Home
News
Forums
New posts
Registered members
Media
New media
New comments
Search media
Latest activity
Guides
Store
Log in
Register
What's new
Search
Search
Search titles only
By:
Home
Forums
Games
Need For Speed
NFS physics discussion - a look over the series how it got worse
Log in
Register
Install the app
Install
Welcome to GTPlanet!
Create Your FREE Account
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
[QUOTE="LeGeNd-1, post: 12665164, member: 91639"] Been with the series since R&T NFS on the PS1, so I can definitely say it has gotten worse. PS1 era (R&T to PU) NFS was actually pretty realistic for its time. It's no Gran Turismo but cars generally handle like cars, you need to brake for turns, use racing line and be aware of weight transfer. Drifting is possible but it will slow you down. PS2 era started with HP2, which is the last game with PS1 style physics. UG1 started the change to tight grip based arcade physics, which works well for its style of racing in tight city tracks with lots of sharp corners. Drifting is possible with handbrake but again it will slow you down. Drift mode has its own set of physics which makes it a lot easier to initiate and hold slides. UG2 made the handling more slippery and easier to drift, but it was still ok. MW I didn't play much so can't really comment. Carbon is back to tight handling but drift mode sucks. It's just very unintuitive to hold slides. Then PS3 era came and this is when NFS' started to have an identity crisis. Prostreet was reasonably ok at low speed physics, but the faster you go the more it shows problems. Drift mode still has dedicated physics, which still sucks. Undercover is total trash physics wise, worst in the series IMO and on the level of 2015. Shift is pretty much Prostreet improved a bit, but still bad. Didn't play Nitro/World so can't comment. HP 2010 is basically Burnout Paradise with real cars. This is when brake-to-drift starts to infest the series. It kinda works for that style of gameplay and wide open roads, so I didn't really miss the tight handling of the Blackbox era. I do find initiating drifts annoyingly more difficult than Burnout, but once you figure it out it's fine. S2U I skipped but from what I heard it's more or less the same issues as Shift 1. Evidently this later became the basis of PCARS which is quite good so part of the blame probably lies with EA for watering down the physics. The Run is the last hurrah for Blackbox, and the last game that is truly free of B2D. IMO, it's a mix of the weighty feel of PS1 era games and the tightness of PS2 era. It's not perfect (there's still annoying floatiness around centre) and takes some getting used to (in part because Frostbite isn't really a racing engine), but I feel it's what modern NFS should handle like when you disable B2D. Anyway, MW 2012 went back to Burnout style but improved low speed physics because of the urban setting. Some people complained of precision issues when driving straight, which I personally never found a problem. This would be my 2nd preference for what a perfect modern NFS handling should be. On to PS4 era with Rivals, I've only tried a short demo and my impression is similar to HP 2010, maybe a bit more weighty and easier to initiate drifts. Then came the cancer, NFS 2015. Complete mess of everything bad about B2D handling, with an apologetic "grip" setting included which is completely worthless. Crab walking, magnetic walls, you name it. Hated every second of driving in that game. Heck I'd prefer the mobile No Limits handling compared to 2015. It's B2D but at least you have control and racing lines matter. Payback came and improved things a lot. It's sort of a middle ground between The Run and MW 2012, but unfortunately not quite as good as either. Still has some floatiness and initiating drifts are harder than usual. Also off road physics are complete rubbish. If they fixed those issues, I think we have a winner. In summary, I don't think it will be possible for NFS to go back to sim PS1 physics or tight PS2 physics. B2D is here to stay whether you like it or not, because the new generation likes it and building a new physics engine from the ground up is not top priority for Ghost. What they can do is have a nice middle ground. My advice to Ghost is to look at The Run and MW 2012, and focus on improving the off road physics in Payback. If they can do that and keep it consistent for the series moving forwards, NFS will be on their way to greatness again 👍 [SIZE=1]And lose microtransactions and loot crates please.[/SIZE] [/QUOTE]
Insert quotes…
Verification
Post reply
Home
Forums
Games
Need For Speed
NFS physics discussion - a look over the series how it got worse