A look at Need For Speed: Shift – Part 3

In part 1 of this series, we looked at the progression aspects of Need For Speed: Shift. In part 2 we looked at the actual races. Today we’ll talk about controls and try to finish things up.

The truth is, Need For Speed: Shift did not make a good first impression on me. I started the game, jumped into career mode, started playing from my habitual behind and above the car view, and spun out all over the place for a few laps. Honestly if this had been a rental I would’ve returned it right there. Let me help you avoid this bad first experience.

First of all, play from the in-car view. It makes the game orders of magnitude more interesting (which is not to say easier, but more interesting). When you’re outside the car, the camera feels like it is bolted onto an invisible arm coming off the car. This makes everything feel stiff, and makes the car feel like it is pivoting around a central axis rather than turning.

The interior view doesn’t feel bolted on (whereas it does in most racing games). Your view will shift slightly as you drive. Slam on the breaks and the view will move forward a bit. Hit the accelerator and it moves back. It’s subtle, but it makes a lot of difference in the ‘feel’ of the game. When using the in-car view the game feels alive and real. From outside it feels like you’re steering a Matchbox car around the track.

Second, tweak the controls. The devs have done a great job of letting us adjust game controls to suit our needs. However the defaults felt awful to me; I was constantly over-steering.

To tweak the controls, hit Options from the Main Menu, then Gameplay, then Adjust Control down at the bottom. The options & their default settings are:

Steering Dead Zone: 29%
Accelerator Dead Zone: 10%
Break Dead Zone: 10%
Steering Sensitivity: 16%
Acceleration Sensitivity: 50%
Breaking Sensitivity: 50%
Speed Steering Sensitivity: 100%

Even after all the time I’ve been playing, I continue to tweak the controls, but the defaults had me way over-steering thanks to a too large dead zone and too sensitive steering. So I’d push the stick, nothing would happen, then too much would happen. Ditto acceleration: I was constantly over-accelerating coming out of corners and breaking the wheels free (btw I’m playing using a standard DualShock 3 controller).

My current setup is:

Steering Dead Zone: 12%
Accelerator Dead Zone: 10%
Break Dead Zone: 10%
Steering Sensitivity: 10%
Acceleration Sensitivity: 30%
Breaking Sensitivity: 50%
Speed Steering Sensitivity: 80%

This is another place where the in-car view helps. I’ve learned to watch the steering wheel rather than think about how far I’m pushing the stick.

Here’s a tip: there’s no “Practice Track” to learn the controls on. But you can fake it easily enough. Pick the Quick Race option, then set the number of opponents to zero and the number of laps as high as you like. Then you can practice driving with your tweaked controls without the outside influence of other racers bumping you off the track. Weirdly, you’ll even earn prize money for coming in first this way.

Third: learn to accept that this isn’t real life. The physics here are…otherworldly in some ways. Smash into another car and 9 times out of 10 you’ll wind up going *under* that car, with it flipping up and over your car. Also these cars handle worse at low speeds than real life cars do. You can spin out taking a banked turn at 40-50 MPH pretty easily: turns that you could probably take easily in whatever is sitting out in your driveway right now. You have to learn the rules of physics in this game if you’re going to get the most enjoyment out of it.

Pop-up cars:
popupcars
Once you get the controls dialed in and get used to the physics, Need For Speed: Shift can be a very rewarding game.

Let’s wrap this series up with a look at some pros and cons. On the negative side, two things stand out. First, load times are long, even with a mandatory installation on the PS3 version. Ditto save times. The game saves after every race and you’ll spend too much time watching that Saving icon float in the middle of your screen.

Second, the replay system has one crucial flaw. There’s no good “TV view” (as I call it). No good camera setting that shows the race from a removed 3rd person view. You’ll want to watch the replay of some races to see what you did wrong, and theres no good way to do that consistently. There’s a cinematic camera that includes *some* good angles, but it also includes way, way too many “cool” shots of the front of your car from a foot in front of it, or a camera point of view right beside a tire, or something equally pointless. There’s also no way to connect the view to a car other than yours.

