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2 fast and 2furious cars builds in need for speed payback
2 fast and 2furious cars builds in need for speed payback






2 fast and 2furious cars builds in need for speed payback 2 fast and 2furious cars builds in need for speed payback

But that glamor is juxtaposed with the grit of rougher neighborhoods and of the surrounding rural areas. You’ll see the glamourous lights in the casino district and at other shiny landmarks.

2 fast and 2furious cars builds in need for speed payback

So Need for Speed Payback shows off a full spectrum. But we knew that our rendering, lighting, and VFX systems are capable of much more variety than what you played last time. Did the strength of the previous game’s lighting help encourage the team to look at doing a presumably Vegas-esque casino town with Fortune Valley? One that I guess would be brimming with a huge amount of coloured light? William Ho: Nightime in Ventura Bay really showcased what EA’s Frostbite engine is capable of. IGN: The lighting in Need for Speed 2015 is very strong I really like the way it gleams on the damp, rain-slick streets. That shift in focus from racing to action driving is the key difference in Need for Speed Payback. To focus all that variety, we viewed our core gameplay through a blockbuster movie lens. It was easy for us to just go for more variety on every front: more visual variety, more gameplay variety, more exploration and discovery, and more motivations to build and drive fast cars. It just nailed authentic car culture, deep customisation, and accessible racing in a gorgeous open world. IGN: What’s the inspiration behind Need for Speed Payback? I imagine there would have been plenty of suggestions regarding where to go following Need for Speed 2015: what made Ghost double-down on Payback, and what would you say the biggest differences are between Payback and the previous game? William Ho: I looked to the last Need for Speed as a sharply focused experience. Two is we have time to make larger, more complex experiences that wouldn’t be possible with a shorter dev cycle. Do you think the extra time between releases changes the way people look at the finished product? If so, how? William Ho: Taking more time means two things: One is we get the time to talk to our fans, understand their needs, and have time to adjust the game design accordingly. IGN: For over a decade Need for Speed was on a cadence of yearly releases now it’s stretched out a bit more.








2 fast and 2furious cars builds in need for speed payback