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Posted by PlayStation Blog Sep 29 2010 16:03 GMT
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Recently, the Need for Speed caravan rolled into town for a media/community event bringing PS3s loaded with Hot Pursuit, a free rap show, and the Boston Celtics’ Paul Pierce.

With the game only about 2 months away, the team from EA was eager to talk about the social elements of Hot Pursuit. Watch this video, then read my conversation with Need for Speed producer Jesse Abney, who not only answered my questions, but yours as well.



Jeff Rubenstein, PlayStation.Blog: How did Criterion end up at the wheel on Need for Speed: Hot Pursuit?

Jesse Abney, EA: Criterion’s a AAA developer of action-racing games, with many years of doing great designs, great innovations, and platform technologies – especially for PlayStation 3 and online connectivity. And they kind of just waited patiently for their turn to get the keys to develop their favorite Need for Speed – and revive Hot Pursuit. Hot Pursuit really is a milestone in the Need For Speed ethos of “grab an exotic car, pick an exotic location, and hit the pavement.” And that really is a core tenet of Criterion’s expertise. It was really their interest and their call to revive Hot Pursuit.

PSB: What fundamentally makes NFS NFS, as opposed to say, Burnout? Will elements of NFS: Hot Pursuit look familiar to Burnout vets?

EA: Need for Speed’s always been about licensed vehicles. Criterion made the call to throw back to Hot Pursuit… no distractions, no customization, no real performance tweaking. It’s all about car, pavement, location, the competition of the race, and in this particular game, it’s all about social connectivity.

Autolog is an innovation, really a step up from what we saw in Burnout [Paradise]. It’s a total social experience. Always connected, always exchanging information, and always establishing where you’re at in the product versus your friends.

And instead of the Blacklist like you saw in Most Wanted, Criterion has brought in the Blacklisted Speed Wall. Autolog Recommends is a facet of that, whereby it’s always listing where your friends are in their career versus your career, event for event, and giving you recommendations based on the scores you’re laying down both online and offline.

PSB: Criterion won over a lot of fans with its community involvement, and the feeling that the game stayed alive long, long after if came out, thanks to its “Year of Paradise” DLC and update rollout. Will that happen with NFS: HP?

EA: Absolutely. We give all the credit in the world to Criterion for really proving out this model at EA; doing telemetry gathering, and establishing which core features people are really attached to, what things we can go bigger on, and dedicating people to work on that 3, 6, even 12 months into a product’s life cycle. It’s no longer “ship and forget” for us; we really want the product to have a life, we want it to evolve, we want to continue to improve it. With such short development cycles, we really want that post-launch development to not only address potential problems, but also to improve gameplay features and modes. It’s an absolute commitment from the NFS franchise.

PSB: What have you learned about player behavior – especially in the multiplayer arena – that we’ll see in NFS: Hot Pursuit?

EA: They’ve been taking a ton of lessons from online telemetry gathering: what people love to play, how they compete, and how that metadata is conveyed online. We have a very in-your-face approach to the connected generation. And that is multiple points of data, always streaming in information, always giving the player updates through messaging. “I’m going to throw down the best time I can and all my friends are going to get this message,” and it’s going to challenge them to do it.

That’s the lessons, like the refinement of the experience, that Burnout really paved the way for. And Criterion has really been at the forefront for all of EA in a lot of ways in how they turn that data into actual gameplay feature sets. Hot Pursuit is really a culmination of all those lessons over the past 2 or 3 years, especially for the connected platforms.

PSB: Do you see the reach of NFS Hot Pursuit extending beyond those times when you’re on the PS3 to places like Facebook or Twitter?

EA: Absolutely, there’s interactivity based on Facebook Connect and other elements that they’ll be working on. You have a ton of connectivity through the web and then back to your platform. Don’t discount any medium that Criterion has at their disposal. They’re supporting the PlayStation Eye to do in-game captures of player profiles; fans of Burnout will remember that. Every action point in the race is capturable and uploadable via Autolog.

Question via Twitter (@Y_AlAnsari): Is Hot Pursuit gonna be like “NFS Underground” style? The one with all the blacklist stuff :D

EA: There’s aspects of the Blacklist. Criterion really wanted to bring in elements of both Hot Pursuit and Most Wanted. Instead of the Blacklist being a grouping of AI players, our Blacklist is your friends list. You’re ranking up through the friends that you have via the Autolog, event for event, and knocking your friends off of the Blacklist. So you’re actually racing against real people, not just NPCs.

