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Cristy65 07-07-07 19:12

Re: Need for Speed: Pro Street
 
atata timp cat este rs4 si s4 ... nu ma mai inteerseaza altceva ... doar daca este rs6 :D.oricum din poze se vede ca are o grafica super.sa speram ca o sa fie ceva cum nici nu ne-am imaginat!

boy_wonder 07-07-07 20:53

Re: Need for Speed: Pro Street
 
Quote:

Originally Posted by Cristy65 (Post 986778)
atata timp cat este rs4 si s4 ... nu ma mai inteerseaza altceva ... doar daca este rs6 :D.oricum din poze se vede ca are o grafica super.sa speram ca o sa fie ceva cum nici nu ne-am imaginat!

da dar nici sa ceara mai mult la video decat TDU.. ca nu am chef sa-mi upgradez iar calculatoru'.. o sa-l upgradez iar in caz ca nu o sa-mi mearga TDU 2 :D

Cristy65 07-07-07 20:56

Re: Need for Speed: Pro Street
 
p4,3ghz,2giga ram,placa video 512.mai trebuie upgradat?

boy_wonder 07-07-07 21:00

Quote:

Originally Posted by Cristy65 (Post 986873)
p4,3ghz,2giga ram,placa video 512.mai trebuie upgradat?

mai imi trebuie 512 ram si o placa video de 512 :???:
sper sa nu trebuiasca sa schimb si placa de baza, ca momentan placa asta video o am pe AGP :x

oricum daca se merita jocu' .. na sper sa se mai ieftineasca placile video pana in toamna :lol:
deocamdata am un P4 la 3 Ghz, 1.5 gb ram, NVIDIA 7600GS (nu, nu ma laud ca nu am cu ce :x )

hyper93 07-07-07 21:36

Re: Need for Speed: Pro Street
 
Confirmed Car List

* 2006 Audi S4 [1]
* 2008 BMW M3 [2]
* 1995 Mazda RX-7 [3]
* 1999 Mitsubishi Eclipse[4]
* 2006 Mitsubishi Lancer EVOLUTION IX MR-edition[5]
* Nissan GT-R PROTO [6]
* 1970 Plymouth Hemi Cuda[7]
* 1986 Toyota Corolla GTS AE86[8]
* 2006 Volkswagen Golf GTI[9]

Uncomfirmed Car List

* 2001 Acura Integra Type-R Source
* 2006 Audi RS4 [10]
* 2003 Nissan 350Z
* 1999 Nissan Skyline R34 GT-R [11]


Note: This portion of the car list has been unofficially confirmed by EA through different screenshots and other unoffical art.
Moderator's Note: Only create pages for cars once they have been officially confirmed with their respective model years.

Rumoured Car List

* 1997 Acura RSX/Honda Integra
* 2006 Aston Martin DB9
* 2006 Aston Martin DBR9
* 2006 Audi RS6
* 2006 Audi S4
* 2008 Audi TT
* 2007 Audi S3
* 1968 Chevy Camaro SS
* 2006 Chevy Cobalt SS
* 2006 Chevy Corvette C6
* 2007 Chevy Corvette Z06
* 1971 Dodge Challenger
* 1969 Dodge Charger
* 2006 Dodge Charger Source
* 1996 Dodge Viper SRT-10 GT-S Source
* 1992 Ford Escort Cosworth RS
* 2003 Infiniti G35
* 2006 Lexus IS350
* 2006 Lotus Elise
* 2007 Mazda Mazda Speed MX5
* 2003 Mazda RX-8
* 2006 Mazda Speed 3
* 2007 Pontiac Solstice GXP
* 2004 Porsche 911 (997)
* 2006 Porsche 911 Turbo S Source
* 2004 Porsche Carrera GT Source
* 2006 Saturn Sky
* 2007 SEAT Leon Cupra
* 2006 Scion tC
* 1994 Toyota Supra

hyper93 07-07-07 22:40

Re: Need for Speed: Pro Street
 
Sa speram ca cei de la EA nusi vor forma un obicei de a lansa un joc bun apoi unul varza apoi iar un joc bun.
DE exemplu NFS11 sa fie bun, NFS12 varza , NFS13 bun








TUNING4EVER

AdiNX 08-07-07 22:20

Re: Need for Speed: Pro Street
 
doua filmulete... prezentare Nissan GT-R Proto si cum inregistreaza ei datele masinilor
link: http://cosmos.bcst.yahoo.com/up/play...790&cl=3263787

Rookie 09-07-07 00:00

Re: Need for Speed: Pro Street
 
Parerea mea, din cate vad in screen-urile cu Lancer Evo-ul, AutoSculpt-ul o sa fie la fel ca si in Carbon, adica o mare BALARIE, din nou ... Oare sa fie si jocul ?! Doamne ajuta sa nu ...