So please, for Need For Speed: Shift 2, cut loading and saving times, and give us a full-feature replay ability.

On the positive side. other than the basic fact that the game is fun and rewarding, there’s some neat extra features. You can take a screenshot from the replay feature and upload it directly to your NeedForSpeed.com page (the images in these articles are all taken via that feature). This is one thing the replay system does well (but a video clip would be even nicer!).

Second, this game has the best ‘death penalty’ (my MMO roots are showing) of any racing game I’ve played. When you crash badly, your vision dims or goes all blurry for a few seconds, making a second crash pretty damned likely if you’re still moving at speed. Plus even with damage turned to visual only, if you’re playing from inside the car, the windshield will crack, obscuring your view and making the rest of the race a real challenge. I love this ‘crash vision’ idea and hope other racing game devs borrow it.

Crash-vision:
crashvision

And cracked windshield:
crackedwindscreen

So should you buy Need For Speed: Shift? Hard to say. If you’re a PS3 owner, you don’t have a lot of options right now. Blur has been delayed to 2010, Gran Turismo 5 is still a ways off — if you’re hungry for a road racing game, NFS: Shift is probably a safe bet. For 360 owners, you’ve got Forza a few weeks away, so for you I think Shift is a much tougher sell. Forza is a bit more hard-core than Shift is, but you can tone that down by turning on various helper functions.

Again I should stress you shouldn’t take any of this as a definitive review: I haven’t ‘completed’ the game yet. I’m racing in Tier 3 (of 5) at driver level 20 (of 50) and have 135 or so races under my belt. I’m really enjoying myself, but the game could totally implode at Tier 5 and I wouldn’t know. But hopefully this series of posts will at least give you some idea of what you’re getting into if you consider purchasing Need For Speed:Shift.

Honest, I had nothing to do with this. I barely tapped him!
turtle

A look at Need For Speed: Shift – Part 2

In Part I of this look at Need For Speed: Shift, we took a look at the progression aspects of the game. Earning points and stars and money helps keep the player motivated to do better and/or retry races until they squeeze every drop of progress out of them.

Today I want to talk about the races themselves. Unlike most of the earlier Need For Speed games, Shift races all take place on closed courses. There’re no cops to chase you, no ‘civilian’ traffic to get in the way. The courses seem nicely varied, from basic Indy-style modified ovals to twisty narrow courses carved out of regular roads, Monaco-style. In all races, efficient cornering is the key to winning: this isn’t a game where you never touch your brakes.

The two main varieties of competitions are races and drifting. They’re almost like totally separate games. In fact, they’re so different that I’m more or less ignoring the Drifting while I work on my racing skills. Drifting feels ‘right’ to me (based on my mis-spent youth raising hell in cars), but that means it’s tricky; rather than hitting the emergency brake and steering while pouring on the gas, Drifting here is about much more subtle controls. At least that’s how it seems in my limited exposure to it (thus far).

Traditional races are broken down into several types. The basic race is you in one of your cars (which you’ve probably upgraded and tuned) against 9 other cars. That makes for crowded conditions on most of the tracks since they tend to be fairly narrow. Bumping and jostling is expected and inevitable (some courses reward a star for causing opponents to spin out). For this reason I suggest setting Damage to visual only, but I’ll talk more about options later.

In addition to the basic races, there are invitational events where you’re given a specific car to drive, as well as “Car Battle” races where you pick one of two offered cars and race against a single competitor in the car you didn’t choose. These battles are best 2 of 3 deals. First you start in the lead, then you star behind, and for a tie breaker you and your opponent start side-by-side. To win these Car Battles you have to pull 5 seconds ahead of your opponent or cross the finish line first.

