Need for Speed: Hot Pursuit 2010


Recommended Posts

Some things I picked up about the PC version from reading the EA boards:

No AA or advanced video options. Total "check this box to compile for 360 and PC" release.

Poor framerate.

Poor racing wheel support.

All the above assumes it doesn't CTD when you try to run it.

I guess Big Surf Island not coming out for PC should have been a sign that Criterion's foray into PC-land with Burnout Paradise didn't go the way they had hoped. Still, I was hoping this one would have turned out good.

I'm playing on the 360. I am getting frustrated as I just cannot get separation from me and the other racers (solo career offline). Even if I pass them and drive without mistakes they catch up to me and pass me as if I am standing still. Well, I am exaggerating on the standing still part but they do pass me way too easy. Last night I had to retry an event at least 10 times as I kept coming in second. AGGGGGGGGGGGHHHHHHHHHHH!

Is this pretty much the same as Burnout but with more dedicated vs stuff?

No (except graphically). It's closer to the original NFS: HP but with things that were long wished for in both that title and HP2.

The one thing that it did lift from the Burnout series is Freedrive (both online and offline) - however, there's actually a reason for that that makes sense; it lets you *scout out upcoming courses*, which is useful for both racer and police careers.

Also, unlike previous NFS titles (any of them), it's not exactly low-end GPU friendly (my HD5450 has decided lag/chop at 1280x720 with Medium detail); the only other NFS that had this issue was Shift (prepatched).

Apparently, Criterion had been reading the various NFS fanboards, as they addressed most of the grips and peeves with the original HP and HP2.

The key is to know shortcuts and in those shortcut which one to take and which one not too (yeah not all shortcuts are helpfull).

That's actually explicitly stated in the game itself - which is why Freedrive is useful.

"Know your enemy - and know your battlefield!" - DJ Atomika, Burnout Paradise, The Ultimate Box

I agree, and that's the reason I bought it for 360. Not that my CPU couldn't handle it but just wanted a problem free experience. I remember I had to do an upgrade for the original NFS to run better :p.

That's actually explicitly stated in the game itself - which is why Freedrive is useful.

"Know your enemy - and know your battlefield!" - DJ Atomika, Burnout Paradise, The Ultimate Box

Yean didn't read it or heard it in the game, maybe was too exited. Also havn't tried the free roam yet since just got the game last night.

Some things I picked up about the PC version from reading the EA boards:

No AA or advanced video options. Total "check this box to compile for 360 and PC" release.

Poor framerate.

Poor racing wheel support.

All the above assumes it doesn't CTD when you try to run it.

I guess Big Surf Island not coming out for PC should have been a sign that Criterion's foray into PC-land with Burnout Paradise didn't go the way they had hoped. Still, I was hoping this one would have turned out good.

What hardware do you have (CPU/GPU)?

I noticed the lag/chop on my end; however, I have a Celeron DC and HD5450 (not exactly friendly to smooth frame rates on AAA titles).

As far as the lack of AA, I'm not surprised - name one multiplatform title that supports AA on the PC. (Multiplatform generally means no AA, and usually no AF, either.)

Poor racing wheel support - not an issue I'm concerned with, as I don't use a racing wheel (I use the keyboard). The keyboard support is on par with NFS: Shift (which has the best keyboard support of any NFS to date), which would also make this version of HP ideal for gaming notebooks (again, only Shift among previous NFS titles has gone there).

BSI not coming out for PC did suck - however, I think that a big reason for *that* had to be a lot of FUD concerning piracy on the PC in relation to DLC (in addition to the fact that BSI was paid DLC, which usually flies like a lead baloon on the PC). There is actually a chance to fix it (Burnout Paradise Complete for PC can still be done, which would include not just BSI, but Cops and Robbers as well, as *that* never made it to the PC, either), possibly for a Yule release.

Weird.

I was still getting 12fps but I completed the course successfully. I then retried it and got 60fps :/

Bizarrely, the game runs terrible until I've completed one event and then it works fine afterwards I have no idea why it does that.

