Need For Speed Payback General Discussion

  • Thread starter Ameer67
  • 1,566 comments
  • 122,693 views
Well. I was right about the identity crisis this series has.

The game looks good yes, I said right. Better than NFS 2015 in my opinion. But, I am not sold on the idea of using the basis of operations of combining what Black Box has done and mesh the ideas together, thus. Losing all the fans that the developers deserve. EA and Ghost just don't know who to target towards because NFS has gone into a lot of incarnations that they forgot about what's current in the racing game genre. The game just looks like a insult to me, but I'll look at legit reviews to see if it's any good.

That being said I'm skeptical still.

Out of curiousity which NFS game had the best handling or best handling set ups. I vote for NFS 2015.

I'd say Pro Street beats it. Way more customization that is endless. And, have you ever bothering with the tuning in that game?

Edit 2:

Is it me or does the Skyline GT-R on the package looks a bit of a MCR Skyline R34? It's basically Shutoku's R34 in Japan.
 
Are you serious or just messing around?

Kind of both. I'm serious about the idea of consistancy. While 2015 won't be to everyones taste it would at least show some willingness to keep to a script. While I personally like the handling in 2015, if Ghost and EA were to at least go with a popular model and stick to it, it would help all subsequent games to no end (even **** ones like The Run).

As for liking the physics in 2015 I'm very serious. It may be odd to some (many), but I found them workable. Not saying they were perfect, but I mangaged with them. NFS as far as I'm concerned isn't a simulation so why should the physics be overly simulated.

I'd say Pro Street beats it. Way more customization that is endless. And, have you ever bothering with the tuning in that game?
I have. Never Liked it. A point made more painful with NFS Shift games.
 
Last edited by a moderator:
NFS as far as I'm concerned isn't a simulation so why should the physics be overly simulated.
I'm positive no one is looking for AC/pCARS/GT/[insert sim racing game here] physics in Need For Speed. What most people want are somewhat believable physics that make sense and respond properly. Look at FH3 - it uses the same simulation handling model as the Motorsport games, but only tweaked to allow for the "arcadiness" the game needs.
 
I'm positive no one is looking for AC/pCARS/GT/[insert sim racing game here] physics in Need For Speed. What most people want are somewhat believable physics that make sense and respond properly. Look at FH3 - it uses the same simulation handling model as the Motorsport games, but only tweaked to allow for the "arcadiness" the game needs.
Fair point. I agree with some genuine simulation (i'm sure GT2 would be a norm now), but if in doubt arcadiness (akin to Mario Kart or Burn Out) still gives a playbel game imo. Yes I would like to see genuine sim, but I don't want to lose casual playability in the process.
 
Since this is an arcade game, I'd vote for the Most Wanted (OG 2005 one) handling model. The perfect one in my opinion. But I think its impossible for them to take that old handling physics model and apply it to new one, so in recent years, I did like HP2010 and the Most Wanted 2012 ones. Hated 2015 and the one before that. Left a sour taste.
 
I don't mind which handling model is used as long as they don't go back to one used in Hot Pursuit 2010. I played the demo and the cars felt ridiculously light, put me off buying the full game.
 
As a game I must admit it was highly impressive. As a racing experience, not that much.

To be fair, the NFS saga has always been a saga without a clear character, attached to nothing else than the business interests. GT, with all its problems, has its charisma intact since the first game. It has been made by the same team since 1998. You play GT1 and GT Sport, and you can reconize that they have been made by the same people (and the same boss).

NFS, to start, had different games for PC and for Console games (more polished on consoles, better physics on PC) from NFS1 to NFS HP2. To add that, the mighty EA Canada team that made NFS 1,2,3,4 for the consoles, never did a NFS game after NFS Porsche (PC). To add that, EA teams wasn't always the same, as EA does a lot of changes to the teams. Maybe people that worked at EA Canada worked later at EA Black Box.

In the consoles there are theese sagas very differentiated from one to another because the different development teams: 1-4 (EA Canada), 5 (Eden games), 6-12 and The Run (EA Black Box), Shift 1 and 2 (SMS), Hot Pursuit and MW2012 (Criterion) and Rivals, NFS2015 and Payback (Ghost).
 
If I wanted a good physics engine for a NFS game, I would take cues from Underground 1, Most Wanted, and Most Wanted '12.

Before you start to wonder why I added MW '12, well that's because of the drift physics. Having played it for a very long time and still playing it right now, the drift physics there was perfect. It feels fluid and smooth when drifting. As for the grip physics, I'd say I want a mixture of both Underground 1 and Most Wanted '05.

And as for offroad, since Most Wanted '12 was the only game to feature offroading because all cars have offroad stats, I'd say take cues from there also. The offroad physics there was good.
 
If it is mixing elements of The Crew, I'm a bit worried. Introduction of microtransactions is going to be a lot harder to avoid and making a legit play through of. Remember The Crew depended on that for more revenue even though you payed around $30 to $60 just for the game alone. That's one of the reasons why I am worried. But, I hope Ghosts themselves as a developer does not do such a thing, and let the player have more freedom with tuning the car how he or she likes. It's good to mix stuff now and then, but I seriously don't like the name of the game personally, it sounds too cunning.
 
While I'm aware everyone has different tastes I'm going to ask the impossible question. What handling do you prefer (use an NFS game as an example (hell even state the settings for that game incase anyone has that game and is willing to test a theory)...

Out of curiousity which NFS game had the best handling or best handling set ups. I vote for NFS 2015.
Porsche Unleashed (PC) and Hot Pursuit 2 (PS2) were the most naturally dynamic, with the original TNFS as a runner-up that could legitimately be considered a simulator in its day. Any oversteer in those games still bleeds away to understeer before long, but at least they let you play with the balance and weight transfer of the car in a way that feels remotely plausible and intuitive.

