I would want them to port Pro Street, Hot Pursuit 2 or Underground 2. Those are my favorite! I also want them to finish The Run, and stop being lazy!!
What the point I won't be wait for this game this ea come on ea think about money not fun games what the point
You fooled me twice with your post. I was staring at the empty space of your post, waiting for some nice video trailer to load up. Then I saw what you wrote in the end.
Official site + first screenshot http://www.ea.com/needforspeednolimits/ Watching this first screen with police chase I have the feeling No Limits will be something like Asphalt Overdrive.
They update the site with trailer! It looks like MW but Ken drive the car left/right with touching the screen. Hope to see a tilt control.
Thank everything that is sacred!!! We have control of the vehicles not just swiping to switch lanes. Finally another true arcade racer.
I wouldn't mind if it were an endless racer with no lanes and freedom to actually steer and possibly endless generated locales.
In this case I hope to see F&F 7 by Kabam to be a racing game with tilt conrol such as MW, Asphalt etc.
I don't know where people are getting endless runner from the trailer. There's a cut scene where the car drives down an alley behind another that could be perceived as endless runner but that's only a cut scene, it's not gameplay. The gameplay section shows a car drifting around bends, going around bends, overtaking traffic and cars, getting drift scores, has a racing/lap clock/timer, has a placing/position in race counter, is obviously being steered around bends with tap controls and most tellingly of all has no sign of a distance counter. There is a percentage counter but I don't know what it related to exactly, looks to be a drift extremity counter, but all of the elements above sound like what a racing game would have rather than an endless runner. Perhaps they've made some kind of hybrid but to me it just looks like a tap control method on a proper racing game. They have said that they plan on "redefining street racing on mobile" with it but note they are calling it "street racing" which carries the implication that it is racer not a runner. Along with that, the games executive producer has said "We've built No Limits from the ground up to deliver the insanely-fast driving and incredible graphics that fans have come to expect from Need for Speed – all in the palm of your hand" which to me implies a racer, not a runner. Note also that the release date is referred to as 2015. The "soon" would imply January or early February but January sometime looking more likely. (though there is some contradictory indicators that don't make January seem quite so solid but early 2015 a lock in) Forgot to mention earlier but its a brand new engine designed specifically for mobile having its first run out with this game so expect cutting edge visuals and controls. No surprise there really as last one looks fantastic but this one will look even better again.
Endless or not, open-world or just classic arcade racer the only thing could ruin this game for me is energy/fuel/repair timers... I hope they go with a model like A8 (a ftp model that at least let you play as long as you want) than the RR3 repair/timers. On the other side after the huge success of RR3 i am a little bit pessimist for this title. NFS MW has never left my iPad... With the ups and the downs is still one of the best arcade racers for iOS, that was made with all the right ingredients... Awesome graphics, very good arcade physics, nice tracks and of course, with ''walls'' around the track only and not into your pocket... Crossfingers for the surprise but after a very good start on iOS universe i never played an EA game on their FTP era.
The repairs/timers/service was never the problem with RR3. In fact it plays in perfectly with a "real" element and the game mechanics and design. The real problem was the price of iap primarily along with people expecting it all for nothing. If there was an actual value for money proposition in the iap in RR3, it would have been perfectly fine because many people are happy to pay for a good product. The problem was/is they massively over priced the iap. Too many people react to a perfectly legitimate game mechanic (if it follows the basic principles of the game design) and miss the overpriced iap. If it were priced reasonably and targeted more than the whale 2%, say the standard 20%, people would be much happier with the value for money proposition. The problem is people just focus on the iap and "oh, no, it's not actually free, how dare they charge for that" (or anything at all in a free to download game that can essentially be 80% or so finished without spending a penny). How dare they. Or "how dare they make those of us that will never pay a fair price, or any price, wait", the cheek of them. If people were actually willing to pay a fair price (not 99c, 2.99, 4.99 or any other number that pretends to be "premium ") for quality products, we'd have much less of a problem. It leaves only the whales left to generate income which leads to timers and massively over priced iap.