However, the cars handle terribly - it feels like a very cheap and clunky Burnout Paradise. Very poor and I'm annoyed I wasted money on it.

more importantly do the cars feel weightless & defy physics like in burnout paradise?

there is no "weight transfer" stuff in burnout par..., eg. when you pull hand brake when turning the car, nothing "usual" happens, the rear end doesnt come out.

i stopped playing burnout for that small detail + all unlicensed cars :p

You didn't need to do that to drift in BP (however, that maneuver is useful for bootlegger turns); instead, back off the gas going into a turn, start your turn, then step on the gas again. If you don't start the turn too soon or accelerate too late, it will throw the tail out darn near perfectly. There's a switchback in Roadsters Reborn (your first race) where this trick can be very effective - I actually managed a chaindrift at 100 mph using the keyboard. (Take "that", racing wheel fanatics!) The trick works in NFS: Shift, too.

In other words, weight-transfer is actually more like NFS: Shift than previous NFS games.

Well, I bought the game today and I've been racing a bit.

I have an i7 920 (stock speed), 6 gb ram, Windows 7 x64 and a Sapphire ATI HD 4890. It runs beautifully on maximum (1680x1050).

The handling takes a bit to get used to, but once you get used to it, you'll be drifting like crazy.

If anyone wants to race a bit or compare/defeat times, add me: setnom_mike .

Well, I bought the game today and I've been racing a bit.

I have an i7 920 (stock speed), 6 gb ram, Windows 7 x64 and a Sapphire ATI HD 4890. It runs beautifully on maximum (1680x1050).

The handling takes a bit to get used to, but once you get used to it, you'll be drifting like crazy.

If anyone wants to race a bit or compare/defeat times, add me: setnom_mike .

If you haven't played Shift or BP (but have played other NFS titles), the vehicle physics will take getting used to.

What are you using for controls? (I play with the keyboard; the drift technique is downright fun. Once I got the hang of it, it *still* has the "I can't believe I just did that!" feel, especially when you're noticing that your speeds in drifts are steadily going upward as you get used to the handling.)

Weird.

I was still getting 12fps but I completed the course successfully. I then retried it and got 60fps :/

Bizarrely, the game runs terrible until I've completed one event and then it works fine afterwards I have no idea why it does that.

However, the cars handle terribly - it feels like a very cheap and clunky Burnout Paradise. Very poor and I'm annoyed I wasted money on it.

What are you using for controls?

One thing HP2010 is getting whacked for is the poor racing-wheel support (likely for reasons of handling). If you play NFS: Shift, use the same settings you do for that title (I'm using the same keyboard settings that I did for Shift, which are actually the keyboard defaults).

What hardware do you have (CPU/GPU)?

My specs are irrelevant this time around as I don't have the game. I was just scouting the boards to see how it panned out. Gotten wise after all the sub-par console ports. If a game is multi-platform then the chances of the PC version being a compiled-over-lunch port are increasingly high.

As far as the lack of AA, I'm not surprised - name one multiplatform title that supports AA on the PC. (Multiplatform generally means no AA, and usually no AF, either.)

Without AA a lot of games look pretty poor. Jaggies shouldn't be an issue these days. I don't have a uber-high-end rig, but if I was putting out big bucks on a regular basis for the latest and greatest hardware I'd be pretty ****ed with the standard of a lot of the big-name multiplatform titles these days.

Poor racing wheel support - not an issue I'm concerned with, as I don't use a racing wheel (I use the keyboard). The keyboard support is on par with NFS: Shift (which has the best keyboard support of any NFS to date), which would also make this version of HP ideal for gaming notebooks (again, only Shift among previous NFS titles has gone there).

Ditto, I would have used a 360 pad. But driving afficionados (I'm just a sunday driver) all have wheels and it seems any self-respecting game should support at least the most common/top models.

BSI not coming out for PC did suck - however, I think that a big reason for *that* had to be a lot of FUD concerning piracy on the PC in relation to DLC (in addition to the fact that BSI was paid DLC, which usually flies like a lead baloon on the PC). There is actually a chance to fix it (Burnout Paradise Complete for PC can still be done, which would include not just BSI, but Cops and Robbers as well, as *that* never made it to the PC, either), possibly for a Yule release.

Yeah I think piracy is one reason Criterion just didn't make the effort this time around. Pity because Burnout Paradise was great. I'd have happily bought BSI.

