Fast cars, big bums and the secrets behind one of the best Need for Speed games yet – Eurogamer.net
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It’s not so much a trick at this point, however a minimum of we now have the finer details: Need for Speed: Hot Pursuit Remastered is coming later on this year, with PC, PS4 and Xbox One getting the refreshed title on November 6th while it’ll be coming to Nintendo Switch on November 13th. There’s a visual overhaul, with 60fps being the target on PC, PS4 and Xbox One while the Switch is wanting to hit 30fps, while they’ll all take advantage of cross-platform multiplayer (a key part of Hot Pursuit’s make-up, seeing how it introduced the principle of asynchronous multiplayer to contemporary video games with its Autolog function).
There’s more besides, with the DLC folded into the primary project, while some subtle tweaks have been made to gameplay and the front-end has had an overhaul. Most importantly, however, the core driving feels as fresh as it ever has – those pendulous slides are intact, while Seacrest County looks much better than ever before. It’s also a homecoming of sorts for the series, marking the start of Criterion’s second stint behind the wheel of the hugely popular series.
Having actually spent a few hours with Need for Speed: Hot Pursuit Remastered, I chatted to Matt Webster, VP of Criterion Games, and Chris Roberts – among the initial team on Hot Pursuit who’s now at Stellar Entertainment and is working as innovative director on the remaster.
I’ll begin by putting my cards on the table – this is my favourite Need for Speed, probably my preferred Criterion game and quite possibly among my preferred driving video games of all-time. What’s its special sauce? What is it that makes this Need for Speed stand apart? I’ve got my own ideas about that, however what do you believe it is that makes it so special?Matt Webster:
We most likely require a beer in a pub to effectively speak about this! I believe it’s simply actually pure. That was the starting point for us. It’s just actually a pure thing. All of it started by asking what does Need for Speed mean to us, and it was exotic automobiles, impressive drives and polices. How do you make the purest possible expression of that? It was coming off the back of Burnout Paradise, and we found ourselves doing simulations and automobiles in a different way. We were revering the cars and truck, really. More so than in something like Burnout. We were like ‘oh my god, we get to have fun with real cars and trucks!’
And that’s why we consisted of stuff like, on the cars and truck select, you understand we put the marketing tagline for the cars and truck at the time due to the fact that we wanted to just imbue it with the purity of the cars and trucks. We were getting forced to put personalization in the video game as it’s a Need for Speed thing. But the perceptiveness is pure and, and we’re revering in the vehicle, then you understand, when that Muricelago rolls off the assembly line in Sant’Agata, they believe it’s best. So let’s simply keep it perfect. When I look at it now I actually think crikey, it feels rather little as a game. It’s magnificently formed.