Tag Archive: need for speed


The Need for Speed franchise was once one of the great racing series in video games. Its regular releases and fast-paced, arcade action helped set the standard that many other racing franchises would mimic. As the series has precipitously fallen out of favor in recent years, though, Need for Speed now lags behind, watching as other series basically lap them in areas the series once excelled in, particularly narrative. It is no longer on an annual release schedule, taking its time in trying to regain the winning formula it has lost. And it appears that the series’ newest upcoming entry, Need for Speed Payback, is still having something of an identity crisis.

Borrowing inspiration it seems from the most prolific racing movie franchise ever, Fast and Furious, Payback follows a trio of drivers who must put their unique skills—Tyler is all about speed, Mac is all about stunts, and Jess is all about control—to the test against The House, an evil cartel that controls their home of Fortune Valley.

The demo we played feels exactly like a heist cooked up by Vin Diesel. Tyler must drive Jess to a tractor-trailer transporting a supercar. Jess, via cutscene, will then jump onto the roof of the trailer, escape with the car out the back where our perspective shifts, and must then evade the police on the way to claiming the car for our triumvirate of protagonists.

The perspective shift was an interesting aspect of the demo, although I personally would love a choice where you can follow either Tyler or Jess and add some real nuance to the narrative, which is a clear focus for Payback. The racing also felt solid, with the cars performing in a way you’d expect from any modern arcade racer. It’s when the demo got overly cinematic, though—taking control away from me and the other players who tried the demo at EA Play—that everything really fell apart for me.

Mid-level cutscenes are nothing new in games, but in racing games, the flow of the race is as important as finishing first (or escaping in this case). It was particularly jarring whenever you faced off against guard vehicles from The House. Marked with spades and lifebars above their cars on the HUD, you need to ram so many House cronies off the road before Jess make her death-defying leap onto the tractor-trailer. Every time you took out one of these cars, the camera would jerk away from your car and focus on the slow-motion crash of your enemy. Every. Single. Time.

Not only did this break the immersion of the moment, but the camera swinging around at uncomfortable speeds and settling into an unfamiliar angle for a few moments made it difficult to settle back into the mission at hand when control was finally returned to my thumbsticks. It looked cool, and would play great in a movie. In a video game, it felt unnecessary and destroyed the moment.

When your franchise is floundering, it’s understandable that you would want to try different things. It also makes sense to look at similar things to your genre for inspiration in improving your own product. But not being able to recognize what people do or not enjoy about your game and borrowing the wrong elements could spell doom. And as long as Need for Speed Payback cares more about looking like a movie than a video game, then it looks like it’ll do something that is universal to both film and games. It’ll crash and burn.

Rivalry renewed

While at New York Comic Con 2013, I had a chance to go hands-on with both the PC and PS4 version of Need for Speed: Rivals. Before getting into the details of what I actually played, I do want to say how gorgeous the PS4 version looked. I don’t have specs for the PC the game was running on in order to make a true comparison, but the PS4 version looked just as good, if not better. No matter what opinions you may have going into the next generation, we should all be able to agree on how pretty it’s going to be.

OK, so now that that’s out of the way, this demo focused on a couple of thingsone of them being what it means to be the law in Need for Speed. After going through the basic tutorial for both racers and police, I got thrown behind the wheel of a patrolman’s car and sent after illegal street racers, trying to ram them into submission. Much like the racers, though, there were speed points that tested our average speed and set records that, in the final version of the game, would be uploaded to Autolog.

The demo was fun, but the small slice of gameplay felt more like a demolition derby than something you’d normally expect from Need for Speed. The cars handled well and looked great, but I’d be lying if I didn’t have some concern over the variety of gameplay—or lack thereof—you might see as a police officer. All I did was race and knock other cars off the road. This could also change depending on the class type you choose when you play as the 5-0. Of course, it’s not easy to show off how a game will truly feel and play over the 20 minutes of hands-on time I got, either, so I’ll just say that I’m reserving judgment at this point.

The other major feature of the demo showcased the interplay between Rivals and Need for Speed Network. Using an iPad, I watched a map overview of several developers and testers who were part of the Network profile’s friend list. From there, I could choose to either help them through a few taps on the iPadgranting them nitrous boosts or other buffsor grief them by adding helicopters to their respective chases that would make it harder from them to lose the police on their tail.

Network also keeps track of your game progress and how well you do compared to your friends in certain areas—not to mention the head-to-head numbers, adding another nuance to why this game’s called Rivals. There’s nothing like seeing concrete numbers displaying who’s better than who to stir up a little friendly trash-talking among friends.

The NYCC demo may not have given me as fleshed out a view as I’d have liked, but at the very least, I can say that my curiosity is piqued. Technically, Rivals seems to be as tight as you’d expect from a game labeled Need for Speed. Now, it’s just a matter of seeing whether new developer Ghost Games can deliver enough quality content to live up to the brand.

