Message-ID: <3612E968.97F9FEC5@one.net.au>
Date: Thu, 01 Oct 1998 12:31:04 +1000
From: "Ewan \"Bullseye\" Fleming" <efleming@one.net.au>
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Subject: Re: What I hate about NFS3...
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I've got the MS force feedback joystick.  It's totally unplayable.  For
some reason, whenever a force effect happens, the frame rate halves.  It's
ridiculous.

Destroy - Derek Struye wrote:

> I was hoping someone would comment on the force feedback in this game.
> Is it any good?
>
> >... is the non-existent car collision physics. It's not just poorly
> >done, it's utterly non-existent. Smash head on into another car at 150
> >MPH and ... you stop. Get bumped by a [cop] car from behind, however
> >lightly, and you go into a wild, canned, fake spin-out.
> >
> >It's totally annoying, because it destroys the immersion value of the
> >game every time there's any car contact. It's especially disappointing
> >given the absolutely superb colision effects in the original NFS 1, a
> >game that still out classes NFS 3 by a long shot (because of
> >collisions, realistic physics/driving model, and better tracks).
> >
> >Other minor annoyances in the game ...
> >- The super-glue attached to cop cars to make you stick to them at low
> >speeds. A cheap trick to make up for deficient AI.
> >- Several tracks are too dark too play at night, and the 2nd aquatica
> >track is unplayable at any time. Where on earth do these idiot track
> >designers get the idea that it's fun trying to drive in complete
> >blackness?
> >
> >These last ones are just minor flaws, but I fear the horrendous
> >collision model is going to rob this game of any longevity or replay
> >value. So here we are going back to waiting yet another year for EA
> >(or anyone else) to do an arcade driving game right. Now let's see,
> >where did I stash that NFS 1 CD...
> >
> >Joe
> >



--
Ewan "Bullseye" Fleming
ICQ 6336582
efleming@one.net.au
universe@gameznet.com
http://www.gameznet.com/universe