If you haven't played Shift or BP (but have played other NFS titles), the vehicle physics will take getting used to.

What are you using for controls? (I play with the keyboard; the drift technique is downright fun. Once I got the hang of it, it *still* has the "I can't believe I just did that!" feel, especially when you're noticing that your speeds in drifts are steadily going upward as you get used to the handling.)

I'm using a Logitech Chillstream (it's like a 360 controller)

this is by far the toughest NFS....

i cant get gold in many races..

and that last race???.. its the toughest because the damage takes over after u crash like 3 4 times.

but overall i really like the gameplay.

its more like shift. but to be honest. It is alot better.

But i wouldve loved something like GRID.. you had to do alot more in Grid.. like BRAKE.. actually BRAKE before a turn..

but i guess the MW and Carbon fans are happy. they got what they wanted.

Way to many info screens/cut scenes which you can't skip, it feel like you have 1 minute of racing and 3 minutes of info screens and all you can do is sit there and shout at your monitor. :angry:

I gotta say I am not a big fain of the intro to the races. I wish we had to start ourselves with a counter or light system or whatever. The start of a race is a lot of times key for gaining/losing advantage.

but i guess the MW and Carbon fans are happy. they got what they wanted.

Well, in my particular case I wish the handling was a little less like shift. I am not saying it is like shift but it is certainly not exactly like MW, Carbon, etc. I also wish it wasn't so easy for the other cars to pass me. I am not saying I should win every race with 30 seconds margin but they just go by me so easily.

I do like the game in general though. Happy with my purchase.

I got my copy this morning, been playing for a few hours, and loving it!

Cannot wait to get home, and get it running on my home rig, which needless to say is way better than my work rig! :)

Been a while since i was happy with a NFS release..... hope they do another one similar to porsche unleashed, with ferrari's and other legendary cars.

My performance though in the game is brilliant. decent frame rate, enjoy the responsiveness of the cars, and so far, i have had gold's all the way :)