dogy_10 09-07-07 00:17

Re: Need for Speed: Pro Street
 
sper sa fie cat mai aproape de un simulator ca m-am saturat de curbe luate cu 300km/h intr-un fiat punto......din cate vad o sa fie si curse in desert, asta e fain si curse pe circuite pro, iarasi fain

ps:si ar fi fain sa fie masini ca aucra integra, eclipse '99 si alte masini care au facut tuningul in urma cu 10 ani

viperthevenom 09-07-07 11:09

Re: Need for Speed: Pro Street
 
Bine zici, cu curbele la viteze fenomenala, sunt curios ce insemna "axat pe realism" pentru EA....

hyper93 09-07-07 11:42

Re: Need for Speed: Pro Street
 
O sa aflam in curand .SPER












TUNING4EVER

AdiNX 09-07-07 12:30

Re: Need for Speed: Pro Street
 
nu cred ca s-au mai postat astea 2 articole
Quote:

Originally Posted by Yahoo! Video Games
How is this year's car list different?
This year we have more variety in brand and age of cars. Also, the car list is influenced by the culture and type of racing we have in the game. These aren't all the ones you'll find sitting, primped and proper in a show room. The cars you'll find in ProStreet are true battle machines that have been built for performance and for pushing your skills to the limits. They're prepped for competition and are not intended to stay clean and flashy. These are the cars that if you saw on the streets, you would know they weren't your ordinary commuter vehicle and that they were meant for competing.

What made you choose these cars?
When we started picking the cars for the game, there had to be a reason for each and every car that was selected. There had to be something unique, aspirational, memorable, or just cool about the car in order for it to stay on the car list.
There are some legendary vehicles. The car list currently features over 40 years of the automotive spectrum, and the widest range of cars we've ever featured with old classics like the 1970 Plymouth Hemi Cuda.
Multidisciplinary is key to Need for Speed ProStreet. Your cars will need to excel in different disciplines. The 1995 Mazda RX-7 is one of the greatest tuner cars of all time, excelling in drift. The 1999 Mitsubish Eclipse is prime for drag races and the 2006 Audi S4 will soar in grip races.
There are also those iconic cars that at the time may have seemed like any other car, but now we look at those cars as a cut above the rest (e.g. 1986 Toyota Corolla GTS AE86).
We've also got some of the latest and the greatest cars, including the Nissan GT-R PROTO, the 2008 BMW M3 and the latest version VW hatchback, the 2006 Volkswagen Golf GTI.

What can we expect to see from this game at E3?
At E3 you will be experiencing the power and adrenaline of the 1995 Mazda RX-7 and the 2008 BMW M3.

How important is it to have the Nissan GT-R PROTO in the game?
It's definitely a big deal for us to be featuring the Nissan GT-R PROTO in ProStreet. This iconic vehicle is a signature of performance, technology and legacy. It is one car that really encapsulates the history of our franchise as well as the ambitions of Need for Speed ProStreet.

Quote:

Originally Posted by ComputerAndVideoGames.com
OFF THE MAP
To illustrate his point, Doyle brings up a slide of a straight line, with driving sims like Gran Turismo positioned at one end and arcadey crash-abouts like Burnout at the other. Ah, we think. He'll put Need For Speed somewhere in the middle. But no - then he scribbles another line off it that so that it bears no relevance whatsoever to the first one and suggests that this new area is where EA Black Box, developer of Pro Street, is aiming.Tuner culture, where our recent titles have taken their inspiration from, is evolving," Doyle explains, standing in front of a PowerPoint presentation that looks more like a Richter scale readout than a barometer of today's racing games. "We want to be influencing that change and moving it forwards instead of playing catch-up."

And so we have Pro Street. "Real street racing," as Doyle puts it, which gives the impression he thinks previous Need For Speed games were big fat fakes. In a sense they were - all blurred neon trails and danger-free speeding, with a heavy emphasis on bling. Not any more. Now we have 'grown-up' street racing, where any alterations you make are purely intended to get your car to thunder across the tarmac faster, not to boost some cheesy respect-o-meter. There's no call for talking the talk, you've just got to walk the walk - by slamming the pedal to the metal and hanging on to the steering wheel for dear life.

CLOSED CIRCUITS
The biggest and most obvious change to the game is the shift from driving through moonlit city streets and canyons to racing around closed circuits in glorious sunshine. Gone are the fictional open worlds, designed as much for parading your ride as proving its mettle, and in several circuits lifted from the US Formula Drift championship. You'll be hurling half a ton of metal around real-life tracks in California, New Jersey, Seattle, West Virginia and more, with the idea being that you partake in a series of dedicated events rather than chancing upon random gatherings as in Need For Speed: Carbon.

