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NFS:Most Wanted U [Criterion 'definitive' version]footage,info,Previews and more

Malvingt2

Member
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Eurogamer:
http://www.youtube.com/watch?v=6w0rBVCI6yA
Gamespot:
http://www.youtube.com/watch?feature=player_embedded&v=_aqNUG05auQ

polygon

Ward believes Need for Speed Most Wanted U is the title's definitive version because of play opportunities created by its new features.

"It's not just the best-looking version of the game, we developed it after we had already finished the original game," he said. "It allows you to almost go back in time. Whenever you're finishing a console game, there are always things you want to do that can't get done on time. On Wii U, we were able to take a break, come back to it, understand the hardware and put in all the fixes and additions we wanted to.

"Wii U is best enjoyed with a group of people, and for years Criterion has thought about expanding the experience to more players," he explained. "Wii U helped us solve that problem."

http://www.polygon.com/2013/2/14/3987384/need-for-speed-most-wanted-u-wii-u-preview

eurogamer
"The difference with Wii U was that when we first started out, getting the graphics and GPU to run at an acceptable frame-rate was a real struggle. The hardware was always there, it was always capable. Nintendo gave us a lot of support - support which helps people who are doing cross-platform development actually get the GPU running to the kind of rate we've got it at now. We benefited by not quite being there for launch - we got a lot of that support that wasn't there at day one... the tools, everything.

There's a switch in our build pipeline that says 'use PC textures' and we flipped that and that was all. I can take no credit for that, it was literally ten minutes' work... we are using PS3/360 geometry. It's just the textures we upgraded.

Tools and software were the biggest challenges by a long way... the fallout of that has always been the biggest challenge here. [Wii U] is a good piece of hardware, it punches above its weight. For the power consumption it delivers in terms of raw wattage it's pretty incredible. Getting to that though, actually being able to use the tools from Nintendo to leverage that, was easily the hardest part.

When they first looked at the specs on paper a lot of developers said, 'Well, you know this is a bit lightweight' and they walked away. I think a lot of people have been premature about it in a lot of ways because while it is a lower clock-speed, it punches above its weight in a lot of other areas," he explains.

So, I think you've got one group of people who walked away, you've got some other people who just dived in and tried and thought, 'Ah... it's not kind of there,' but not many people have done what we've done, which is to sit down and look at where it's weaker and why, but also see where it's stronger and leverage that. It's a different kind of chip and it's not fair to look at its clock-speed and other consoles' clock-speed and compare them as numbers that are relevant. It's not a relevant comparison to make when you have processors that are so divergent. It's apples and oranges.

The Wii U has had a bit of a bad rap - people have said it's not as powerful as 360, this, that and the other. That, by and large, has been based on apples to oranges comparisons that don't really hold water. Hopefully we'll go some way to proving that wrong," he says. - Idries Hamadi, technical director

http://www.eurogamer.net/articles/digitalfoundry-need-for-speed-most-wanted-wii-u-behind-the-scenes

This is the first Third Party game with Miiverse..
Online is for 6 players instead of 8. No reason why.
New name Most Wanted U. Nintendo Direct confirmed new name.
Ultimate Speed Pack DLC Free
Release date: March 19th
 
Cool. Why this is releasing within a day of LEGO and Monster Hunter is beyond me, but I might pick it up.
 
looks surprisingly good. Won't buy since I'm not into racing games but still, nice for those 10k WiiU users who will buy this
 
Online was the best part of the game and there are less players in this version? Not definitive.
 
I have to say, after reading this story, I feel like I may have to eat some crow. I thought something big had happened between EA and Nintendo. It's looking more and more like EA let its different units make their own calls, and a ) a lot of them were worried about sales potential, which wasn't helped by b) poor initial documentation and tools provided by Nintendo.

The good news on that front is that Nintendo has already fixed b), and if they can get a pipeline of decent sellers going, can also fix a). So... potential Dreamcasting potentially averted?
 
I really want to reward good third party efforts, but MonHun 3 will take all the time. I'm very sorry Criterion.
 
Nintendo should get Criterion to be their western PR and development tool guys.

"Nar bros, look its ok, see what can be done? Here we'll show you!"

Surprisingly cheerful opinions about something that sounds like actual care was put into it from an unexpected source. :\
 
While this thread is still young, I want to remind people that Criterion's comments did narrow the sloppy-Wii U-ports down to two things.

1) A "premature" mentality among developers(writing off the hardware based on flawed comparisons & little analysis).

2) A software/tools problem, which, apparently, is finally getting up to par.

So while the "lazy developers" comment may certainly be applicable, in fairness, it was - at least initially - a two-fold problem.

I have played the PS3 version, and this Wii U port already left a notable visual impression - ie: improved - on me than I haven't had on the PS3 version(which does look pretty good, btw).
 
So you're telling me Wii U is actually more powerful than the 360/PS3??

In the Digital Foundry interview it sounds like what we've pretty much heard all along. CPU is a little weaker, but GPU is stronger. That means that in the hands of smart people doing good work, it can produce something that looks better than those consoles in most cases.

