Saturday, November 29, 2008

how fast?

need for speed undercover. i actually get why reviews on the latest installment of need for speed are generally negative. these reviews are from people who look for too much. the game does have technical and design downsides that are unexcusable, but the essence, it ain't so bad--it's actually good. i believe this is what compromise means and even what need for speed should have been in the recent years.

i might give a more lengthy defense on the game when i've played it more. the worst criticism i've read so far, though, is about the free roam. comparing it to other free roam racing games is quite wrong and maybe even stupid.

back to it's roots. i guess it did. need for speed started out and gained popularity as a real car racing game with cops, hence the title. the free roam and customization features actually contradict this as it takes away much of the time spent in playing the game from racing to other slow stuff.

i don't think it's worse than underground 2 where you're burdened to roam to customize your car visually just to race. if i wanted to look around for powerups, i'd play an rpg. it strays from the customization point of view in underground 1 and porsche unleased where you had to do it to win.

at least they got it right when they said it wasn't better than most wanted. there are some things in undercover that aren't in most wanted, and some actually from underground 1 and 2 like getting credit for a close call. small things but fun just the same. and the "drag racing mode" done right in the form of a highway battle.

i'll cut this here. i guess i just want to point out that, especially after trying prostreet a bit last year and dismissing it, i'm happy with need for speed undercover because it is need for speed.

No comments: