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Hands-on: Shift isn't Need for Speed, it's better

Thursday, 28 May 2009 14:24
Need for Speed Shift
EA's latest entry in the Need for Speed series merges simulation and fun into one great package, but its likely to be met with confusion by the franchise's fans.

I recently got the chance to visit Slightly Mad Studios, the folks that helped developed critically acclaimed PC racing simulators alongside SimBin Studios, such as GT Legends and GTR 2. They've now brought their talents to EA's Need for Speed universe, giving birth to Shift.

First off, it's clear that this isn't your typical Need for Speed title. EA has taken a new franchise route this time around. Following the mixed response Need for Speed: Undercover gained from critics - we gave the game a sorry 4/10 - EA has split the series into two: Nitro and Shift.

Nitro continues the game's arcade focus, bringing police chases back with full force; however, this game will be developed exclusively for the Nintendo Wii and DS. Shift, in development for the Xbox 360, PlayStation 3 and PC, will have no police cars and the only chases you'll be taking part in is a chase to the finish line.

This makes you wonder what connection the game actually has with the Need for Speed franchise. Especially since EA simply signed on Slightly Mad Studios' fully featured, two-years in the making 'next-generation' engine and asked them to mould it into Need for Speed.


So Shift as we know it has actually only been in development since last April, but the studio will be targeting a September release. You have to wonder whether Slightly Mad are happy with their game being plastered with the Need for Speed brand, which could be reflected in a little disagreement I experienced between the developer and publisher over whether the game's merchandise was sporting the SMS logo.

Nonetheless, this is irrelevant to the quality of the game itself. You want to know more details about the game in addition to how good it is. That's what I'm going to give you.

Naturally, Slightly Mad won't be accosting Xbox 360, PlayStation 3 and PC players with a full-out hardcore simulator like the GTR series they previously worked on. The game will be made more accessible for players, with a better physics system that includes aids to make the transition from a traditional arcadey Need for Speed to Shift's simulated handling a little easier.

This doesn't mean they aren't focussing on making this the best and most realistic simulator you've ever seen. The studio's main focus is making the game feel like you're actually driving in its cars, and thus make Shift a truly visceral experience. The game's producer Suzy Wallace, explained that "We don't feel any racing game has truly got that over."


To achieve this feeling there's a great concentration on g-forces in the game's racing, where the driver is physically moved and thrown around the car. This effect is achieved via camera angles and subtle effects that'll make you feel that you're actually in the car; such as the g-force pushing and pulling the camera back and forth when accelerating or slowing down, simulating the driver's head movements.

Of course, these effects are mostly emphasised in the cockpit view - a view that the studio recommends their game is played in. The driver's head is pulled away from the cockpit as you speed down the track, jerking when the gear is changed.

I personally haven't seen anything quite like this in a racing game; the cockpit might look incredibly impressive in Gran Turismo 5 Prologue, but its mainly a static experience. In Shift you're really put right into the seat with the driver, where camera shake and DOF further emphasise the speed. This emphasis on speed continues when the cockpit subtly blurs out when you reach a comfortable speed, allowing you to focus on the road.

The effect isn't entirely lost when you enter the game's bumper-view, since the HUD itself will take the place of the cockpit/driver's head physics, by moving in and out with speed changes.


In the PC version I played (I was assured that the console versions were going along to plan, but their limited memory would result in a 30 frames-per-second and 720p experience) the graphics were incredibly impressive, especially for a game that had only just reached pre-Alpha.

Graphically, the game had the quality of Gran Turismo 5 Prologue, but since I was playing a PC build the textures were more defined, and the in-car shadows were clean with almost non-existent aliasing.

You'll also find nice little touches, such as like-for-like reflections in rear-view and side mirrors; light and cockpit reflections on the windscreen; fully functioning and accurate in-car dials; as well as high-resolution reflections in bonnet view. The game will also feature full HDR lighting that allows each track to be dramatically altered depending on the time of day.

Of course, Shift has a fully-featured damage system, where windscreens break realistically, and cars slowly undress themselves as you bump them around the course: I was doing a lot of that as I got to grips with the controls on a tight Tokyo track; my licensed car was a shell of its former self once I had reached the finish line.


Crashes can affect the performance of the car, but its up to you - you can choose as to whether the damage is superficial, or if it actually affects the car's engine or suspension. However, you'll always be able to complete the race, even if it means limping to the finish line: incidentally there'll be no pit-stops.

If you've ever been in a car accident, you'll know that it's a little more extreme than the light bumps and scrapes you've seen in games before now. Here, Slightly Mad has made an effort to bring car crashes to life, and not just in superficial damage modelling. Subtle spark effects and reflections will jump their way into the cockpit during barrier scrapes, but in full crashes your driver's head will jerk forward, the screen will act like it's been severely damaged with colour distortion, and your driver will verbally express his pain.

There'll be over sixty licensed cars in the full game, and a large selection of road-based tracks, including real-life tracks in addition to faux-tracks placed in real city locations, such as London and Tokyo. Each car has had its physics realistically modelled, with every cockpit being true to life. The feeling while driving was just as you'd expect for a simulator, so Slightly Mad has clearly done their research.


You'll also be pleased to know that the game features realistic artificial intelligence, with each driver having their own personality and grudge against you that can be influenced by how you treat them during each race. The drivers aren't perfect, they'll make mistakes just like you. In the build I played each driver's AI was reflected in their name, such as Mr Aggression; these will be less obvious upon release.

So, where does the Need for Speed moniker come into this game? Of course, EA and Slightly Mad are taking an extremely wide interpretation of the series. It's clear that the studio has performed changes and improvements that they might not have if they were simply making a full out sim. It's colourful, the crashes are incredibly satisfying, and the physics allow a less experienced driver to enjoy the game (there'll be selectable difficulty levels).

Of course, it wouldn't be Need for Speed without upgrading/modding, so that'll make its way into the game, though Slightly Mad were reluctant to reveal any details on this. The game will also feature online multiplayer, but once again, they're staying quiet.



It'll be up to you if this really is a Need for Speed game. My advice is that it just doesn't matter. Yeah, maybe EA's using the name to get a bigger audience for their new race simulator, but a great simulator game it is. It could even battle the full out sims Gran Turismo and Forza, in addition to the more arcade-like PGR and GRiD - now, be honest, you'd never think you'd hear that said of a Need for Speed game did you?

Patrick Steen

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