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PLATFORM   Xbox360

Need for Speed: ProStreet First Look

GAME INFO
publisher: EA
developer: EA
genre: Racing

MINIMUM REQUIREMENTS
n/a
ESRB rating: E
homepage:
www.ea.com/nfs/prostreet/

release date: Nov 07, 07 (released)
» All About Need for Speed: ProStreet on ActionTrip


June 07, 2007
Ure "Vader" Paul

EA has been reworking the shape of the NFS series so many times over the past decade. With the recently announced addition to the long-running Need for Speed series, EA means to steer away from the game's familiar over-the-top arcade style of play.

That's right, after checking out actual, real life street racing, the developers discovered this particular sport has gradually progressed into an experience quite different than what was offered in the NFS games. In case you were wondering, one thing still hasn't changed when it comes to street racing... it's still illegal and treacherous as hell.

Mind you, the somewhat pretentious fast-and-furious spirit of NFS: Underground, NFS: Most Wanted and NFS: Carbon, is pretty much over and done with. For once, it's not just about flashy cars, bimbos and slow-mo high jumps. Need for Speed ProStreet pays a lot more attention to the culture of street racing, taking a more realistic turn. The game, basically, makes players focus on the handling and overall performance of their vehicle as opposed to just worrying about its appearance.

The creators of the game were often asked to explain why the popular racing series is heading in an entirely different direction, that is to say, away from its customary arcadish gameplay. As it happens, fans weren't at all too happy with the unrealistic portrayal of street racing and they began calling for more "believability." The developers clearly decided to take the community's advice. Well, since EA did vouch to deliver "more innovative" games, it's nice to see such an ambition applying to some of their most popular game licenses. Yes, they're still milking the cash-cow, but at least they're doing it differently this time.

Pro Street is going to depict real world locations such as Sears Point Raceway (also known as Infineon Raceway) near Sonoma, Calif. That's what EA revealed thus far, but they wouldn't go any further about other tracks, although they did emphasize the game will encompass "iconic locations" throughout Asia, Europe and the US.

The first major distinction between ProStreet and earlier installments in the series, should hit players once they eye the first track. The developers are angling for a visual overhaul with increased photorealism, unlike any other NFS game we've seen so far. The new visual style slightly resembles the recent racer, Forza Motosport 2. Anyhow, if you want specifics, it was also uncovered that car models currently feature approximately 21,000 polys.

The game offers five different race types: Drag (I'm sure you know about that) Speed Challenge (driving at incredible speed and keeping the car under control), Drift and Grip (or circuit) racing. Every one of these disciplines has a champion and when you beat them all, you'll be crowned Street King.

While driving, players should be burdened with a variety of crucial decisions to improve the performance of their cars. Following each run, you must repair and fine-tune the car so it continues to run smoothly. No more miraculous autofixes after each race. The vehicle is prone to damage and requires a lot of care and attention. It's up to the player to decide whether buying a new and better engine is the right solution or if fixing the existing vehicle is best. The interesting twist in NFS ProStreet is that it opens the possibility to traditional elements borrowed from real-life street racing. So, if you've managed to smash the bumper, it's possible to hold it together by using zip-ties - hey, it works and is a lot cheaper than getting a new one, right? Such street-racing customs will be incorporated in ProStreet (hence the patch-ed bumper shown in the game's trailer... if you were quick enough to spot it).

In light of the increased significance of damage, racing now involves more choices. Careless driving, of course, denotes consequences, which is definitely going to involve police - similarly to what was included in Carbon. This brings you to your first choice. Are you going to drive like a madman, smashing everything in sight and eventually paying for repairs? Or is cautious driving a better option?

Incidentally, reckless driving comes at a high cost. Devastating consequences await after a head-on crash, for instance. Emulating real-life collision, the car will burst into hundreds of pieces... what did you expect? That, in turn, doesn't mean you'll respawn back into the race immediately after the crash and keep going from the same spot. Also, your little "driving accident" has a hefty price, which will mostly require a deep pocket.

Customization isn't just about perking up the car's exterior. Numerous additional options were thrown in and each added car part drastically affects the vehicle's performance: speed, handling and so on; whereas in Carbon, new parts were mostly just for show. Planning is essential and you'll have to tweak each car for a specific race; one for a Drag race, one for Drift, etc. On the other hand, if you don't intend to spend your time fiddling around with car parts before every single event, the developers fitted in a set of blueprint templates, allowing you to pick a pre-made vehicle for the race ahead. However, all automobile enthusiasts will have an amazing variety of options during vehicle customization, involving authentic car-pars.

As usual, this is but a taste of what is being prepared for the full version. We hope to learn more in the near future.

Nonetheless, it's hard not to feel slightly encouraged with EA's choice to move away from the showy arcadish feel of the series. The new realistic flavor should add a unique spin to the game, making it a fresh gaming experience in the realms of street racing.

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