Need for Speed: Underground articlebmw z3 |
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if I pose to you the question: that there is in Need for speed, which not is realized so good not in one another game, the 4, perhaps, rest I will most frequently hear the reference about the pursuit and the speed sense. Specifically, pursuit, pulled out game in the first places in the Heath- parades, when in it only - only appeared pursuit. It arrived by all on the taste. But there was pursuit then, in 1997 of ideal? What generally it is possible to name ideal of pursuits? In what part of the pursuit game most of sovershenna? Briefly, I invite you to conduct a study of this question, after comparing the different Need for speed with respect to pursuit.
That we will compare? Undoubtedly, in the auto- emulator not last role plays the selection of machines for the pursuit - i.e. motor park. What machines are optimum for the pursuit? Also, that, where passes pursuit - route, is very important. What routes most convenient for the pursuit? Physics - most important parameter of auto- emulators, and, although Need for speed, is arcade, the examination of physics of machines, and their behavior with the pursuit is very important in the arcade. Well certainly, what pursuit without the persecutors? Where was the cleverest AI? So we, certainly, will examine, different special features of the games of a series.
But before I do propose to determine, for itself, what is ideal pursuit is? What routes are ideal? What machines flawlessly do be suitable for race? Give in the order let us answer the presented questions.
4 it would name ideal of pursuits (in the game, it understands!), the pursuit, where excellently is combined speed sense, and rigid, clever persecutor - because, adrenaline will rise only in the presence these of two factors. It is still important so that the routes would be ideal for the pursuit.
What must be the routes, which to pass pursuit - annular, or are not? Twisting or by straight lines? I fear, which will not be succeeded in finding precise answer to this question. In actuality this matter of taste, however, cannot be denied that fact (is true, this thought not my) that not on the annular routes, each incorrect step it threatens by the loss of control, and enemy (both in the form of policeman and your opponent) it can use situation, and the second chance in you it can and not be. From other side, on such routes, is possible creation many ridings round, yes even route, no longer it is obligated so to be bent so that the circle would come out.
A of what must be more - the sharp turns, or the straight roads, on which it is possible to develop speed? Both that and, etc. must of each other supplement, and become obstacle, or aid, not only for you, but also for the persecutor. Also, besides that enumerated, in the game must be sufficient room in order to make anything such - this indeed altogether only game, but not commonplace desire to flee from kopov in order to avoid penalty! Are necessary the large areas, over which between the straight roads, and twisting turnings you could make, for example, sport turn. Also, it is not bad to have, for the complete happiness, any shtukoviny on the roads, for example, springboards, or narrow ways going on the vertical line. Possibly, are necessary the objects, which it is possible to carry, for the larger speed sense, to still have rather well as in the reality, a motion on the route, where pursuit passes. Are necessary some dangerous ways, through which the machine of pursuit will not be able. And it is not important that in nature of such complex, and piled up routes it does not occur - in the life no similar pursuit as in the games and the films.
But nevertheless, pursuit, this, first of all, speed. Therefore, I consider that, so that the pursuit would be to the extent of the realistic, to it was necessary not effektnost', namely the speed, which can be collected, only yedya along the straight (or almost on the straight line) route. In this there are its pluses - in order to be detached away from the persecutor, who accurately also gains speed, on the straight route by you will be necessary not the springboards, not alternate routes, even not speed. By you to be necessary keenness, in order to understand as to be detached away from the enemy, when relief does not contribute to you in this. This more strongly it draws in play process, and is created the additional, besides the speed, sensation of the incandescence of situation. Therefore, personally 4, I give preference to pursuits on the less twisting routes. And at the end of the description it is worthwhile to mention, perhaps, the main condition of the route of pursuit - route must be developed so that the pursuit at the high speeds would pass on it. Thus, on the route of that having precipice with the springboard, then precipice it must be accurately calculated for the leap. After long straight line, there cannot be the turning with the angle of less than 90 degrees - machine simply will not unroll on it at the high speed, but reduction in the speed with the pursuit,: on the whole, ' brakes devised cowards '.