Between the variety of race types, courses, and the general crowdedness of the tracks, Need For Speed: Shift hasn’t grown dull for me. I’m currently at 116 races and driver level 18 or 19.

Next time: Crashing, options and control.
race

Planetside II — WHAT?!

I just got the most curious email:

CALL TO ARMS! WE NEED YOUR HELP!

That’s right, you heard what we said! We plan to expand the PlanetSide® universe with another game and we need your help with the design. After all, who knows the game better than you, our customers, the people who actually play it! Don’t worry about the original PlanetSide, it isn’t going anywhere.

We want to hear your opinion and to do so we have put together a short survey. The information you provide will play a critical role into helping guide the development and direction of the next hit Massively Multiplayer Online First Person Shooter. As a loyal player and experienced shooter fan, we value your input and look forward to hearing what you have to say.

With a link to a survey.

SOE is doing another Planetside game? This is the first I’ve heard of this: have I been living under a rock or is this news to all of you, too?

A look at Need For Speed: Shift – Part 1

I’ve been meaning to write a post about Need For Speed: Shift all week, but I never find the time and stamina to write everything I have to say about it. So I’ve decided to break it up across several posts. Today I just want to give an overview of the game.

Need for Speed was born on the 3D0 system 15 years ago. It was one of the best racing games I remember for that platform. (The best? Road Rash…when is EA bringing that one back!?) Since then, the series has definitely had its ups and downs, but the last few years the franchise seems to have stumbled a bit.

This year EA decided to try something new. They’re doing two different Need For Speed games with different emphases and seeing which one sticks. Need For Speed: Nitro is their upcoming arcade racer for the Nintendo Wii and DS. Need For Speed: Shift is their “sim” game, out on PS3 & XBox 360. I’m playing the PS3 version.

When I say Shift is a “sim” I mean that relatively. It’s much closer to a simulation than previous Need For Speed games have been, but it isn’t as densely realistic as a Gran Turismo or a Forza Motorsport. In some ways, this ‘middle ground’ is a dangerous place for Shift to inhabit. Arcade racing fans will find it inaccessible and sim fans will find it too fluffy. Logic suggests that there are gamers looking for something in-between the two extremes, but getting them interested in Shift is going to be a challenge for EA.

Shift has a strong CaRPG factor going on. The basic structure of the “Career Mode” is that you have to progress through 4 Racing Tiers before you access the Need For Speed Championship. You progress through Tiers by accumulating Stars. Every race has a fixed number of possible Stars that you can earn. Generally you can earn 3 Stars for podium placement (3 for coming in 1st, 2 for coming in 2nd, 1 for coming in 3rd), 2 Stars for hitting points thresholds (more about points in a moment) and 1 Star for gaining some special objective, which varies from race to race. It might be hitting a specific top speed, or holding the proper racing line for a fixed distance, or even spinning out other racers.

You can participate in each race as often as you want, but you can only earn each Star once. You can earn cash and points over and over again in a given race. Cash is spent on purchasing upgrade parts and new cars.

Now let’s talk about Points. In addition to the Tier you’re racing in, you have a Driver Level, which caps out at 50. Every time you race you’ll earn points. You can earn 2 kinds of points: Precision and Aggression points. Precision points come from holding a racing line, coming off the starting line perfectly, clean overtakes and things of that nature. Aggression points come from bumping other cars off the road, drafting (drafting is aggressive?) and ‘dirty’ overtakes, where you scrape the sides of another car.

At the end of a race, both kinds of points are added to your accumulated total, and if you’ve hit a pre-set threshold, you’ll level up your driver level (basically these points are exp in RPG terms). While both kinds of points go into the same pool, you’ll be tagged as an Aggressive or Precision driver based on which kind of points you’re getting more of.

As you level up your Driver Level, you’ll earn cash prizes, garage slots (allowing you to own more cars) and invitations to special events.

