E3 Hands-on: Need For Speed: Hot Pursuit (Xbox 360)

It was crowded yesterday at Electronic Arts’ booth, but I managed to hop in for a short hands-on with the new Need for Speed: Hot Pursuit. The consoles on the show floor were set-up one against one, where I was selected to be the hunted, and one of the game’s developers was the cop. The environment that we were racing in was a high road up in the mountains with trees along the side, with a minimum of escape routes or short cuts.

Trading is a field that needs a lot of patience and confidence. Though it is said that the trader does not require any special knowledge or experience before he enters the trading arena, it is important for all the traders to learn and get to know about the trading platform they are planning to operate with because this would give them details and the reality about the system and also make them confident in making their investments with them.

With Quantum Code, you are sure to experience this because this has been specifically designed with the intention of helping the traders with their profit dreams. And it is from the hands of financial experts and professionals who have good and in-depth knowledge in trading and have put all their brains in planning and designing this system.

While cops in the game can call in different types of roadblocks (we only got to see a car roadblock, though; no spikestrips or anything), also the hunted have special powers that they can use to confuse and escape the police. What we were shown, was a radar jammer, which makes you disappear from the police’s radar; and could be ideal in T-sections, where you then have a 50/50 chance of losing them.


I asked around, and the game will also have more urban areas, and the total map size should be comparable to that of NFS: World, or Burnout: Paradise.

The visuals were polished, and the cars looked good as always in the series, but steering the cars felt somewhat off, and I even ran into the side of the road a few times, in turns that should really be feasible at medium speed. It didn’t feel as a Criterion game at all — well, not like their latest Burnout at least. However, I’m willing to give the game the benefit of the doubt, since there’s still half a year left to get it polished up for the release, which is by the end of the year.