Need For Speed Rivals players have had to cope with the unpleasant impression that the game's framerate wasn't steady all the time, which was actually due to a bug the developers were trying to correct. The long awaited patch has just been officially released on all platforms and EA's new NFS title is now smooth as butter, but still runs at 30 fps. Because we wanted to have the best possible videos of the game here, we captured two more videos of the now patched version of Rivals. What else?
All comments (30)
Oxymoron alert!
Personally i think the art of programming is dead. I remember when game developers actually had to code for a living. Not just use a fancy developers kit and a set of tools that amount to basically a game construction kit.
The whole industry is a fck up now. Micro transactions. DLC. Endless patches. Dread to think what they'll dream up during this "new" generation??
Anyways, NFS Rivals is one of my favorite NFS's since Hot Pursuit 2 on PS2. I was quite surprised, especially with the past few mediocre releases in the series.
Personally i think the art of programming is dead. I remember when game developers actually had to code for a living. Not just use a fancy developers kit and a set of tools that amount to basically a game construction kit.
The whole industry is a fck up now. Micro transactions. DLC. Endless patches. Dread to think what they'll dream up during this "new" generation??
I know that game developers are stupid and keep reinventing the wheel, just because they think stupid people will say stupid things like, "they reused that fire hydrant" or "they're using the same engine, they suck!" No one complains when the same cameras, actors, directors, etc. are used for movies, yet games are expected to reinvent everything, every single time.
I also know that game development is not easy, people generally aren't "lazy" and professional game makers do not just whip out their "game construction kit" and spit out things like NFS. It takes an enormous effort to create these things.
I really do wish the world worked like some people think; where developers are given final hardware before it's released, all the tools always work for exactly what you want, you're given a blank check to take as long as you want with as many people as you want, hardware doesn't have limitations that inhibit you at every turn, you don't have someone breathing down your neck to make a profit no matter what and these magical "game construction kits" are easily accessible and really do have the "m@k3 g@m3" button.
I really wish I lived in that world... but as they say, "If it was easy, everyone would do it."
It would be nice if people didn't count on "day-one patches" as part of the development cycle.
With so many games have such strong online components, there is no real way to fully test them until they are released. It's one thing to test stuff with a couple dozen people, but get tens of thousands of people over vast areas then it's a whole new ball of wax. Betas! Betas!!..
the main difference in 30- and 60 has much more to do with control than motion persistence- hence why it's preferable for games that require more precision...