Need for Speed: Hot Pursuit
Racers race, cops chase.
The Criterion developers demoing Need for Speed: Hot Pursuit on EA's E3 booth say that the new game shares a subtitle with 1998's Need for Speed III for the simple reason that it sounds really cool. Also, creative director Craig Sullivan explains how considering those two words makes his job easier.
"It's going to have pursuits in it, and they're going to be pretty f***ing hot. Anything else is just a waste of time."
This isn't a game that wastes any time at all in setting out its stall when you play it. It is exactly what you would expect a game in the Need for Speed series developed by the house of Burnout, Criterion, to be. It's very fast, and set on open, sweeping roads. It has immediate, drifty handling and painfully crunchy impact physics. It's full of ultra-exotic real-life hardware like the Lamborghini Reventon, Bugatti Veyron, Pagani Zonda and Koenigsegg.
This time, however, they aren't going to be sporting the race trim of the track or the custom bodykits of street cool. They'll either be showroom-sleek or tricked out with black-and-white paint and flashing lights as the ultimate patrolman's fantasy. When the Veyron cop car raises its spoiler, it says "STOP" on it.
Need for Speed has long featured police chases, but always cast the player as the hunted. Apparently Need for Speed fans' most-requested feature for seven years has been to play as a cop, so Hot Pursuit grants their wish, offering two complete single-player campaigns, one on either side of the racer/chaser divide. It also, of course, serves Criterion with a hook for competitive, combative multiplayer.

Criterion chose to demo the game on PS3, but 360 is available on the show floor too, and the two versions appear identical.
The show-floor demo consists of a round of one-on-one Interceptor. The two players are dumped close to each other into Hot Pursuit's open world: 100 miles of highways in a natural wilderness with a Midwestern feel, dusty deserts climbing into rocky, mountainous pine forests. There's very light and occasional traffic on the roads, nothing close to Burnout Paradise levels of business. The racer is trying to get far enough away from the cop to escape, the cop to bust the racer by wrecking his or her car.
The handling is, unsurprisingly, strongly reminiscent of Burnout. It's ultra-fast and a bit understeery, but that's fine, because progressive, high-speed and very controllable drifts are triggered with a light tap of the brake. The handbrake is for pulling wild 180-degree turns which will take a little time to get properly under control, but it will be worth it, because sudden changes of direction are a very useful tactic. You also have nitro boosts limited by a cooldown.
Both players have some additional tactical tools at their disposal on the d-pad. The cop can summon a roadblock ahead of the racer if he has him on his mini-map radar, trigger an EMP burst that slows the racer down and fuzzes up his display, or call in aerial support, a helicopter that dives in and drops spikes strips on the road ahead of the racer. The Racer has Overdrive - a boost of super-speed beyond even the Nitro - a decoy that sends a false signal to the cop's mini-map, and a jammer that obscures it completely. These unlocked progressively during the round (although this might have just been a feature of the E3 demo).
With each player having a markedly different goal, it's an interestingly asymmetrical setup for multiplayer racing. Escaping seems harder than pursuit - you need to spend a while outside the cop's large detection range to disappear off his map completely - although it will presumably get easier with knowledge of the map (Criterion points out that an interesting aspect of player pursuits is that you can just hide in the scenery, something that's not really possible with AI cops). The cop's "weapons" do modest damage but you'll achieve the fastest takedowns with direct contact, which is satisfying but not that easy in these incredibly fast, twitchy machines.
Criterion's not willing to divulge details of any other single- or multiplayer events at this point, although we see these titles options on the menu interfaces: Career, Patrol, Interceptor and Pursuit Race for cop; Rap Sheet, Cruise, Race, Pursuit Race and Interceptor for racer. Cruise and Patrol sound like free-roaming modes.
Multiplayer will support up to eight players online in any proportions; it could be seven cops and one racer, or vice versa. There'll be simple, unified progression across online and offline modes, with players racking up Bounty scores - which might as well be XP - in every event which go towards them ranking up. Ranks unlock new cars and content, but the advancement paths for cop and racer are completely separate.
It's all tied together by the Autolog, a sort of social networking interface layer for Need for Speed: Hot Pursuit that's intended to tie friends together even when they're not offline. This screen presents several options: Photos, NFS Feed, NFS Friends, Career, Autolog Recommends, NFS News and NFS Store.

