player set up a race independently from the choice of rivals and the track to weather conditions. You could see various information on the track itself. Set up the number of circles, etc.

Knockout was a arrival for knocking out, who arrived at the finish of the circle, left the race and so continued until the victorious circle. This mode will become mandatory for subsequent games.

At Tournament, the racers performed on a long race along all glasses for glasses. Depending on the finished place, glasses from the highway to the highway were accrued according to the results of which the winner was announced at the end of the tournament. Also, all modes were originally available in multiplayer both over the network and on a divided screen.

An interesting innovation in the game affected music. In addition to the fact that two soundtracks were written for each location, as well as a separate music for the menu. The music during the race itself was dynamic and changed depending on the situation on the highway, some specific segment of the highway, the speed of arrival, weather conditions. Such an interactive approach to voice acting will be used more than once in the subsequent NFS series. In the same year, EA will release the album Excessive Speed! – The Music from Need for Speed ​​II, including 22 tracks from the game. And various variations, remixes and processing of this soundtrack will be used in the future for other games of the series. What does NFS II do one of the most musical.

Despite this change in the vector and finalizing the game in all directions, critics took the game mixed reviews. Mostly praised for the variety of tracks and cars, but scolded for simplified control and poor optimization. Without the support of powerful video cards of that time, the game sagged and looked not as it should. Nevertheless, the players accepted Need for Speed ​​II warmly and were looking forward to the continuation.

I would also like to mention that in 1997 the V-Rally game from the company of the developer Eden Studios also comes out to which we will definitely return, because it also played an important role in the world of NFS, but more on that later.

The V-Rally game was an arcade rally arcade simulator originally developed for PlayStation One. Produced in Europe Infogrames called V-Rally: 97 Championship Edition, in Japan Spike called V-Rally: Championship Edition, but in North America it was released EA under the name Need for Speed: V-rally.

Thus, this game also enters the NFS family at least in fact and does not apply to the series directly. Perhaps EA specially released a rally arcade under their brand to watch the reaction of the players and further make a branch from the track racing in super carames, but the rally as a genre in NFS and remained within this game.

A year later in 1998, EA releases the third part of its racing franchise. Need for Speed ​​III: Hot Pursuit in the future, the tendency to release one game a year to preserve in moments will reach even several releases in one year, but so far let’s return to a good game.

Need for Speed ​​III: Hot Pursuit

Having folded all the reviews of the first and second parts, the developers decide to collect all the best of the past parts and bring the game to the ideal. The main feature of the game is police pursuit. They return the police again, but unlike the first part here they walked in full and make a separate “Hot Pursuit” mode in which, in addition to the task of coming to the finish line, you still need to get into the police, and it is not like that before. The police were twisted by intelligence, endowed with studded ribbons and the ability to install blockade. Which gave the race speakers and intensity.

Looking ahead ahead, I’ll say that, unlike the PlayStation version on a PC in this mode, the player could play on the police side and independently arrange chases for riders.

We still traveled along beautiful world routes on supercars and expensive premium cars. The tracks have become even more interesting, more and more saturated. And the machines were added by order, especially taking into account the cheat codes.

PlayStation version

In many ways, this game has become a turning point in the series. It is on the third part that there is a clear division into two developers’ teams. EA Canada continues to make a game for consoles, and EA Seattle is developed for PC. They worked together on the past parts and the EA Seattle also was responsible for the transfer of the NFS II to the PC, but it is in NFS III that the games are distinguished by playing engines. PC version is made on another engine, differs graphically and gameplaino. In the future, the practice of two EA teams will already operate as a business model in order to release a new game every year and at the same time not to drive developers in Kranchi.

PC version

In Need for Speed ​​III, physics is something between the first between the first and second part. It is no longer as realistic as the first, but not as arcade as the second. In this case, the tool has been added to a thinner setup of the car, the gear ratio of the box, aerodynamics. The painting of the body can already be carried out using the palette. Cash Castomization begins to gain turnover, which, as we know further, will become a feature of the series.

Unfortunately, they removed the videos from the game from the game, but left a technical description and photos of interiors.

It is by the third part that EA issues an official DLC, it could be downloaded on the company’s website and he added new cars to the game. In addition, on the disk with the game lay tools for developing a car on their own, so fans made it possible to make their set of cars for the game.

An interesting fact, in the “pursuit” mode, were not available to Ferrari and Mercedes since these brands cherished their reputation and did not allow EA to use their cars as hijackers from the police. Of course there is a khak that eliminates this.

Also an interesting fact. On the Atlantica highway there is an Electronic Arts office and if the police suddenly pursue you passing this section of the route, they say that they pursue the criminal next to the EA building.

Among other things, the game again showed itself perfectly from the musical side. The concept of interactivity and dynamism of music during the races was again used. Several compositions of the composition in different genres were created on each highway. By tradition, EA released the NEED for Speed ​​III album: Hot Pursuit The Album with 14 tracks from the game. The musical component was very positively appreciated by critics.

The impact on the series of this part is quite great. The police will already become an inseparable component, will develop even more custom and set up the car. It is this part that will be a direct continuation and even a romey to which we will still reach.

Naturally, under such an impression from the work done and extremely positive reviews, EA can no longer be stopped. Understanding that they felt an extremely successful model and that the franchise is really gaining momentum for the next 1999, they release Need for Speed: High Stakes

Need for Speed: High Stakes

Need for Speed: High Stakes is an ideological continuation of the previous part, with many innovations, which came to both players and critics, despite the fact that the game could not set sales records and sold worse than its predecessor, the work was really done.

The main innovation in the game was the “Career” mode, which was a practically separate game. In it, the player had to earn money, pump his car, buy a new one and participate as they move in more qualified and expensive races. It is in career mode that a race with the name High Stakes appears, which is reflected in the name. In this race, the player puts his car on the end and goes one on one with an opponent. You either win and take a car of an opponent, or lose your. Thus, you should have at least two cars in stock to participate in such a race.

There was also a pumping of a car. You could buy three options for a set of improvements that changed the technical characteristics of the car. And given that the developers again worked on the physical model, moving it again towards realism, all improvements were really felt during the races.

The second and important innovation is the damage system. For the first time in the series, a breakdown appears. The car can be broken, and this is reflected both externally and on management. After the race, you need to repair the car to continue. The same money that you earned in the "career" mode was spent on all this. It is in this part that the tendency of career growth, breakdown and repair of cars, races with bets that we will observe in almost all the following games of the series are aroused.

The remaining modes have not changed much and all of them work according to the same principle as before. Standard race, pursuit, crash and tournament. Only all of them united in one header "Arkada". A little redid the chase, adding a few variations. But what was significantly changed in the “pursuit” is the police themselves. Artificial intelligence re -produced and they became angrier, more aggressive. In addition to already familiar checkpoints and ribbons with spikes, a helicopter appeared, which reported the location. In the mode of playing for cops, you can switch between cars to catch the violators faster.

Naturally taking into account the technical capabilities improved graphics. Models became an order of magnitude more polygonal. The tracks are even more and more beautiful. Different interactive objects, such as a train passing along the road, added realism.

In general, the game looked beautiful, vigorous and fresh, but nor did nothing change with the previous part. It is as if brought to mind and a modified third part. That is why critics and players, although they accepted the game well, still responded with the opinion that they were waiting for something more. Everyone praised innovations, a career regime and improved artificial intelligence, but the jump was not so huge compared to the third part, as many would like.