Among recent games, The Run is the only one for me that was any satisfying to play. I could do without its on-rails guiding force and I wish the oversteer was more controllable, but at least it's not as messy and unruly as HP2010 or MW2012. What I saw of Rivals and NFS2015 looked like more of the same; I don't think I'll buy another NFS game until they get away from that handling style.
 
I'm just hoping they ditched the 2015 handling, it was godawful. Clunky as hell, couldn't get anywhere without hitting a wall.

As for micro-transactions, they really are the worst kind of cancer spreading in games today. I just hope they don't go too far with them.
 
I'm just hoping they ditched the 2015 handling, it was godawful. Clunky as hell, couldn't get anywhere without hitting a wall.

As for micro-transactions, they really are the worst kind of cancer spreading in games today. I just hope they don't go too far with them.

Pay 9.99 for Story mode.
Pay 15.99 for Hyper cars.
Pay 7.99 for customization.
That's EA.
:banghead:
 

Sounds like The Crew now, in terms of customization...

Dirt Spex, Circuit Spec, Drift Spec, Tuned Spec, and Drag Spec. I think I'm slightly not liking the direction. It's like this: "Hey UBiSoft can we have your idea of customization?" UBiSoft, "Yes, you can!"
 
Sounds like The Crew now, in terms of customization...

Dirt Spex, Circuit Spec, Drift Spec, Tuned Spec, and Drag Spec. I think I'm slightly not liking the direction. It's like this: "Hey UBiSoft can we have your idea of customization?" UBiSoft, "Yes, you can!"

Don't forget to add "Smart Loot" :lol:
 
Don't forget to add "Smart Loot" :lol:

And the many hundreds of thousands of in game cash to build the damn cars! :lol:

In all seriousness, if NFS Payback goes down the same route as The Crew, then it will be a matter of how they execute it. If they implement this customization system the same weird and broken way that The Crew did it with the car levelling... then this will fall flat on its face. If they fix it however...
 
Too many previous messages to quote, so I'll just sum up my own thoughts about the discussion over the last two days:

I think the handling definitely needs to be worked over. True the series needs some consistency, but NOT in the handling department. Leaving it as-is would doom the game for certain.

I agree with everyone saying that Prostreet was the best in terms of handling. It was more realistic than the previous games, and it straddled that fine line between sim and arcade perfectly.

I really have no opinion about the theme of this new game. I would've been happy if they had just stuck to 2015 style but with necessary improvements, but as long as those same improvements are there, I don't really care whether it's day time, night time, what city, etc..

I'm glad you can build the same type of car for different purposes, but that isn't really what I was asking for. I wanted them to allow multiple build profiles for the exact same car. Meaning, you could buy ONE 350Z and build it for circuit, with another profile for drift, etc.. It appears, however, that the game will require you to purchase another new 350Z, or whatever car, for each type of racing you wish to do. - It's more realistic that way, but seems a tad unnecessary IMHO.
 
Lets be honest, people would be bitching and moaning no matter what EA/Ghost did.

You build a game that is based on the so called classic aspect of the series? You get the Underground fans whining about how they want customization and more JDM fare.

You base a game around Underground ideas? You get the classic fans whining about all the JDM garbage. (Though they whine about anything that isn't in their narrow wheelhouse, it's like fanboys for Doom / Doom II at this point, so dyed in the wool that they miss the forest for the trees)

I will quote myself from earlier:

Frankly, Need for Speed has the same problem that Tony Hawk had. The fact that the series has gone on for so long with nearly yearly iterations (Though NFS has the added weight of going on for probably about a decade longer then TH) means that there's always going to be people being entrenched into different camps.

And remember, Ghost has to build a game as well that appeals to the casual fan as well. The one that doesn't play racing games often. Being here on GTPlanet has shown me that when it comes to how racing games are built by developers, most often, posters here are enclosed in their own little bubble, meaning what they want, is vastly different compared to what the general public wants.

This isn't meant to defend Ghost or the so called modern NFS games as a whole, as I also have reservations on the game right out of the jump. But Ghost is in a rock and a hard place with many portions of the fan base each having ideas on where the series was 'the best', where the downfall was, and what to do to fix it.

And touching on the aspects of the story, well, what else are you going to do in a racing game? I'm not expecting Spec Ops: The Line here. I jump back to the quote John Carmack did with regards to story in the original Doom:

"Story in a game is like a story in a porn movie. It's expected to be there, but it's not that important."

How many of you guys are actually going to care about the story in Payback? In fact, what was the last GOOD story in a racing game, that you actually cared about and were invested in? None of them.
 
Last edited by a moderator:
OG Most Wanted if that counts.

Even that wasn't very good. It was pretty much the same sort of set up every FnF movie up to Tokyo Drift was, and even going back to the movie FnF supposedly ripped off, Point Break.

What I am asking is a story that would be good. Again, something like Spec Ops: The Line, which twists the established tropes of the genre (In Spec Ops case, the general military shooter, both 3rd and 1st)
 
^^^ I couldn't agree more.

Complaining about story in a NFS game is pretty much just looking for something to complain about. That's why I said that I couldn't care less about what the story is or where it takes place. As long as the nuts and bolts of racing and customization is good, that's what matters.

People complain about the 'revenge' aspect... I mean, what else were they supposed to do exactly? People complained about the cheesy shallow 'story' in NFS 2015, now they get something that has more depth, maybe a semblance of some actual plot, and they rip it to shreds.

There will probably never be another NFS title that will please everyone. Their are too many opinions on what a good NFS game is.
 
Back