So you’ve got Stars to earn to gain access to higher Tiers, cash to earn to buy cars and parts with, and Points to earn to level up your Driver Level. And yet there’s more! There’re in-game Badges to earn, too. All kinds of them. Badges for driving 10 miles in a Japanese car. For overtaking 25 cars. For trading paint with 100 cars. Etc, etc. Badges come in Bronze, Silver, Gold and Platinum (I think?) varieties, but you only seem to earn the Bronze ones. So if you earn 5 Bronze Badges for Trading Paint, they’ll get upgraded to a Silver Trading Paint Badge. Five Silver will be traded for a Gold, and so on. At least, I think that’s what’s going on.

As far as I can tell, these Badges are just for bragging rights (and aren’t directly connected to PSN Trophies or XBL Gamerscore).

Need For Speed: Shift ties in with your EA Account, and every player can have a page of his or her own at needforspeed.com. Here’s mine.

Point is, if you’re a progression fan like I am, Need For Speed:Shift will constantly scratch your itch. Even if you totally screw up a race, you’ll wind up finishing just to get the points and some cash. You gain *something* in just about every race, which makes the game pretty compelling for an old RPGer like me.

To give you an idea of how much I’ve played so far, I’ve done 90 races (I only know that from my NFS page). I believe my driver level is 16, and I’ve unlocked Tiers 2 & 3, though I haven’t done any Tier 3 races yet. I was a completionist in Tier 1 and got every Star. Tier 2 is much more challenging, so far.

I think that’s enough for Part 1 (ie, my lunch hour is over!). Next time I’ll talk about the types of races on offer and start looking at the good and bad aspects of Shift.

need4speed1

Dragon Age: Origins — The Assassin

One of the single player games I’m very much looking forward to is Dragon Age: Origins. I know I’m not alone in my anticipation, so I’m delighted to share some new video and screenshots of the game. With a bit of luck this will be the first in a series of posts about Dragon Age: Origins, running up to release on November 3, 2009.

# # # # #

In the world of Dragon Age: Origins, Bioware’s upcoming RPG, elves don’t have things easy. Contrary to the stereotypical portrayal of mystical enlightening beings, the elves in Dragon Age are oppressed, second class citizens.

So it shouldn’t come as a surprise that one of the members of the Antivan Crows, “the most infamous guild of thieves and assassins in all of Thedra”, is an elf. Zevran the Assassin is one of the characters you’ll be spending time with in Dragon Age: Origins:

Bioware is crafting an RPG with a very dark, adult feel to it. Hand to hand combat is a messy business, and it shows.

Here’re some shots of a couple of the monsters you’ll be fighing: an ogre and a sloth demon.

Related post: My review of Dragon Age: The Stolen Throne (a prequel novel)

Lemons and Lemonade

This week has been a challenge for me. I *really* want to be playing Fallen Earth, Champions, and the new EQ2 game update, but this thing with my arm continues to plague me. I logged in to Fallen Earth on launch day and lasted maybe 10 minutes before the ache became uncomfortable enough that it forced me to quit playing.

So still no MMOs for me (in theory I could play Champions with the gamepad but when I tried I kept ending up back on the keyboard typing, which sorta defeated the purpose of using the gamepad). But on the bright side, I’ve been playing my consoles. I set up an elaborate tower of pillows on the couch and rest my arm on it ‘just so’ and I can play without any pain. In light of this, I’m changing some of my near-future plans. Games I was planning on getting for the PC (Borderlands, possibly Dragon Age: Origins) I now think I’ll get on either the PS3 or XBox.

So this week I’ve been playing The Beatles: Rock Band and Need For Speed: Shift on the PS3, and I picked up Halo: ODST on the 360. TB:RB I can only do for a little while because the aforementioned tower of pillows doesn’t work too well with a plastic guitar. But the other two I can play as much as I like.

