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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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