RAM huh? That's the excuse, really? You show me proof that no one uses the cockpit view, bc I know a lot of that does.beckner2
Codemasters get great telemetry feedback from their games and their games have featured some really impressive cockpit views. However, the data really speaks for itself: http://www.vg247.com/2012/08/13/grid-2-no-cockpit-view-because-less-than-5-of-gamers-use-it-codies-respond/Turn10 also puts a lot into tracking how their players play their games, and they've also commented that barely anyone drives from cockpit view.
A view like this would be even more useless in a game that plays like Burnout, since it decreases your vision quite a bit.
Next, please tell me the excuse why there isn't a manual transmission option, I bet that really took up some RAM space!beckner2
Burnout 1 & 2 had a manual transmission option, but none of the Burnout games since. Given the over-the-top nature of such a title, manual just doesn't make sense.I drive manual with a clutch for Forza games since it makes sense in those titles and makes the experience more enjoyable, but I recognize that very arcade titles like Most Wanted that play like Burnout don't need it. Sometimes you need to show players an example before they understand why these things aren't included; I think you should try out Midnight Club LA, it has both the cockpit view and the manual transmission that you desire in a game that is as arcade as Burnout (plus the game itself is pretty awesome); try them out there and see if those things were actually a good idea in such a game.
If they want to turn there games into a generic version of burnout so be it, but all those people who like realism in racing wont be buying it.beckner2
I'm sure they realize that; those who prefer "realistic" driving games wouldn't be coming to the NFS series for their fix. Burnout games cater to a different audience than those who would play Forza or GT (although I'm a huge fan of both Burnout and Forza, go figure), and EA realizes this.Not saying that Shift is that realistic, but it was the most "realistic" attempt that the NFS series has seen. The first Shift sold very well, but the second one sold rather poorly by comparison (although I thought it was better than the first). EA probably saw this and figured that realisim wasn't the way to go with the series. Black Box hasn't been doing the series very well recently, so now it's Criterion's turn and they're just doing what they already know; I'm sure EA wasn't expecting something realistic from them.
The game isn't awful, more half assed than anything. This game could have been a great one if short cuts wasn't taken just to meet the release date. People have their own opinion on games. As for the game company goes they should reach out a little more so they can meet the expectations of most consumers. beckner2
These decisions were part of the game's design, they aren't just things that weren't added because they didn't have enough time. I don't think it could have been great unless they adjusted their wacky steering deadzone; it lacks precision.Hot Pursuit (the other one Criterion did) sold very well, so I'm sure that says plenty about consumers expectations.
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