A that is more important: realism, or effektnost'? In the auto- simulator, most important rest appears the realism. The pursuit, such as in NFS hardly will succeed because of it, since properly we would pass to the first turning, but not further. I now recalled Nascar racing, (very first, which left in 1994, at the same time, when and NFS1), so here, if we include in it realism to the complete, then I passed not further 100 it was meter - from the collision against the border the wing was wrinkled, and it vomited tire, or something departed from the machine. Therefore, in the auto- arcade, which is NFS, more importantly it appears the entertainment of pursuit, but not the realism, because of which entire pursuit would be impossible at such speeds, along such routes (in the simulator, which it is characterized by realism, whereas the first revolution to the roof it would indicate withdrawal from the race, you here and say to me, how much time summary it were prolonged race?). But that system of damages, which was in NFS 4 - you will object you however, that system of damages was purely arkadnoy. Machine not can so it takes a long time to break. Actually, only, that it was necessary for damage system, and which was made - this to see visual damages, and rest, sooner it interfered, and it irritated.
A what must be motor park? Are natural that for the pursuit, necessary rapid machines - what sense to drive in the usual machines? Pursuit must be rapid in the life, but here, in the game, it must still be very rapid and, in addition, spectacular. Must be present steep drifts, "licking ' of the walls of obstacles, flights at the very long distance: In the usual machines to you this not to dostich'. Therefore pursuit in very rapid machines is priority. It is natural that the police it must be planted, it is accurate to the same machines. Otherwise, what sense, to sit down at control Spider, and after driving away to hundred kmch in schitannye seconds to go a route each, on which stand the policemen on Ford sedan, who, will see you maximum second - precisely so many to you it will be required time in order to become point at the horizon.
A little history .
V this division, I will a little resemble, the basic development of pursuit in series Need for speed.
1. 1994 yr NFS1. Almost no one from beginning geymerov knows that the police appeared not in the third, but in the first part of the game. No, not there was pursuit in it, simply along the streets drove the patrols, which immediately you fined for exceeding of speed - to leave from them it was possible, having only lowered speed to that permitted.
2. 1997 yr NFS3. Game, with the name "hot pursuit ', marked new turn in development NFS, and also play industry generally. This game, which entered the list of classical games, became, de facto, standard, for the imitation. In the game to you it was required to depart in the machine from the police, with one opponent. Who will be able to pass all circles, and to fall not more than the specific quantity of times in the hands of the police, and in this case it comes first - it wins. You also can play for kopa. At long last in the game the possibility to color machines appeared. This part is most similar to the simulator, from the the early NFS.
3. 1998 yr NFS4. Essence of pursuit remained unchanged, but were added the new forms of contests - flight, and to the period. Now there is the possibility to break machine. In the regime of policeman, you now not one soldier on the route - you help kopy in other machines, for each of which you can be switched. This game became nearer to the arcade.
4. 2003 yr NFS6. Ideological continuation of "hot pursuit '," hot pursuit 2 ' introduced many improvements, but forever it took leave with realistic physics. This part of the game, entire consists of pursuit. Specifically, in this part of the series, EA finally solved all moments of pursuit, which spoiled mood in the previous parts: AI, graph, a quantity, and the selection of machines (although to this in NFS never they complained), and also questionable moments about the rules of the pursuit (the same game, and as in any game, in pursuit there are its rules).
Routes - are earlier and now .
1. V of the first part of the game, routes could not be praised by many obstacles, and by large areas. Yes even routes themselves there was not so much. The most interesting, that this is the unique part NFS, where there are, on the level with the annular routes, and straight routes. Yes they were actually straight lines, with the small bends. On such routes, the pursuit not would be very interesting, although, as 4 it already wrote above, on such routes appears larger stress than on the annular. Besides the aforesaid above it is strengthened by the fact that there is no second circle, where it would be possible to win back.