Baby we were born to run

Your body violently jerks into the side paneling as no seatbelt known to man could hold you down from the G-forces you generate as you whip around hairpin corners while flying down a two-lane mountain road somewhere between Denver and Detroit. All the while you’re trying to control a 750 horsepower monster engine and keep all four tires pinned to the gravel as you try to split the difference between an oncoming tractor-trailer and the Porsche 911 Carrera S that is just ahead of you and weaving back and forth to keep you from passing in your Ford Shelby GT Super Snake. You think you get the timing right. You shift into a higher gear. And then you floor it. As horns blare, sparks fly, and paint is lost forever to the road behind you and the driver side door of your competition, you finally move into 78th place in the race for you life.

Sound pretty exhilarating? Well, that description above is hopefully going to describe nearly every moment of Need for Speed: The Run when it drops in November and from the several stages we got our hands on at an EA event in Vegas, it was all that and more. The Run marks the 18th game in the Need for Speed franchise’s history, but is the first to take place in the real world and the stakes have never been higher. You play as Jack, a street racer down on his luck and who owes a lot of money to a lot of the wrong people. Jack’s last chance to pay everyone off and come out on top is to win “The Run”, an unofficial, illicit, underground street-race that spans the entire length of the USA, starting in San Francisco and ending in New York City, with the winner being awarded 25 million dollars. More than enough to make Jack’s problems go away and maybe enough left over for him to start new. But there are a lot of people who don’t want to see Jack win. From law enforcement in various cities Jack will have to drive through along the way to a bevy of rival drivers including some lovely ladies whose physical appearance were based of Sports Illustrated swimsuit models, Jack will have his work cut out from him.

As in traditional Need for Speed fashion, events will force Jack into many different cars including some classic American muscle cars, refined exotics, and high-tuned street racers. Unlike in previous games though, for the first time you can actually step out of the car for short quicktime segments that bridge the narrative gap of how Jack gets from car to car and continues the race. We did not actually get to play one of these events and remained in our car for our particular demo, but we’ve seen them in action before and as we are constantly reassured that they take up less than 10% of the game, we feel we can live with this device for the sake of what is shaping up to be the deepest and most compelling plot Need for Speed has ever put out there.

Aside from the overall race where you will try to overtake dozens of opponents, there is also some race variety dropped in at various points to try to keep the game fresh, like pitting you one on one against a rival as you try to avoid an avalanche caused by an unknown faction firing a grenade launcher into the mountain you’re driving along, or racing between toll booths in a checkpoint like fashion. Mind you, the overall objective is still to end up in first by the time you reach New York, but the only way you’ll do that is if you pass every race and traverse easily the largest series of tracks a Need for Speed game has ever featured.

And rivals and checkpoints aren’t the only challenge you’ll face as I found out in my demo. My biggest challenge came in oncoming traffic on smaller country roads. Trying to pass a series of exotics while big rigs, mini-vans, and other vehicles are roaring down in the opposite lane provides a challenge of timing that needs to be seen to be believed and may have you racing a bit dirtier than you’d expect as sometimes bumping an opponent out of the way is a lot safer than trying to shoot past them through a gap barely big enough to get a bicycle through never mind your Pagani Huayra.

The overall most satisfying aspect I came away with from our demo of The Run though may be the controls. Although they have less of an arcade feel than Need for Speed: Hot Pursuit, they’re still very responsive and easy to pick up and just jump into a race with. And with a “rewind” feature that allows you to pick up at various checkpoints throughout the race should you find yourself more of an expert at crashing and burning than handling tight corners, the game is forgiving enough to make it appeal to even the most casual of race game fans.

But what about replay-ability? Once you finish this massive looking race campaign, what would make you want to do it again if you do fall into that more casual category? Well, one thing that did transition over from Hot Pursuit has been Autolog, the social competition functionality for the Need for Speed franchise. You may finish the campaign first amongst your friends, but by participating in Autolog and uploading your best section times, you can see where your friends smoked you and vice versa and maybe even why they had a better overall time. You can even upload race ghosts so that you can actually see how your friends did it and you can feel like you’re racing directly against them even if you’re in a different time zone, work a different schedule, or just are plain never on when they are.

So, if you like supermodels, fast cars, and you’re looking to get behind the wheel of a super car but are a few hundred thousand dollars short, you might want to look into Need for Speed: The Run and get ready for the race of your life when it drops in mid-November.

PARTING SHOTS: It has been a long time since I’ve been this excited for a racing game and with all these new features, a compelling original story, and a whole new twist on the idea of underground street racing, Need for Speed: The Run looks like it could easily be the most exciting game in the franchise to date.

So what do you guys think? Are you pumped up for The Run or is it just another racing game? Do you think the quicktime events will take away from the game even though they are such a small part of it? And what about Autolog? Will this make you want to come back to this more and compete against your friends’ times, or is it a waste of time? Let us know with comments below!

Originally Published: January 4, 2011, on Youtube.com/CGRUndertow

As a part of CGR Undertow, I reviewed Need for Speed: Carbon for the Nintendo Wii from EA.

Originally Published: September 17, 2010, on CGR Undertow

Classic Game Room presents a CGR Undertow review of Blur from Activision for the Xbox 360 from May 2010. Hop in a hot red Ford Mustang and throw missiles at other Mustangs. Features voice acting from Danica Patrick and a review by me!