EA, mate, I told you - don't try to drive through Central Gamedev, you'll be months late unless you take the ring road and cut in on... you've done what? You've stopped in Computon to pick up some extra frames? Mate. It's your choice, I suppose, but bear in mind that your pals might rather you turn up to the launch on time than arrive months later with a big bucket of frames.
Oh! Is this thing on? Flipping Dragon Dictate! Well, readers, if you've been listening in, I'll explain: Electronic Arts have delayed the PC version of Need for Speed [official site] so they can put extra time in to make it run happily with an unlocked framerate.
A blog post on the NFS site explains the team have been spending time on Twitter and Reddit and Facebook and YouTube and all that - which sounds like slacking off to me - chatting with people.
"Part of the conversation includes hearing from our PC community that an unlocked frame rate in Need for Speed is a massive priority for you, and we fully agree. To deliver this, we’ve made the decision to move the PC release date to Spring 2016.
"... This decision on PC gives us the necessary development time to increase the visuals that we can deliver on PC. We will also include content updates that will have been released on console up to that time, making them available to all PC players from day one."
The console versions are still on track to launch in early November. Making a game run happily with an unlocked framerate - it'll push out pictures as fast as your hardware can, rather than limit to perhaps 30 or 60fps - is likely to take extra development work if you haven't built a game with that in mind from the start. All the same, I do wonder if this is only part of the reason for the delay - a crowd-pleasing part to focus on and soften the blow.