This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
  • Posts

    • Spotify really have turned in to a butthole of a company. Assuming this isn't a bug then this is a low act for Premium users. Honestly, YT Premium which includes YT Music is a genuine alternative. In any event, the internet enshitification continues unabated...next up, the banning of VPN's.
    • This is why science is the only path to truth. It isn't rigid in its beliefs, rather it changes its views based on scientific discoveries.
    • A 13 billion year old secret about our Universe's origin was revealed by Sayan Sen Image by Pascal Küffer via Pexels Researchers at the Max-Planck-Institut für Kernphysik (MPIK) in Heidelberg had recreated a key chemical reaction from the early universe, producing results that could change scientists' understanding of how the first stars formed. The study focused on the helium hydride ion (HeH⁺), which is widely regarded as the first molecule to form in the universe. Scientists believe HeH⁺ appeared around 380,000 years after the Big Bang, when the universe had cooled enough for electrons and atomic nuclei to combine into neutral atoms in a period known as recombination. This marked the beginning of chemistry in the cosmos. Immediately after the Big Bang about 13.8 billion years ago, the universe was extremely hot and dense. As it expanded and cooled, hydrogen and helium became the dominant elements. Once neutral helium atoms formed, they could react with ionised hydrogen nuclei, or protons, to create helium hydride ions. Although simple in structure, HeH⁺ played an important role in the young universe. It was the first step in a chain of reactions that eventually produced molecular hydrogen (H₂), a molecule made up of two hydrogen atoms and now the most abundant molecule in the universe. Molecular hydrogen later became a key ingredient in the formation of the first stars. At the time, the universe had entered a phase often called the cosmological "dark age." Matter had become transparent to light following recombination, but there were still no stars or galaxies producing visible light. Several hundred million years would pass before the first stars appeared. For those first stars to form, large clouds of gas had to collapse under their own gravity. To do that, the gas needed to cool by releasing energy. While hydrogen atoms can help with this process at high temperatures, they become less effective below about 10,000 degrees Celsius. Molecules can continue the cooling process by releasing energy through rotational and vibrational motions. Scientists have long considered HeH⁺ a potentially important coolant because of its comparatively large dipole moment, a property that describes how electric charge is distributed within a molecule and allows it to release energy efficiently. The amount of helium hydride present in the early universe may therefore have influenced how easily the first stars could form. At the same time, HeH⁺ was constantly being destroyed. Under primordial conditions, its main destruction mechanisms were recombination with free electrons and chemical reactions with hydrogen atoms. These reactions ultimately helped produce molecular hydrogen, linking the formation and destruction of HeH⁺ to the chemistry that shaped the early universe. For many years, theoretical studies suggested that reactions between HeH⁺ and hydrogen atoms would become much slower at low temperatures. Scientists believed there was an energy barrier along the reaction pathway that reduced the chances of the reaction taking place in the cold conditions of the early universe. The new study suggests otherwise. To investigate the process, researchers recreated a closely related reaction using deuterium, a naturally occurring isotope of hydrogen that contains one proton and one neutron in its nucleus. When HeH⁺ collides with deuterium, it forms an HD⁺ ion and a neutral helium atom. This allows scientists to study the reaction in a controlled way while closely mimicking the behaviour of the original reaction involving hydrogen. The experiments were carried out at the Cryogenic Storage Ring (CSR) at MPIK, a specialised facility designed to recreate conditions similar to those found in space. Researchers stored HeH⁺ ions in the 35-metre storage ring for up to 60 seconds at temperatures just a few kelvins above absolute zero and merged them with a beam of neutral deuterium atoms. By adjusting the speeds of the two particle beams, the team measured how the reaction rate changed with collision energy, which is directly related to temperature. The researchers found that the reaction rate remains almost constant as temperatures decrease. In other words, the reaction does not slow down at low temperatures as earlier models predicted. “Previous theories predicted a significant decrease in the reaction probability at low temperatures, but we were unable to verify this in either the experiment or new theoretical calculations by our colleagues,” explained Dr Holger Kreckel of MPIK. “The reactions of HeH⁺ with neutral hydrogen and deuterium therefore appear to have been far more important for chemistry in the early universe than previously assumed,” he continued. According to the researchers, the reaction appears to be barrierless, meaning there is no energy obstacle preventing it from taking place efficiently even at very low temperatures. The findings support recent theoretical work led by physicist Yohann Scribano, whose group identified an error in a widely used potential energy surface, a mathematical model used to describe how the energy of a system changes during a chemical reaction. The error appears to have caused previous studies to significantly underestimate reaction rates under primordial conditions. The new calculations closely match the experimental results. Together, they suggest that helium chemistry in the early universe may need to be re-evaluated. Because molecules such as HeH⁺ and molecular hydrogen played an important role in cooling primordial gas clouds, the findings could help scientists build more accurate models of how the first stars formed. By showing that helium hydride was likely destroyed more efficiently than previously thought, the study offers new insight into the chemical processes that shaped the universe during its earliest stages and helped set the conditions for the emergence of the first stars. Source: Max-Planck Institute, EDP Sciences This article was generated with some help from AI and reviewed by an editor. Under Section 107 of the Copyright Act 1976, this material is used for the purpose of news reporting. Fair use is a use permitted by copyright statute that might otherwise be infringing.
    • "What an interesting smell you've discovered"
    • It could EASILY be 70 for the base game BUT + lots of FOMO to make it up to 100-120, like a few days Early Access, online money, pre-order bonus cars, weapons, missions, clothing, avatars or profile stuff, etc... And still WAY TOO MANY people would buy those and make Rockstar insane money.
  • Recent Achievements

    • Dedicated
      JuvenileDelinquent earned a badge
      Dedicated
    • First Post
      DrWankel earned a badge
      First Post
    • Reacting Well
      DrWankel earned a badge
      Reacting Well
    • Week One Done
      Supreme Spray LV earned a badge
      Week One Done
    • Week One Done
      Genuinetonerink- Dubai earned a badge
      Week One Done
  • Popular Contributors

    1. 1
      +primortal
      504
    2. 2
      +Edouard
      164
    3. 3
      PsYcHoKiLLa
      92
    4. 4
      Steven P.
      76
    5. 5
      Michael Scrip
      72
  • Tell a friend

    Love Neowin? Tell a friend!