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Need For Speed: Prostreet (DS)

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Need For Speed: Prostreet

Need For Speed: Prostreet
(NintendoDS)

 
 
 

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Need for Speed: Pro Street - Game Review (PC)


By Flaviu Volosciuc
Published: December 11, 2007
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There is no need to make an introduction for Need for Speed series. Everybody who put his hand on a computer knows these games. Almost fifteen years have passed since the first installment in the series, still its popularity increased year by year. Especially beginning with 2002 when the developing studios was changed with Black Box Games, which was acquired by EA. Since then the game took another direction into the underground races, five games being published in this manner. Including illegal races, police chases, sexy models, high tech tuning parts, and fancy graphics, the series came to its highest popularity level. Pro Street is the last installment which tries another route, into the legal private races in a more realistic approach.

EA has taught us that if you have a good franchise, exploit it to the bone. This is how they do with most of their franchise and in general this is what they make them the most profitable publisher in the games' industry. So Need for Speed makes no exception, since 2002 having a new installment released every year. The secret receipt for an ageless franchise is to bring new features to every new installment: advanced graphics and physics, addictive gameplay, huge multiplayer mode, etc. Pro Street comes definitely with advanced graphics, a damage system, a new Autosculpt mode, a realistic handling approach and other little tweaks. But the key to success is not only to have them, but to use them, in a smart way. So let's see if this is valid for Pro Street.

General Issues

Before presenting in detail the new features let's see some general issues about the gameplay. Pro Street lacks the story, which is not necessarily a bad thing, considering that it's a racing game. There are no more main characters, just two start models (Krystal Forscutt and Sayoko Ohashim), three voice actors (Jarod DeAnda, John Hindhaugh, Jbird), known as professional race event announcers. Let's not forget the fictive main character, Ryan Cooper (your inner self) who must become the Street King. 55 cars (60 in the collector's edition) are available in the game from around 26 manufacturers. From normal stock cars such as Ford Escort RS Cosworth, Audi S3, VW Golf R32, to exotic cars such as Lamborghini Murcielago, Pagani Zonda, Ford GT, etc.

Muscle cars are not absent from the list, coming into a wide variety: Plymouth Hemi Cuda, Pontiac GTO '65, Shelby GT 500 '67, Dodge Charger R/T, etc. Based on a tree-progress-ladder, you will make your way through several different racing modes up to the final Showdown King event.

Racing Types

As always, there are a lot of racing types to complete, but in general there are very similar with each other: Grip Races (same as former Circuit Races), Drift Races, Drag Races, and Speed Races.

Grip Races include Grip and Grip Class (there are two categories of cars on the track, but only your class results matters), Time Attack, and Sector Shootout (the track is divided into sectors where you have to achieve the best time for every sector),

Drift Races take place on shorter tracks than before, without opponents. It's a continuous battle earning as much points as possible, by drifting your car at the limit. This is probably the best game mode in whole game. Again the developers used modified physics for this type of racing compared with what physics are in the other type of races. Everything is concentrated on getting long slides, therefore the brake here doesn't function properly. Don't use it, because the car will stop drifting, and starts sliding as if you were on ice without having any control.

Drag Races include ¼ and ½ miles tracks, and Wheelie Competition (it doesn't matter the time, but how long you can drive on two wheels). Normal Drag Races bring a different rule. There are three races in which you have to beat the best time, and not beat all the opponents. It's lame because you will battle with fictive times, not with real opponents.

Speed Races which include Speed Challenge (similar to former Sprint Races but at higher speeds) and Top Speed Run (you have to gain the best sum of speed)

First Addition

In my opinion, Pro Street brings four major additions to the gameplay. The most important one is the damage modelling system. Despite the official declarations and descriptions, the damage has a more visual effect on the gameplay. Even if you have the car very damaged, it will still not influence the handling.

You can drive very fast even if you car is a wreck. So forget about the important factor of the damage system in the game. There is no such thing. Pay attention to this detail and try not to spend too much money on the repairs. Try to complete every Race Day up to domination level so that you gain more repair and totaled markers. Carbon brought us the first glimpse of the totaled concept in the Canyon races. The same concept is present now in every race. Everytime you roll the car, hit the wall at a very high speed, get off the track, your car will be totaled. In order to restart the race you have to use a Totaled Marker or to pay the repairing process, which is quite high. Visually the damage effect looks quite nice, but in some cases unreal. Anyway, it is far from what the graphical engine from Colin McRae has to offer. But still, I'm happy that EA brought it back in the series.

Second Addition

The second new addition is the burnout phase before every drag race. In order to get a fast start, you have to heat your tires by making burnouts. Using only the throttle, you have to control the RPM gauge on a given sector. The closer you are to that sector, the burnout is much better. Wheelie Competition is a new addition to the Drag Races, where you have drive as much as possible on two wheels.



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