![]() ![]() There’s also an impressive number of race types, although in implementation they tend to be a little hit and miss. These changes go a long way to keeping things fresh over the hundred-odd races it will take to complete the game, but some track fatigue is inevitable, especially since a couple of the courses are based on famous real-life tracks that have been featured prominently in other racing games. While one race might circle lazily around a wide oval, the next, technically on the same course, might feature a drift-friendly series of hairpin turns. Each one of the race days is set at a single course that has a huge number of possible configurations. The game is certainly helped by the variety and modular nature of the available tracks. Conversely, it’s possible for a player to win every event and still not conquer the race day if they’re not able to challenge records. The points structure ensures that each day is winnable even if each race isn’t. A race day can only be ‘won’ if a certain score threshold is passed, and ‘conquered’ once a second, higher score is reached. Their score is determined both by their finishing position in the events (places 1-3 earn points, 5-8 do not) and their performance against pre-set benchmarks based on which type of car is being driven. The setup is easy enough to navigate: The player selects a ‘race day’, an event made up of events drawn from four different styles of racing (and each requiring its own car). ProStreet is attempting move its arcade-style racing into the world of real tracks and real sponsors. With nothing more to offer than car customization and a list of available races, it almost seems like half a game at times. While I’m not calling these changes a fatal flaw, ProStreet can’t help but suffer in comparison with its predecessors. And what more reason does he need, really? Likewise, the entertaining, if cheesy, stories of betrayal and revenge in the racing underworld featuring oddly filtered and processed live-action footage have been removed, replaced with the thinnest skeleton of a scenario, in which the main character must become the world’s greatest racer because, well, because he has the opportunity to do so. NFS, once the home of huge, free-driving worlds, is now reduced to an entirely menu-driven system of race selection. This time, it’s about entirely legal, corporate-sponsored street racing. ![]() NFS ProStreet takes an entirely different angle on the world of illegal street racing that the series had so entirely ensconced itself within. The police, however, were nowhere to be found. ![]() Naturally, as I unwrapped ProStreet, I was looking forward to hours and hours of fun fleeing from the fuzz. The police chases were back, but hamstrung by the fact that the city map was so labyrinthine in its construction that it was nearly impossible to get a good chase going. The follow-up, NFS Carbon, added a couple of new modes: the mildly diverting "drift" and the frustrating "canyon chase". My first experience with the series was with 2006’s NFS Most Wanted, an average arcade-inspired racing game with a single standout feature: Amazing police chases. I’ll admit that I’m not especially familiar with the history of the Need for Speed franchise. ![]()
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