So I think I’m going to start doing more write-ups of single player games here, since I can’t say too much about MMOs if I’m not playing MMOs. Plus there’re a lot of single player games coming out that I want to play. In addition to the two I mentioned, there’s Demon’s Souls, Brutal Legend, Forza Motorsport 2, Modern Warfare 2, The Saboteur, and I’m betting I’m forgetting a couple. It’s going to be a good season of gaming coming up!

MMOitus interuptus

Regular readers may have noticed a distinct lack of posts about Fallen Earth and Champions Online recently.

I just wanted to very briefly explain that I’m not posting because I’m not playing, but the reason I’m not playing has nothing to do with interest level in the games.

I have a semi-chronic condition with my left arm — I’d say it was carpal tunnel except it isn’t in my wrist, it’s higher up my arm. My upper arm starts to really ache and my fingers start to go numb, and WASD (and to a lesser extent, typing in general) aggravates the condition when it flares up. And I’m in the middle of a doozy of a flareup right now.

I work at a keyboard all day (I’m a web developer by trade) and I write posts for ITWorld; neither of those activities can be curtailed. So the only ‘break’ I can give myself is to stop PC gaming and stop ‘recreational’ writing until things calm down.

So sadly, frustratingly, that’s where I am now. I keep logging in to Fallen Earth because I’m so drawn to it, then after 10 minutes my arm is really hurting so I log off.

Thankfully I have console games to get me through. Using a controller doesn’t bother me (different muscles I guess?). Oh, for an MMO on console. C’mon Turbine! C’mon SOE! Get those console MMOs finished!

Anyway. I just didn’t want anyone to construe my lack of posts with me losing interest in either of the games I’ve been talking about recently. Quite the contrary…I’m itching to play (and post). I just can’t right now. Hopefully I’ll be back soon!

Starter towns empty out [Fallen Earth]

I finally got to log into Fallen Earth tonight, only to found South Berg was more or less deserted. I guess the hardcore gamers have all moved on to more challenging areas, and we casuals just don’t all log in on a weeknight.

I loved it. I’m not being as anti-social as that sounds, really. After all this *is* a post-apocalyptic world and (it seems to me) population should feel a bit sparse. Plus stocking up on harvesting materials was so much easier than it was when the place was crawling with players. For example, there’s a quest to mine scrap copper from a quarry in South Burg. If memory serves, I needed 10 bits of scrap copper for that quest and I think it took me about 30 minutes to do on the weekend. There was *so* much competition for the limited nodes that as soon as one popped, 3 or 4 players would jump on it. Tonight in about 15 minutes I harvested ~40 bits of scrap copper and could have done more if my pack hadn’t grown too heavy.

Then I set up a ton of crafting jobs. 10 batches of zip gun ammo, a bunch of “fried chicken” (really fried crawler meat, but it tastes just like irradiated chicken! Which is not to be confused with Prairie Chicken, a specimen of which is shown below), a fingerless glove for myself (I’d made one before, not realizing “fingerless glove” was literally 1 glove, so my poor dude is running around with 1 fingerless glove and 1 hand wrap) and 3 pairs of moccasins (to skill up armor-making — if anyone needs a pair let me know). I’m going to estimate that’s about 3 hours of crafting time.

With that done, I decided to jog over to Mumford, another starter town. See, as you gain experience you get APs (I forget what that stands for… Achievement Points maybe? Attribute Points?). You spend these to bump up your stats and skills. But some quests give you bonus AP, and every starter town has different quests that give these bonus AP. So min/max characters are going to do each of the 9 starter towns to wring out every bit of bonus AP they can. I don’t know as I’ll go that far but I’m still working my tradeskills and am happy noodling around in ‘easy mode’ so I’ll at least do Mumford and maybe North Burg.