Question via Twitter (@RustyFirestar): What types of events are there? The gameplay seems fun, but not varied.

EA: Criterion is a great studio for creating dynamic game modes, and the introduction of cops and racers at high speeds, and exotic cars and exotic locations, for us it’s a playground. What we have are online modes where it’s 4 vs 4 where 4 of your friends are playing a career as a cop, and they’re entering into a Hot Pursuit with 4 of your friends who are running careers as racers.

General categorization of race events aside, Hot Pursuit is not about drag racing, it’s not about drift racing, it’s kind of a culmination of all those elements of driving within an action-driving design.

Question via Twitter (@BenSDixon): I’d like to know what games they would compare the handling to and whether it’s like Burnout Paradise. (does real cars = realistic handling?)

EA: Criterion is not a company to design a real-world physics simulator. One of the core tenets of Need for Speed is that action-driving experience. You don’t need a drivers license to play this game. That said, these are cars built upon a real-world-style physics simulator, and then amped up for arcade action. So this isn’t that you need to know how to drive, that you need to hit the apex of a corner, it’s much more in the vein of Burnout. It really is an action-arcade, pick-up-and-drive experience.

Question via Twitter (@DMax901): How many cars will there be? And what will the Racer’s equipment be like? Thanks PS!

EA: Over 65 top-end exotics, and maybe a few real key surprises. There are cars in our game you’ll never play anywhere else. And Criterion’s done a great job creating a career as a cop, so every car in the game comes in lovely cop colors. There’s always the idea that more cars can come via post launch development all the time.

Thanks go to those of you who asked us questions via Twitter, and to Jesse for answering them. Need for Speed: Hot Pursuit comes to PS3 on November 16th.


Posted by IGN Sep 29 2010 03:48 GMT
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Superstar to give Aussies an awesome show in Sydney.

Posted by Joystiq Sep 24 2010 21:40 GMT
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The Seacrest County Police only drop their spikes and break out the road block for the most wanted. But for all we know, this guy's just got one of those stuck accelerator pedals. Didn't you hear? It's spread to Porsches now.

Video
Posted by Kotaku Sep 24 2010 18:30 GMT
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#clips If high-speed police chases were half as exciting as this Need for Speed: Hot Pursuit trailer makes them out to be, everyone would be doing them. More »

Posted by IGN Sep 23 2010 22:44 GMT
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Giving new meaning to the term "white-knuckle ride."

Posted by Joystiq Sep 22 2010 03:00 GMT
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EA CEO John Riccitiello told attendees of a recent Bank of America conference (via CVG) that Need for Speed developer Black Box Studios was "on a death march, building for five years in a row," citing a decline in sales between 2004 and 2007 as the end result. "[They were] annual iterations, they had to put it out; no rest for the weary," Riccitiello said.

He then explained that "It was definitely our fault," adding, "Those days are gone. We're back in two studios and we've got them on bi-annual cycles." In his opinion, the forthcoming Hot Pursuit reboot is the fruit of that changed-up development cycle. "This year is right back in the core action driving ... it's had a two-year dev cycle ... I feel great about it," he posited. Oddly, no mention was made of the now annual Black Box franchise Skate, but we're hoping for an announcement of Skate: Hot Pursuit by year's end.

Posted by IGN Sep 21 2010 02:00 GMT
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Criterion proves that sometimes it's good for a franchise to 'burnout' a little.

Posted by Joystiq Sep 16 2010 01:00 GMT
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The EA blog had a chat with Criterion's Matt Webster the other day, and he says that Need for Speed: Hot Pursuit will be about 'four times bigger' than Criterion's last big racing hit, Burnout Paradise. There are a few reasons for that. First and foremost, Criterion wanted the cars going upwards of 250 miles per hour, so more speed means more room needed. There will also be more elevation in the levels, as well as more space to do things like hide your car in the bushes and find off-road shortcuts. Webster says there are over 100 miles of tarmac, and lots of other space to explore as well.

