Since we are in the business of automobiles (and also shifting to our location, yes Autokinetics is moving to a new shop! More info soon…), I shall diverge into something related but slightly different today: Virtual cars i.e. the world of racing video games.
For this blog post, I shall be giving my thoughts about EA’s new upcoming Need for Speed: The Run. In this article, I will not be comparing the game to its rivals such as Gran Turismo or Forza Motorsports, so fan-boys on either side, please don’t flame me on which game has better graphics, realism, driving physics etc (after all, the game isn’t released yet). Instead, I will be commenting on its features and initial impressions after reading and watching previews and trailers of the game.
Overview Of The Game
What sets this game apart from previous NFS series and most racing games is its single player campaign. The entire career-mode is a cross-country, coast-to-coast race across the US (from San Francisco to New York) against 200 over opponents. You will be getting behind the wheels of some of the fastest cars in the world, speeding through iconic locations such as snow-capped Colorado Rocky Mountains, Nevada deserts and canyons, and twisting interstate highways of metropolises such as Chicago. These race locations are said to be detailed replicas of their non-fiction counterparts, utilizing the new Frostbite 2 engine (think Battlefield 3, even if you are not into First-Person-Shooter games, please check it out, you will be at awe with the graphics and realism). As such, races will take place in real settings around America unlike previous NFS titles which occur in fictional cities.
Cross country race across varying terrains
The narrative puts you in the role of Jack as he races in an epic cross-country to win races against arch-rivals, free himself from mobs, and dodging the cops. Thus, there will be times where the player is out of the car, leaping across rooftop, running away from the police and changing cars. However, rest assured that these non-driving scenarios will only make up less than 10% of the overall experience. A variety of gameplay is also implemented into driving sequences. These include the usual sprint races ‘overtake all opponents before the finishing line’, evading oncoming traffic and cop pursuits, elimination and climatic one-on-one battles against arch-rivals, all intertwined into a single movie-like storyline on a race for Jack’s life.
A new feature being introduced is the rewind button (similar to GRID). To fill readers in on what this feature is about, it basically enables players to travel shortly back in time to pre-crash situations, and continue the race from there. This allows racers to continue racing, correct their mistakes, and waste less time without having to restart the whole race from the beginning if an undesirable accident occurs. However, the use of the rewind button is limited depending on difficulty, and players are penalized for using the rewind feature as race times are still running when ‘rewinding’. Race times would be especially important as Autolog is incorporated in each race, recording the race lap time at each individual section and then comparing it to other human players, spurring more competitiveness and bragging rights against your friends.
[youtube=http://www.youtube.com/watch?v=pHJi7gNwxAE&]
Limited Edition trailer: Fender-to-fender action with Lamborghini Aventador, Chevrolet Camaro ZL1 and Porsche 911 Carrera S
[youtube=http://www.youtube.com/watch?v=nQbm18oLbt4]
Single player campaign gameplay preview
My Initial Impressions
A major complaint about most NFS games is that it has too much arcade-style feel. The game models its engine to allow for unrealistic instances such as over-the-top drifting (driving cars in Need for Speed Shift 2 felt like navigating a soap across the road, I hope it isn’t that bad in this version) and controlling the vehicle through the air while leaping off jumps. This all seems like a ‘Michael Bay’ version of racing instead of a down to earth simulation. Thus, the NFS franchise usually only caters to certain group of gamers, namely those who wish for more of an action-oriented game. For those looking for a technical simulation, I would not recommend getting this game.
Moreover, a major feature synonymous with most NFS games seems to be lacking (or haven’t been revealed yet). No… not the babes (well we hope they are in too). That is customization or ‘car zeng-ing in Singapore slang’. With the protagonist continually on the run and changing rides throughout the campaign, I am not too sure if one can get to keep and modify their sleek-looking cars. If this feature is truly absent in the final release, it might turn away fans who love customizing their rides for performance or aesthetics purposes.
Overall, Need for Speed: The Run appears to be focusing on an immersive storyline and top-notch graphics. The gameplay looks almost similar to previous NFS titles. Thus far, we have only seen the single player aspects of the game. Time will tell if the game is truly able to carve out a niche for itself when more information about its multiplayer mode is revealed.
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