On the way there I found a nice patch of Woolly Cactus (Cactus is a miracle plant in Fallen Earth. There’s burning cactus that gives acid, water cactus that gives tainted water, cactus cactus that gives cactus and the woolly cactus that gives wool.) and Cotton Plants, so I harvested those and marked the spot on my map for later. Then a decent patch of copper and finally a crashed plane with lots of salvage opportunities, once I took care of the Blade Dancers loitering about. Hey by then I had a few batches of zip gun ammo and that stuff gets heavy. May as well indulge in a bit of target practice and cut down the riff-raff in the area! By that time my pack was full again so I trudged into town. LOTS of work to be done there, but after dumping some extra ore and other heavy items in the bank, I logged for the night.

To a lot of people, this is going to sound like a really dull night of gaming, but to me it was really enjoyable. I love scraping together the odds and ends I need to craft something, and of course I love exploring and finding things.

chicken

‘Real-time’ MMO gaming

Crafting in Fallen Earth happens in real time. When you set up your crafting UI to make something, you get a display of how long it’ll take to make. Stuff I’m making now (crossbows, zip guns, clothing) generally takes 8-10 minutes to make. Once you start the process, you can go do whatever you want. Hunt Bladedancers, scavenge for materials, or even log off.

I’m surprised at how much impact this system has on me.

Now this is all going to be old hat for EVE players, I know, since EVE characters study skills in a similar way.

I just laugh at myself when Angela lets me know dinner is ready and I say “Just a sec…have to start building a new crossbow!” because I don’t want that down time wasted. 🙂 I’m sure this urge to log in constantly and set up crafting queues will ease with time, but for now it’s making me feel ‘connected’ to the game in a way that most MMOs don’t.

I didn’t get much chance to play last night, since I was watching Monday Night Football, but I did log in to start making a medium level zip gun for myself.

One important tip I’ve learned too late. [Just to be clear, I read this on the forums late last night and haven’t personally tested it yet, but the knowledge seemed accepted by the community so I assume its true.] If the difficulty of an item is no more than 30 less than your skill level, you’ll earn skill points making it. I, based on years of MMO crafting, figured I needed to make “white” items (items with a difficulty level similar to my skill level) in order to maximize progress, leaving the “green” stuff behind. This got expensive because all the ‘white’ stuff was pretty complex and required lots of mats, some of which I need to buy from an NPC vendor.

I more or less went broke doing this, when I could’ve been skilling up making (“green”) crossbow bolts or zip-gun ammo, both of which require very few mats, and mats that are cheap to buy and easy to harvest. I think zip-gun ammo requires 2 bits of scrap copper — even if you have to buy it, NPC’s sell scrap copper for 7 chips (at least, that’s the cost in South Burg). Really common vendor trash loot from mobs (teeth, feathers and junk) sell for 2 chips each, so it just takes a couple kills to get enough chips to buy mats for a batch of zip-gun ammo (and if you’re harvesting you can sell tainted meat and random bio chemicals you get off your kills for even more).

🙂 I think Fallen Earth is under my skin. I can’t wait to put more time into it.

That’s a nice feeling to have, given that it was more or less a spur-of-the-moment purchase for me.

I’m still a Champion

By the way, lest anyone think Fallen Earth has shoved Champions Online out of my heart, it hasn’t. 🙂 I’m still playing and still enjoying the game.

I love how fast it is to jump in and out of. I’m finding grouping is super easy and headache free. If someone is looking for help, you can click their name in the chat interface and choose “Request Group Invite” and bammo, you’re in. Because CO doesn’t have such a firm “trinity” system there isn’t lots of waiting around for a healer, or a tank, or whatever. At least not at low levels (my highest Champion is 16). I’m constantly teaming up with someone for a single mob or two, then going separate ways.

Thus far *knock on wood* I haven’t had any bad PUG experiences. And doing the Fight Club mission with 5 people was crazy fun (it’s a battle with a ton of trash mobs and a few bosses) since there were so many different power sets represented.

But the real reason for this post is to share the best champion name/costume ever. It was a cat-woman kind of outfit with the munitions (pistols, that is) power set and the name? Kitty Kitty Bang Bang.

You don’t encounter stuff like THAT in single player games!