The world is a little empty, but that brings a welcome sense of free-wheeling freedom with it and puts the spectacular exotic cars front and centre.
The Feed presents updates from friends' games and direct messages and photos (Criterion's encouraging players to use actual picture of themselves rather than avatars to make things "more real"). But the key feature here is Autolog Recommends, which will dynamically direct you to certain events based on what your friends are up to - noting that a friend has beaten your Bounty score on a particular event and linking you to the race to take it back, for example. This all happens automatically, without any need to publish a score or send a challenge.
Elsewhere in the interface, Friends List scoreboards are everywhere in the Geometry Wars style. Hot Pursuit has obvious potential as a multiplayer game, but Criterion's also showing a smart commitment to asynchronous multiplayer via this focus on score-attack rivalry. "We hope it will distract players in a good way," says Sullivan.
A Criterion-developed Need for Speed has been a no-brainer from the start, and although the E3 demo of the game is pretty limited in its scope, with much still left to learn, we've seen nothing to dissuade us of that opinion.
It's almost automatically the best Need for Speed in a decade, a simple, pristine heaven for high-speed arcade racing. But it's the potential for emergent multiplayer and community features sparked by Autolog and the cops-versus-racers angle, both already explored by Criterion in Burnout: Paradise, that really open the road out for Hot Pursuit.
Need for Speed: Hot Pursuit will be released in November for PC, PS3 and 360.
You may also like...
-
Digital Foundry: PS3 Skyrim Lag Fixed?
-
Why Devs Owe You Nothing
-
Face-Off: The Darkness 2
-
EA evaluating FIFA Street features for FIFA 13
-
Gotham City Impostors Review
-
Who Killed Rare?
-
Kingdoms of Amalur: Reckoning Review
-
Sony admits "dropping the ball" with Demon's Souls
-
The Darkness 2 Review
-
Skyrim patch 1.4 now live for Xbox 360
-
Grand Slam Tennis 2 Review
-
CD Projekt: Witcher 2 intro cinematic "the most expensive asset we ever created"
-
Skyrim patch 1.4 performance tip: make a new manual save
-
Metal Gear Solid: The "Lost" HD Remasters
-
Epic's Sweeney on graphics tech: "the limit really is in sight"
-
Next Xbox has tablet-like touch-screen controller - rumour
-
Mass Effect 3 FemShep trailer debuts
-
Sony: The Last Guardian is making "slow progress"
-
Final Fantasy 13-2 "to be continued" ending explained
-
Skyrim makers create dragon riding, Kinect shouts, new skill trees
-
Catherine Review
-
Namco Bandai to publish new Star Trek title
-
EA announces starry Syndicate voice cast
-
Five new Mass Effect 3 gameplay trailers
-
Street Fighter X Tekken Preview: Year of the Dragon Punch?









Comments (27) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Criterion did an amazing job with Burnout Paradise. But i don't see much difference with this game. Not enough anyway to get really happy about it.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
While everyone remembers NFS3 so fondly, it's odd nobody remembers NFS4 (High Stakes/Road Challenge) given it was a greatly enhanced NFS and also contained all of NFS3's tracks (on PC at least)
In NFS4 you had the challenge of stopping someone in a much faster car... you were in a Police BMW or a Porsche or Corvette, they might be in a supercar. You had to co-ordinate your efforts with the other AI cops and you had a little pop-up menu to request backup, helicopter support, roadblocks and spike strips. You then had to coax the fleeing car into these traps unless you were skilful or lucky enough to be able to stop them yourself.
Making it little more than Burnout's Marked Man mode except now some of the cars have police lights isn't enough to sustain a whole game.
Comment below viewing threshold Show
EG, did you mean "online" not "offline" with regards to the stat tracking?
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Game looks and sounds awesome, especially the social networking side that other racers have tried to do recently, but nowhere near as in depth as this.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
btw: You could play as a cop in many of the older games.
Hot Pursuit
High Stakes / Road Challenge
Hot Pursuit 2
Comment below viewing threshold Show
Comment below viewing threshold Show
/hearts Criterion
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Who gives a fuck when what's in that demo sounded like everything we all want from a Criterion developed NFS? Don't pressure them into adding shit in we don't want! If that's all we're going to get, I'll be pre-ordering ASAP!
Comment below viewing threshold Show
Comment below viewing threshold Show
If that's the case (and that was unfortunately also the impression I got from watching a short E3 video the other day) it's very bad news.
Except for Shift the NFS series has hardly had simulation aspirations, but the handling certainly almost always felt better than the hyper arcadey Burnout games. Have they also ditched the option of manual gear changes in favour of the "one gear with fake shifting sounds" found in Burnout and more recently Split/Second and Blur?
I apologize if I missed some more positive information in the article (I'm minutes from falling asleep with my head on my keyboard if I don't get out of this chair now).
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show