Saturday, April 11, 2009

Development NFS UnderCover


Electronic Arts CEO, John Riccitiello, stated that the previous release in the series (ProStreet) was only "an okay game...[and was] not good"[9] and that Undercover would "be a much better game".[26] He stated Undercover would have a considerably longer development cycle than its predecessors because the Need for Speed development team had been split up into two teams, both of which would work on a two-year development cycle with future titles, alternating releases between them.[26] Riccitiello stated he was "torturing" the development team with a tight development cycle in the past.[26] "When this change was implemented in mid-summer 2007, one team started working on Undercover (giving it only a 16.5 month development cycle), while the other team (that finished ProStreet) would start working on the next title."[27] Riccitiello also stated Undercover took inspiration from action films such as The Transporter, with a large embedded narrative.[9][10]

Frank Gibeau (President of the EA Games label) stated during development that due to the fact that the sales of ProStreet didn't live up to EA's hopes for the game, the Need for Speed franchise would go back to its roots (although Undercover was already being developed before ProStreet). "John Doyle (Developer at EA Black Box) said that Undercover would feature a brand new game mechanic and a 'Most Wanted-ish' sandbox style of gameplay."[27] The game was also provided with an all new damage system.[11] Andy Blackmore (Senior Vehicle Concept Artist at EA) explained how one of the Porsche cars that was "conceptualized" in the game was then brought to life for the game from a brief description to being approved by Porsche.[28]

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