There's a festival air to every event; you won't be turning up at a circuit to compete in a single race, you'll be entering a series of challenges which will test every aspect of your capabilities. There're lots of beautiful people mingling with the grease monkeys and a real sense of being involved with a cool club, yet it's all strictly for setting the scene, so there's no corny story driving the game along. You're left to race, modify your car and then race some more.

Pro Speed's objective is simple: fight your way to the top of the leaderboard, taking on champions of the various disciplines as you go, until a face-off with a mysterious figure called the Showdown King to decide who takes the overall crown.

On the way you'll turn your hand to Grip racing, which is standard circuit racing; Speed racing (on dedicated stretches of open highway, in the game's only departure from its closed circuit environment); Drift racing, where you'll be speeding side-on in close proximity to a competitor; and Drag racing, the ultimate test of your vehicle's brute power. There's a lot to learn.

HARD DRIVIN'
This enticing new structure would be as nothing without some decent driving action to be had, and crucially this is where Pro Street shows the strongest promise. Doyle refers back to his wonky line drawing: "It's important that we offer a driving model that appeals to everyone, be it the hardcore racing nut who wants to study corner apexes and entry points or the more casual gamer who simply wants to hit the gas and have some fun without thinking about it too much. The key is believability."

There are plenty of driver aids available to ease you into the driving, but we're not interested in that. We want to know how it feels driving by the seat of your flame-proof overalls. We want to believe, and we want Doyle to shut up for a bit so we can have a go ourselves.

He does, and we get to try Infinium Raceway in San Francisco in a Nissan 350Z, alone and with the damage effects and driver aids turned off (despite being around 80 percent complete, Black Box isn't ready to let us get our hands on everything just yet) - and it's bloody horrible! Not prepared for the realism of the setup, the car feels hugely unresponsive, the braking point for the first corner is more of an ambition than a reference point and the sound of gravel being churned up issues from the impressive surround sound set-up like someone's head being forcibly put through a meat-grinder.

HANDLE WITH CARE
Of course, grabbing the controls like a maniac and driving off thinking that the game would handle just like Need For Speed Carbon doesn't help matters.

Reality check! It plainly doesn't handle anything like Carbon does - though we're told that it will be a much simpler beast with all those aids on. Pro Street handles more realistically. There's a real sense of weightiness to our car, in contrast to the helium-filled vehicles of previous games, and a feeling that driving in Pro Street is something to be worked at and perfected over a number of sessions. We think that this time around, racecraft will gradually be honed rather than nailed in the first half an hour, thus giving loads more meat to the game's bones. The latest hardcore approach to driving will make or break Pro Street's latest iteration, and from what we've experienced, we'd say that this direction is the one to go in.

The action is pinned down to 30 frames per second, presumably to allow the high levels of car and track details to flow past smoothly, but Pro Street doesn't seem to be a great leap forward in terms of raw speed. It is fast, don't get us wrong, but it's not the next-gen step up seen with the visuals and gameplay features. A definite step up is the impressive damage system, which allows you to smash the hell out of shiny cars from 26 different big-name manufacturers - the biggest line-up of car makers yet.

While the damage you can inflict is impressive in itself, the real thrill comes from the fact that car makers have overcome their fears of seeing their creations being ripped apart. Scrapes and dents are to be "badges of honour", Doyle reckons; battle scars are to be shown off throughout an event. Doyle then takes the pad back and shows us what he means, scraping the 350Z along the crash barriers and colliding with walls even faster.

We'll admit to having a schoolboy crush on the 350Z's sleek lines, but when those lines get all crumpled and buckled, we nearly have a heart-attack.

There's much to be excited about with Pro Street. It's far from the annual updates we're used to seeing, and smacks of real ambition. The game drives well, looks ace and feels more focused on pure racing (even the extensive modding system tells you how much faster your car will go - see our Blueprint for Success box on p30).
Pro Street wants to be taken seriously. So does it have a certain genre-leading racer its sights? Is there space for two ultra-realistic track racers on the PS3? We collar Doyle again, asking if he wants to take on Gran Turismo. He grins. "You'll have to wait and see," he says.


Pion33r 09-07-07 18:38

Re: Need for Speed: Pro Street
 
mar interesa ce cerinte are joc "minimum requirements" sper sa nu mearga pe orce jaf de calculator :rolleyes2 :twisted: :lol:

criss 09-07-07 18:45

Re: Need for Speed: Pro Street
 
scuze pt offtopic,va invitam la vot:

https://forum.4tuning.ro/85-arad/45662-vot-best-exaust-underground-arad-2007-a.html

tnx:-)

hyper93 09-07-07 20:30

Re: Need for Speed: Pro Street
 
Jocul cere cam putin la rami shi procesor dar la hard cred ca o sa fie destul de mult vreo 7GB


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