2. The third NFS already became to the time of its output game with the clear idea of pursuit, what not it was never earlier. The fourth , completely repeated all errors with respect to routes. All routes of game are annular. Vacant place, area, it was added. To recall at least wide roads in the native city, the canyon. In each route there was, at least, one large area for the game into the golf. I joke. In order to make on it sport turn, or to leave further from the pushing to the side, machine of persecutor. Game simply reached happiness by its juicy paints, and by the beauty of the places, where pursuit passes. Additional decorations, for example, steamship, aircraft, and the like thinned out situation during the race, and even was caused tender emotion. Even in this part alternate routes began to appear. True, by alternate routes to name them is possible with the large stretch. Themselves you remember that to us maximum, was given the possibility to cut off corner. Unfortunately, this created the oppressive situation: like the route they are made under the cities, under the forests - under the places, where must be much space, and alternate routes - but no - to us narrow by-streets show instead of this. These were route, no, not the city, precisely, route decorated with cities, forests and the like and everything! It is interesting that the persecutor never dropped in to the concealed road. In essence all these circuits were hidden, after the different obstacles, the type of fence, or sign, which could be brought down which also reached lots of happiness to our racer.
Now about the architecture of routes. All routes not are similar one to another, however, in the plan of the ideology of turnings, straight lines, and their relationship between themselves they are very similar. Formula is such: large acceleration - sharp turn; sharp turn - straight line for the acceleration. I do not know, who them composed, but such impression, that the author sketched by the closed eyes, drawing by pencil on the paper, but already then he thought as all this to make. Taking into account that the routes like as, must be inhabited, i.e., machines must drive on them, then they too angular, since to usual driver, to that, which governs AI, and which we call traffic, it is very complicated to go. Not sbavlyaya speed this is generally impossible - constantly one should impede, but this is inadmissible for the pursuit! Certainly, we taught to introduce machine into the "corkscrew ', and, making colossal loads to driver, (to that, virtual) we, colliding posts, stripping paint, and grinding the heaps of the rock, they taught to come first, but indeed this does not speak, that the author of maps above them worked well!
3. The sixth NFS, as 4 already spoke, in many moments it corrected deficiencies in the past pursuit, and it made its more pleasant. For example, routes in this game to me greatly were pleased - it is not enough that they appear now plausibly (much less angular), and on them now it is possible to drive, not sbavlyaya of speed, and in this case, teaching not to break machine, so also finally were added normal alternate routes in the literal sense of this word. I.e. they not were the simple cutting of way, they were the independent road, which goes along , and not across the basic. This was pleased not only to me, but also to the majority of virtual reyserov. It distressed, and can and gladdened someone the fact that although routes there was not so much, they were very, very, very long. If we compare with NFS4 and NFS7, then route into 6- ohm NFS you contain three routes from the ya-oy or "-oy part. Similar routes were in NFS Porsche, but also there they were more shortly. One additional detail of the maps of races, which was undertaken, in all likelihood, from the same Porsche - these are enormous spaces. Although the race, as before, passed on the not very wide road (although in the shch-oy and '-oy parts of the route where are more wide and convenient for the pursuit, than in the previous parts), now all actions were conducted not on those closed from all sides with forests, houses, mountains, and the like sections, but on the free spaces, which artificially enlarged the area of race.
Machine for the pursuit - we search for ideal version or this multifaceted physics .
We already spoke, that the machines must be rapid, but they did not mention about that, by what precisely they should be let us say that more greatly it is suitable for the pursuit: exotic character, or rapid series auto-? But can first and that? So there is. If there is the series BMW Z3, and if the police sits not in the steeper machines, then in not not very rapid pursuit there are its pluses for example, you have time to comprehend, what to harvest in order to be entered in there that turning, where will hang sign twisting road. The very rapid machines, such as Mercedes SLK GTR and McLaren F1, more greatly be suitable for a not very twisting road, and for the complete effect of speed. By the way, in what parts better was transferred speed, physics of each machine, and what was the ideology of game with the selection of motor park? Give let us be dismantled:
1. NFS 3 . In contrast to the 2-oy part, where actually all represented machines were very steep, 3-44 parts show to us the very balanced motor park. Into it entered both the prototypes and the completely series and customary machines. Therefore, became possible and "quiet ' pursuit, and mad. In the first case, after selecting Aston Martin DB7, BMW Z3, or something in this kind, you will be able to battle on the level with the police, which, by the way, is planted on not the most powerful auto-. Because of this, is worth you only changing seats to more rapid El nino, Diablo SV (in the police also there is Diablo, but you you will meet it only in one race), and to you no police it is terrible, not it will be. This is the large shortage, which makes the game of not so interesting. Yes even for you in the form of policeman it is necessary nesladko to chase Ital design Schigera. Nevertheless in the game to you will be encountered the machines of average efficiency - series sport penalties, which show to us the pursuit of the average speed, at which and to taxi it is possible, and by speed to delight in.
