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Need.For.Speed.Collection-NoGrp

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Mesaj Scris de ViRuS Joi Dec 16, 2010 9:32 am

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[1995]Need.for.Speed.I[Electronic.Arts]-US

Most
cars and tracks are available at the beginning of the game, and the
objective is to unlock the remaining locked content by winning
tournaments. The first version featured chases by police cars which
remained a por theme throughout the series - the so-called Hot Pursuit
editions (Need for Speed III: Hot Pursuit, Need for Speed: Hot Pursuit 2
and Need for Speed: Most Wanted) have sold better in the marketplace
than intervening versions. The initial version also featured an
obnoxious opponent who taunted the player if the computer won the race
or the player got arrested (which happened with the third ticket.)

The
first installment of the NFS series was beyond doubt the only serious
attempt to provide a realistic simulation of car handling and physics
without arcade elements. Electronic Arts teamed up with automotive
magazine Road & Track to match vehicle behaviour, including the
mimicking of the sounds made by the vehicles' gear control levers. The
game also contained precise vehicle data with spoken commentary,

[1997]Need.for.Speed.I.SE[Electronic.Arts]-US

based
on the 1995 PC release of the game, and was released only for PC CD-ROM
in 1996 It featured support for DirectX 2 and TCP/IP networking, two
new tracks, and various enhancements in the game engine

The Need
for Speed and its Special Edition are the only games in the series to
support DOS, as subsequent releases for the PC only run on Microsoft
Windows 95 or above,

[1997]Need.for.Speed.II[Electronic.Arts]-US

features
some of the rarest and most exotic vehicles ever available, including
the Ford Indigo concept vehicle, and features country-themed tracks from
North America, Europe, Asia and Australia. A new racing mode was also
introduced in NFS II dubbed Knockout, where the last racers to finish
laps will be eliminated until the only leading racer remains, and wins

Many
fans of the first edition of Need for Speed were disappointed to find
NFS II was arcade-like instead of preserving the realism of
NFS.[verification needed] Though the gameplay was arcade-like, the
levels were intricately well designed.[verification needed] In addition,
track design was more open-ended; players could now
"drive" off the asphalt, and even cut across fields to
take advantage of shortcuts,

[1997]Need.for.Speed.II.SE[Electronic.Arts]-US

includes
one extra track, extra cars, and support for Glide, the then-burgeoning
3D graphics standard used in 3Dfx's Voodoo and Voodoo 2 graphics cards,

[1998]Need.for.Speed.III-Hot.Pursuit[Electronic.Arts]-US

added
Hot Pursuit mode, in which the player either attempted to outrun the
police or be the cop (playing as the police was only available in the PC
version), arresting speeders

NFS III took advantage of the
multimedia capabilities of the CD-ROM by featuring audio commentary,
picture slideshows and music videos. This game also is the first in the
series to allow the downloading of additional cars from the official
website. As a result, modding communities have sprung up to create more
vehicles which would otherwise be unavailable to the game,

[1999]Need.for.Speed-High.Stakes[Electronic.Arts]-US

High
Stakes introduced several new types of gameplay: High Stakes, Getaway
and Career. High Stakes is a racing mode in which the reward was the
losing player's car. Getaway requires the player to outrun a pursuing
police vehicle for a given time period. Career mode incorporates a
monetary reward system that allowed a player to purchase vehicles and
performance upgrades while earning cash by racing in a chronological set
of tournaments

Another innovation is the introduction of damage
models. Vehicles which have been involved in accidents featured visibly
crushed car bodies and suffered from performance penalties. After a race
in Career mode, the player is given the option to purchase repairs. The
mode also allows players, for the first time, to upgrade cars, although
the feature simply consists of switching between three upgrade levels
for each car,

[2000]Need.for.Speed-Porsche.Unleashed[Electronic.Arts]-US

This
is different from the previous versions because it featured only
Porsches and featured a wealth of information regarding them. The cars
handled more realistically than in any other NFS game, and there is an
in-depth catalogue of different Porsche parts that span throughout the
years. The player had to win races in the Evolution career mode to
unlock cars in chronological order from 1950 to 2000. Porsche Unleashed
also featured a Factory Driver mode, where the player had to test
Porsches with various stunts and move on with his career. The game is
also the first NFS game that didn't have a split screen mode. However,
the game did contain a well constructed LAN multiplayer feature

In
terms of game construction, it is most often hailed as Need For Speed's
best collaborated effort to bring forth one singular car brand and
amplify and deepen the depth of knowledge both on history and motor
functions. It features historical videos and many pictures of old photos
of Porsche vehicles. The Evolution concept was a hit for many people,
creating many new Porsche fans due to the game's high level of academia
and depth of Porsche cars. The Factory Driver was also a different kind
of unlocking, except to do with performing and excelling in certain
slaloms, speed races, deliveries, etc

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