He also talks about the game's "Autolog" system, which will allow for ghost competitions between players, and what he's calling the "Speed Wall," a set of leaderboards which shows how close you are to overtaking your friends, even if they're not online. And finally, Webster says that Criterion has been hard at work replicating real cars for the game -- they had to fine tune the wheels of a McLaren out 2 mm just to get it to hit the right top speed in-game. Sounds like the game is coming along well -- it's scheduled to hit the lights and punch it this November.

Posted by Joystiq Sep 04 2010 01:30 GMT
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We take warning screens very seriously. That's why we've preemptively removed Hinkle from our friends list. We wouldn't wanna risk any "hard feelings" if he went and wrecked our Need For Speed: Hot Pursuit records. It's better this way, Dave.

Video
Posted by Kotaku Sep 03 2010 12:00 GMT
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#clips In this new video we get a chance to check out another "recommendation" from Need for Speed Hot Pursuit's Autolog. More »

Posted by Joystiq Aug 31 2010 02:00 GMT
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In the latest issue of GamesTM, Criterion Games creative director Alex Ward dishes news on a Skate or Die remake that EA offered his studio back in 2002, which was eventually canned by Criterion. This, Ward says, soured relations between the developer and EA for some time, effectively killing Criterion's pitch on a Need for Speed title -- titled "Need for Speed: Split Second," if you can believe it. "We called a meeting with the EA guys, told them we were walking away [from Skate or Die] and they went mad," Ward said. "threatening to sue us, put us out of business ... there was a lot of anger and frustration. Then we got a call from the Need For Speed guys and they said 'we can't work with you guys any more; you just walked away and there's a shame on your company, so we can't talk to you.'"

Though the pitch was killed, Criterion instead got to work on developing its Burnout series and is now developing another reboot for EA: Need for Speed: Hot Pursuit. It also appears that the direction in which Skate or Die's remake was going -- a more realistic, simulation-style skateboarding game -- eventually became EA's Skate franchise. "I wanted to explore what it was like to just go out for a skate and have that feeling of just doing whatever you want. There was that experience from when I went skating in real life that just wasn't captured in videogames. I wanted to be able to get off the board," says Criterion dev Craig Sullivan. There are said to be many more interesting tidbits in the issue, which hits newsstands on September 5.

Posted by Kotaku Aug 29 2010 22:30 GMT
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#cars A German site got its hands on what it says is the full list of the 66 licensed vehicles appearing in Need For Speed: Hot Pursuit. It's a whole lotta fahrvergnügen. More »

Posted by GoNintendo Aug 29 2010 17:48 GMT
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Remember, it’s possible that all these cars won’t make it into the Wii version, but I’m sure most will be represented. Alfa Romeo 8C Competizione Alfa Romeo 8C Spyder Aston Martin DBS Aston Martin DBS Volante Aston Martin One-77 Aston Martin V12 Vantage Audi R8 5.2 FSI quattro Audi R8 Spyder 5.2 FSI quattro Audi TT RS Coupé Bentley Continental Supersports BMW M3 E92 BMW M6 Convertible BMW [...]

Posted by Kotaku Aug 27 2010 18:00 GMT
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#handson This is Burnout. That's the first thing that crossed my mind in the middle of my race against a group of other writers. And why not: Need For Speed: Hot Pursuit and Burnout share a pedigree. More »

Video
Posted by Kotaku Aug 25 2010 19:40 GMT
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#clips Need For Speed Hot Pursuit continues its cross country tour with Electronic Arts bringing the upcoming racing title to Chicago to show it off to some gamers, non-gamers and celebrities. More »

Posted by GoNintendo Aug 25 2010 16:44 GMT
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function getVideo() { var so = new SWFObject("http://cdn.springboard.gorillanation.com/storage/xplayer/yo033.swf", "mplayer", "420", "340", "8", "#000000"); so.addParam("wmode","transparent"); so.addParam("swliveconnect", "true"); so.addParam("allowscriptaccess", "always"); so.addParam("allowfullscreen", "true"); so.addVariable("pid", "goni001"); so.addVariable("siteId", "485"); so.addVariable("videoId", "188555"); so.addVariable("file", "http://cms.springboard.gorillanation.com/xml_feeds_advanced/index/485/3/188555/"); so.addVariable("pageUrl", document.location); so.write("flashcontent_485_goni001_single_188555"); } getVideo()

Posted by Joystiq Aug 18 2010 02:40 GMT
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This freshly released gameplay trailer for Need For Speed: Hot Pursuit from Burnout vets Criterion Games has us in a hot pursuit of a controller with which we can play more of this blistering-fast racer. The footage features cops versus racers in both day and night settings, the latter we're pretty sure was put in the game just to show off the police car lights bathing passing cars and scenery in their red and blue beams.