As has already been written above, this game is nearer to the simulator than to the arcade. Therefore physics of machines completely corresponds. They too quick-to-accelerate, and they do not fly in the skies. Then control is made very good, and it is realistic. Control will generally to us not interestingly, here I only say that control, connected from the pursuits not badly. Machine correctly reacts to that, when the police pushes from behind, or when it attempts narrative you.
2. NFS 4 . In spite of ideological similarity, game completely altered both the motor park and physics. Now this is arcade; therefore machines are turned over, they hover in air in the manner that as if action occurs on the Moon. Yes even with attempt narrative machine, the police has it is not many chances - machine will as stuck go, without displacing - it is necessary only to harvest well to the control to the opposite side. however,
as far as machines, are concerned, very much here changed. For example, now from the class v and from almost anything it remained, then appeared class AA and AAA. Thus, in the game it is now more the more rapid machines than series and series with the limited release. However, motor park practically did not change, were removed some not very rapid machines, and were added super- rapid, because of this, major portion of the park, but this of the average rapidity of machine, remained the same. But already this fact speaks about the tendency to make a pursuit of rapid, after getting rid of the "quiet ' pursuit.
3. NFS 6 . Here they decided to gladden amateurs to be unscrewed from the police with the aid of the mind, and the amateurs of speed. Since physics in the game was pure water of arkadnoy, complicated it was to expect correct pursuit. But no this part of the game, exactly it is made as very well thought-out pursuit. As it was written earlier, in it were the routes special for the pursuit, but this not all. Pursuit itself is made in it very and very plausibly. To the attempt narrative machine, it reacted accurately, and even it is better than in by 3- it. However, the motor park of game is enormous. In it there are representatives of all classes of machines, from the majority of the chief producers. It is pleasant to note that with respect to pursuit the idea of pursuit strongly changed - now there is only one penalty, and your machine must be actually stopped to the total stagnation. It is interesting that the ideology of game was changed also in the fact that now after you they will pursue not one kopecks, but several, inquiring aids, if themselves it is not obtained to catch in them, but this is fraught with surprises on the road.
AI - where permissible pridel of mind?
In different NFS was different AI. But here where it was best? Personally I is confident, that in the sixth, since so to conduct machine, and not to yield to the fraudulent maneuvers, the type of braking, or sharp turning they did not know how to make kopy not of what other NFS. for example, in the third, kopecks shivered to go, and it turned machine too late, and you had time to rush by by. In one fourth there was the same. True, and in the '-oy part of kopov it is possible to deceive, but to make this it is considerably more difficult. Yes even finally they planted them on accurately the same machines as in you; therefore it is not dependent on what race - "quiet ' whether, rapid, or average, you always have the opponent, who is equal to you on the speed, but it means, it is necessary to think to head.
You will memorize! The author writes the conclusion, when he got tired to write.
Of course in each its tastes, and in each different idea about the ideal pursuit, I decided to write this article, after expressing its opinion. I cannot but note that in the article there is no conclusion, characteristic for such articles - I considered, that conclusion be it cannot, for reason said above. Personally I consider that yet they did not grow to the ideal bend in NFS, and in each part there are its shortages. And there are few of them. Well, for example, one part does not be sufficient effektnosti, in another not convenient routes, in the third not clever AI, in the fourth complex control: However, all these shortages did not interfere with making a pursuit in NFS of most popular. It is possible that in the very near future, EA will create ideal pursuit, and then, completely legitimate continuation will appear in this article. Let us wait, and we will hope, in the very near future each of us will wait for ideal pursuit.
High mountain ACE
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