File Size: The 2D version of Need for Speed Shift for BlackBerry rings in at 648kb (small) while the 3D version for the Storm2 is 2.8MB, which is currently considered relatively large for a BlackBerry app. Both BlackBerry versions are tiny though compared to the iPhone version, which is 178megs in size (that's bigger than the available free flash memory on your 256MB BlackBerry).
Graphics: It's almost laughable (or is it so sad that it makes me want to cry??) to compare the 2D version of this game on the BlackBerry Bold 9700 to the 3D version on the Storm2 or to the iPhone version. I guess you can't pack that many detailed graphics into only 648kb and without support of the Open GL standard there's no point to anyway. I found the graphics on 3D version on the BlackBerry Storm2 to be quite acceptable. There's definitely still some room for improvement (I'm guessing a higher resolution display would smooth out some of the rougher edges and more detail could be added to the cars/scenery) but the 3D graphics are just night and day better than 2D. In going to the iPhone version of this game, what you really gain is a lot more detail. I guess at 2.7MB in file size, the Storm2's 3D version is already as big as you can really get away with on BlackBerry. Adding in the extra scenery bitmaps (more billboards, people in the stands, more details to the cars, etc.) is going to dramatically increase the file size of the game. Without the memory limitations on the iPhone, they pack more transitional and intro stuff into the game that adds to the flavor (even the EA logo and Need for Speed shift splash screens are fancier on the iPhone). That said, ignorance is bliss here. If you just pick up and play the Storm2 version you won't feel hard done by at all. It's good times. However, if you put it side by side with the same game on the iPhone you'll feel a bit of game envy. Sucks that I have to say that, but it's true.
Sounds: The soundtracks used on the BlackBerry version are realllllly limited here. You're almost better off putting the game on mute so you don't drive yourself bonkers. Sound files take up memory, so again this is an area where EA really kept things minimal. The iPhone game is full of sound effects and race tunes. I really wish EA would have done here what Lone Dwarf Games did on Wrath for BlackBerry and would allow you to load a playlist from your Media Library to use for the gameplay music. I'd much rather listen to my own music than what EA put into the BlackBerry version.
Gameplay: On the Bold 9700... err.. no comment. I found the BlackBerry Storm2 ran Need for Speed Shift 3D quite well. It takes a little bit of time to load things up, but the actual driving action was really smooth. I found the accelerometer and car control more favorable on the BlackBerry Storm2 than compared to playing it on the iPhone 3Gs (and I really hate how easy it is to cover up the sound port on the iPhone which mutes out sounds). As far as BlackBerry racing games go, Need for Speed Shift 3D is solid.
My bigger takeaway from this head to head to head comparison is though is that while RIM is certainly making strides to improve the gaming capabilities of their devices, there is still work to be done if they want to go head to head with the iPhone in this part of the consumer market. It makes me REALLY SAD that the BlackBerry Bold 9700, an AWESOME all around Smartphone, does not support Open GL. While RIM has Open GL figured out on the Qualcomm chipsets used in their CDMA phones, we have yet to see them support the standard in their GSM phones which use Marvell chips. With a device like the new slider rumored to be GSM, I HOPE they show us they figured this technical hurdle out and can support Open GL with all of their next generation GSM devices. If the slder hits without Open GL, I'll personally have to dub that a big ole #FAIL.
The other big technological hurdle RIM has to overcome here is how to run BIG apps on the device. Either they need to greatly increase flash memory or allow apps to run directly from the memory card. When it comes to games, BIGGER apps are better. If you want to pack a ton of killer graphics and audio into a game that takes space. RIM needs a mechanism for handling this... and they need it asap. I have faith RIM will get there, so in the meantime I'd love to see more games of this sort of caliber become available until we can see RIM start touting "Super Games" as much as we have heard about "Super Apps".
I made almost the same post earlier today.. at least I am not the only one having problems with it! I dropped my steering sensitivity down to 35%, and force feedback to 5 and that seemed to work well. Although drifting is still VERY hard.
...did u fix your Problem? My GT2 is always recognized as PS3 Controller, not as Logitech G25. When I try the Wheel on my 360, I have no Probs, on the 360 it is recognized as Microsoft 360 Wheel. But on the PS3 the same Wheel (Fanatec Porsche GT2) is recognized as PS3 Controller . My Wheel is Conrtroller 1 and I have no other Controllers enabled. And I dont use a dongle, the Wheel iss direct attached with the USB Cable.
