I dunno, Just the fact that the cars have the upgrades is throwing me way off of tune.
Physics model of NFS: Shift is based on those of “Ferrari Project”
Professional setting is more accurate to drive than in GTR2
Eero Piitulainen of Richard Burns Rally has developed totally new tyre-physics model which is mainly responsible for new physics
Difference between 3 physics-models is in assist levels, while lowest setting will provide around 10% of more tyre grip for beginners
Lots of efforts has gone into handling development so the game can be driven with controller
Professional setting will require wheel in order to successfully manage throttle/braking and steering inputs
Shift will feature different car classes - from Golf GTI up to Zonda F
All cars can be upgraded and tuned from inside-out
Most tracks are licensed European and American circuits with few non-existing tracks
There will be few city-circuits
Cockpit is the most important visual feature of the game
Head-physics is the key difference point to other titles
You're right but they seem to be putting an emphasis on GT type racing. And putting upgrades on a DBR9 GT car doesn't sound fun to me...http://www.virtualr.net/need-for-speed-shift-new-details-revealed/
NFS was never about GT or WTCC cars. It is about road cars, and if they'll have the most realistic tuning system ever, then I don't mind it.
16 players sound a little few, but not too much. I had a lot of great races with 10-15 people participating in them. A race with 16 people can be great! And races with a lot more people can turn into chaos much easier!
Development power? What exactly are you talking about? What do you know? Tell me more!!!!!:wink2:Seeing the development power behind the project, yes! And you can see graphics, but you can't see physics. So we just have to wait untill the demo comes out and then we can judge if its good or bad or something in between.