I have to say, after reading this story, I feel like I may have to eat some crow. I thought something big had happened between EA and Nintendo. It's looking more and more like EA let its different units make their own calls, and a ) a lot of them were worried about sales potential, which wasn't helped by b) poor initial documentation and tools provided by Nintendo.

I think it's also a matter of audience and who a game is aimed at. Crysis 3? It was aimed at a very mature audience. Not as likely to do well on the U.

Most Wanted? It's got a much broader appeal, especially with the new features they worked into the game.
 
While this thread is still young, I want to remind people that Criterion's comments did narrow the sloppy-Wii U-ports down to two things.

1) A "premature" mentality among developers(writing off the hardware based on flawed comparisons & little analysis).

2) A software/tools problem, which, apparently, is finally getting up to par.

So while the "lazy developers" comment may certainly be applicable, in fairness, it was - at least initially - a two-fold problem.

I have played the PS3 version, and this Wii U port already left a notable visual impression on me than I haven't had on the PS3 version(which does look pretty good, btw).
Very true. I just hope more devs follow this route.

Imalso have the ps3 version. Looks good, but waay too jaggy imo.
That's good because this isn't really much of a racing game.

? Why not? There are a lot of races in this game. There is more, especially a lot of fun in multiplayer, but in single player it's mostly... Races.

Edit: ooooh wait.. You mean driving circles all the time? No, it's a bit more exiting than that.
 
That's good because this isn't really much of a racing game.
Bububu drifting and jumping around with randoms is so much more fun than races.

Thanks for that, Criterion. They really should have kept HPs online over the open world jumping in MW.
 
In the Digital Foundry interview it sounds like what we've pretty much heard all along. CPU is a little weaker, but GPU is stronger. That means that in the hands of smart people doing good work, it can produce something that looks better than those consoles in most cases.

I didn't read it that way at all regarding the CPU. I interpreted it as requiring a different approach to leverage the strengths of the system. The same thing will apply to Durango and Orbis. The code for PS360 games is optimized in a very different way.
 
I didn't read it that way at all regarding the CPU. I interpreted it as requiring a different approach to leverage the strengths of the system. The same thing will apply to Durango and Orbis. The code for PS360 games is optimized in a very different way.

This is true. The wiiu CPU is different from the 360s CPU. So are the 720s and ps4.

All the CPU talk at the wii u launch really let me know who in media really know their stuff and who don't. There were way too many " donts".
 
Will see. Higher texture is something of feasible with the double of ram but the article reporting too fps issues & Criterion seems doesn't know yet how to solve those. How will end? The reason why the others developers not use higher tex on wiiU until now, I guess, it's for the main ram bottleneck. If they are able to solve those, congratulations to them, but I imagine a racer is more simple to optimize.
 
Will see. Higher texture is something of feasible with the double of ram but the article reporting too fps issues & Criterion seems doesn't know yet how to solve those. How will end? The reason why the others developers not use higher tex on wiiU until now, I guess, it's for the main ram bottleneck. If they are able to solve those, congratulations to them, but I imagine a racer is more simple to optimize.

Having the RAM to hold the texture is only part of the equation. You also have to have the horse power (fillrate, etc.) and bandwidth to process those larger textures. I'm dubious of Criterion's claims, I think it is just PR to sell to the Wii U crowd. DF will pick it apart, the truth will come out.
 
Great, this newss deserved it own thread. Hopefully 3rd party ports will go smooth sailing from now on.

With all respect, just depends of the game at the end not to the developers. A racer game basically is more simple to the others (looks to ps360, GT5 use 4xAA on ps3 more unique than rare); probably is that the reason why can push the wiiU more.
Having the RAM to hold the texture is only part of the equation. You also have to have the horse power (fillrate, etc.) and bandwidth to process those larger textures. I'm dubious of Criterion's claims, I think it is just PR to sell to the Wii U crowd. DF will pick it apart, the truth will come out.
Look above. It's a genre more 'simple' for the bandwith, could be not that impossible to avoid the problem of the bottleneck.
 
This and Lego City are my two most anticipated titles on the Wii U. And yes, that is considering everything coming including first party stuff.
 
Look above. It's a genre more 'simple' for the bandwith, could be not that impossible to avoid the problem of the bottleneck.

Take a low end PC video card with 512MB 128-bit DDR3 memory, now up to 4GB and slap in 3GB of high res textures. Do you think the game is going to perform well?

You cannot simply replace all the textures with high res versions because the RAM is large enough to hold them, the rest of the system is going to choke. My bet is they replaced a few strategically placed textures with high res versions, and maybe took some short cuts elsewhere to maintain the frame rate. They get a talking point without technically lying.
 
Will see. Higher texture is something of feasible with the double of ram but the article reporting too fps issues & Criterion seems doesn't know yet how to solve those. How will end? The reason why the others developers not use higher tex on wiiU until now, I guess, it's for the main ram bottleneck. If they are able to solve those, congratulations to them, but I imagine a racer is more simple to optimize.


It not a matter of genre, but simply optimizing memory usage based on its configuration. If you ignore the eDRAM then its a bottleneck. Should see expect the same from Durango, when geometry complexity, shader use and alphas exceed current gen levels?
 
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