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Ps vita need for speed most wanted
Ps vita need for speed most wanted






ps vita need for speed most wanted
  1. PS VITA NEED FOR SPEED MOST WANTED DRIVERS
  2. PS VITA NEED FOR SPEED MOST WANTED PORTABLE
  3. PS VITA NEED FOR SPEED MOST WANTED PS3

It was difficult, but we’re not ones to shy away from a challenge.ĭo you think a massive open world racing game like Most Wanted is a good fit for a portable gaming device? So, it looked like something we’d be able to do and we were going to be able to push ourselves in some new directions. When you go external it generally only works when you’ve got a finished game, otherwise there are too many moving parts. And the way that we work is very iterative – build, play, change, build, play, change – that’s how we work. It looked like the machine was going to be capable of delivering what we wanted to do. Matt Webster: It was something we wanted to do. The easy option would have been to contract an external developer to work on the Vita version but you decided to keep it in-house.

PS VITA NEED FOR SPEED MOST WANTED PS3

I can push up my Speed Point level on PS3 multiplayer when I’m mobile with the Vita, and vice versa.

PS VITA NEED FOR SPEED MOST WANTED DRIVERS

Am I outscoring my friends have I reached the necessary score threshold to take on one of the Most Wanted drivers in the solo game what speed level am I at in MP what have I unlocked, and so on. Speed Points determine your position on the Most Wanted list. It’s a unified scoring system.Įverything you do in the game earns Speed Points. Anything you earn on Vita carries across to the console version. Matt Webster: So, if you play the single-player game, and then play muliplayer, any Speed Points you earn in SP also drive your MP progression, and that’s true when you play the game on Vita too. But I think that the asynchronous play is actually going to be more important. Matt Webster: It is exactly the same game apart from traffic density and number of players online. What kind of compromises are we talking about exactly? Some of those are fundamental, which you learn to overcome as development progresses, and others you have to make some compromises. Matt Webster: You just run across performance challenges. What were the main challenges you met during development? All those principles looked like they were achievable on the machine, so that was what we set out to do. As much as we possibly could, we wanted to deliver all the great things about the console version of the game: an open world, freedom, choice, variety, highly connected. Matt Webster: It was to make the same game – that was the goal. What was your goal when you first started developing the Vita version of Most Wanted? We sat down with Matt earlier this week to find out exactly how Criterion has pulled it off. Producer Matt Webster and his team have squeezed almost the entire game onto the handheld, and even found room for a little bit of extra content exclusive to the system. That the PlayStation 3 version is very, very good should come as no surprise, but somewhat more unexpected is the amount of care the studio has lavished on replicating the experience on PlayStation Vita. Next week sees the keenly anticipated release of Need for Speed Most Wanted, the latest release from Criterion Games – the legendary UK racing specialist behind the Burnout series and Need For Speed: Hot Pursuit, the phenomenal 2010 entry in EA‘s long-running street racing franchise.








Ps vita need for speed most wanted