The video begins and ends with a peek at the game's "Autolog" player vs. player challenge system. There are also some shots that'll be familiar with anyone who played Need For Speed: Hot Pursuit 2 in the PS2 era, including roadblocks, spike strips (dropped from helicopters!) and the cops calling in high-performance backup when their cruisers just aren't getting the job done. It looks fast-tastic. Now, if only November 16 could get here faster.

Video
Posted by Kotaku Aug 18 2010 01:00 GMT
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#gamescom2010 I like playing games with asynchronous multiplayer, but outside of Facebook, there aren't many ways to compete against gaming friends in a non-simultaneous way. Thankfully, Criterion includes that sort of thing in their racing games. More »

Posted by Joystiq Aug 17 2010 18:45 GMT
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EA's new marketing strategy, "Project Buy The Game Immediately," will be applied to certain launch copies of Criterion's upcoming Need for Speed game. When Hot Pursuit is released on November 16, the so-called "Limited Edition" of the game will be offered for the same $60 price as the standard version through participating retailers -- and "while supplies last." The Limited Edition will include two exclusive cars (see below) and immediate access to four additional rides, which are otherwise unlocked through the painstaking process of actually playing the game.

Exclusive access to:
  • Alfa Romeo 8C Competizione
  • Ford Shelby GT500
Early access to:
  • Audi TT RS Coupé
  • Chevrolet Camaro SS
  • Porsche Cayman S
  • Dodge Challenger SRT8

Posted by IGN Aug 17 2010 17:09 GMT
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Six exotic bonus cars for the gearheads.

Posted by IGN Aug 17 2010 15:00 GMT
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Tearing up Seacrest County in what could be the best NFS yet.

Posted by Kotaku Aug 12 2010 23:20 GMT
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#screens Apparently the recession has not hit Need For Speed: Hot Pursuit's Seacrest County. Or the sheriff and the county commissioners are gonna face a recall election for giving the deputies Dodge Vipers instead of the good old honey-brown Crown Vic. More »

Posted by IGN Aug 12 2010 17:12 GMT
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More speed than you can handle, bro.

Posted by GoNintendo Jul 29 2010 20:46 GMT
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function getVideo() { var so = new SWFObject("http://cdn.springboard.gorillanation.com/storage/xplayer/yo033.swf", "mplayer", "420", "340", "8", "#000000"); so.addParam("wmode","transparent"); so.addParam("swliveconnect", "true"); so.addParam("allowscriptaccess", "always"); so.addParam("allowfullscreen", "true"); so.addVariable("pid", "goni001"); so.addVariable("siteId", "485"); so.addVariable("videoId", "180929"); so.addVariable("file", "http://cms.springboard.gorillanation.com/xml_feeds_advanced/index/485/3/180929/"); so.addVariable("pageUrl", document.location); so.write("flashcontent_485_goni001_single_180929"); } getVideo(); Need for Speed Hot Pursuit is riding into the Windy City on Aug. 7th for the Need for Speed Hot Pursuit On Tour event, the second stop of the five-month, seven-city tour. This video highlights the [...]

Posted by Joystiq Jul 27 2010 00:00 GMT
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I'm a Criterion fanboy. I've explored nearly every nook and cranny of Paradise Island and clocked a lot of mileage with the myriad DLC available for Burnout Paradise. Yet, the team's reboot of the Need for Speed: Hot Pursuit series simply didn't click with me. Of course, what I played was an early build and one limited to a 1-on-1 versus mode -- hardly indication of what chaos to expect in a larger multiplayer match -- but that's not necessarily a recipe for a bad first impression.

Criterion's approach to Hot Pursuit, I was told, is to focus on the basis of the franchise: the thrill of the chase. However, the 1-on-1 chase that I played wasn't thrilling at all; despite being based on a solid concept: you play as either cop or racer (escaping the police) and utilize a number of weapons to slow down your opponent. The racer, for example, can jam the cop car's radar, while the cop can summon a barricade.