Hi Ocaxeman, You are giving me hope on this game. I really like the 1st need for speed. i have a ps3 g27 What ingame setting should i use for gameplay-adjust control- advance like steering sensitivity and deadzone, speed sensitivity, trottle, brake clutch deadzon and sensitivity.
Since 2007, Inside Sim Racing has been the number one show dedicated to the world of simulated motorsports. Every episode, we will bring you stories from a variety of genres in the world of Simulated Racing.
In the early days of Speedhunters, whenever the subject matter of Need for Speed came up, it became clear that you guys thought we suffered from bad car style. And rightly so, it was the nature of the way that the 3D car models were created in the old games, that ended up with the same basic group of kit designs being used across all the various cars, irrespective of the model. We also had a situation whereby our old "rice" style wide body kits were being recycled from year to year, even though tastes had moved on. So last year, as the Need for Speed SHIFT project was gaining momentum, we knew that we had to throw out the vast majority of the old 3D body kits and start over. Due to time and licensing constraints, we decided to make fictional kits, but we tried to keep them in tune with the latest thinking and styles.
So I'm very happy to tell you that we have a whole new approach and visual style for the in-game cars for SHIFT. It's not perfect so please don't nit-pick but overall it's the beginning of a new chapter.
I've been spending a bit of time recently playing with the finished game and have become rather addicted ot it! So rather than just disappear from view for the next week, I'm also going to use these gaming sessions to make some blog content. Speedhunters features model and RC cars from time to time, so why not also show some game car projects from the NFS mothership too. The point of Speedhunters is to showcase cool automotive content, and as I type this post, I'm hopeful (although a little nervous as I did work on this game too) that you are going to like what you see.
One thing that the game designers have done for the game career, is make it possible to take a small, underpowered car like an AE86 and use it all the way through the game career. This Corolla is already pretty extremely tuned, but a whole other level of performance is possible.
This is the same development team who previously did hardcore racing sims like GTR, GTR2 and GT Legends (the last of which I produced for them) and we can see they knew exactly how to make an authentic looking AE86 silhouette racer.
The game looks awesome, finaly some real and cool body kits, the car list is good but...it isnt that list.
I dont want to race a Veyron, i want to love and admire every angle from the car. It would be cool to see a R33, Supra , 08 Impreza (n14), or a E30 M3. But the game looks awsome and i will buy it for sure, and spend mannnnyyyyy hours on it.
This is actually pretty cool...I really want to check this game out and see how realistic it really is (GT junkie over here). Tossing out the ricey late 90's style and throwing some new looks for the cars is icing on the cake, glad "we" influenced something in a positive way.
Awesome! Great! I've been waiting for this game for a loooooong-ass time so it better be good especially in the handling department and not having the game drive or drift FOR me!
Can't wait to get it!:D
Rob, can u give us a complete list of the cars or is that top secret?;;)
Or at least what are minimum requirements for a PC to be able to smoothly run this game?
Thank u a lot for your great work and for SPEEDHUNTERS!
Keep it up!
" I'm hopeful (although a little nervous as I did work on this game too) that you are going to like what you see."
Rod, if the driving model is as good as you describe it, I don't think you will have to worry too much
Game looks and sounds great and hope to get a change to play it next week.
Looking forward to follow your progress in the game and be gentle to the 135i
whoa.. wait wait. i cant edit posts. hehe.
anyway i was day dreaming of playing the hachi and the hakosuka then. STOP!!
As for the hakosuka, im thinking that the level 2 aero would be reminicent of the older race versions of it. If so, then what happens on lvl 3 aero? will it transform to a similar fate with the Hachi. i mean, the hachi is correct, if people would remember the Apex BP Kraft Trueno,. They did make a similar aero to what we have here. so what happens to the hakosuka?
so im thikning that the level 2 aero of the hakosuka should only get the front chins and some regular fender flares while the level 3 aero of it should be bumperless, Fat Fenders or larger fender flares with wider track tires, headlight cover treatment and a peeking oil cooler just like at GT Racing.
thats just me being a bit OC on period correct styling for the car.