Tag Archive: need for speed

Need for Speed once led the pack in terms of the arcade racing scene. In recent years, though, it has lost what made it special while simultaneously being eclipsed by other racers in the genre. A reboot two years ago was supposed to pave the way for the series to once again find traction within the racing world, but whatever hopes EA had have likely been dashed with Need for Speed Payback, which serves as evidence that the series may just be too far off course to comeback at this point.  

Need for Speed Payback follows a small racing crew in Fortune Valley, a fictionalized version of Las Vegas built on sin and street racing. Tyler specializes in drag and traditional races, Mac in off-road and drifting, and Jess is their runner, great for getting away from the 5-0 when they crack down on the trio’s driving antics. The game starts with Tyler’s crew getting an offer from an old friend named Lina that they can’t refuse: help steal a supercar and get a payday that could set them up for life. The only ones being set-up, though, are Tyler and gang. Now, they’re out for revenge against Lina and her boss (the mysterious Collector), but will have to work their way up through Fortune Valley’s 10 car gangs to even have a shot at Lina—and maybe getting that big payday after all.

Looking to their contemporaries and racing movies for inspiration, Need for Speed Payback tries to tell a revenge story we’ve seen almost a half-dozen times already—it’s just missing Vin Diesel giving some stupid speech about family. That said, its major story beats, which mark the conclusion of each of the narrative’s five acts, are actually a lot of fun and keep things moving in an entertaining direction. Ridiculous car chases, sudden perspective switches, and Michael Bay-worthy explosions will have you slowly inch forward in your chair. And, of course, everything looks gorgeous as usual in the Frostbite engine. The cinematic approach to a lot of the scenes worked, and the only times they didn’t—when you forced other cars to wreck—is now an option that can be thankfully turned off if you’re like me and hate taking your eyes off the action. Unfortunately, it’s everything around those major beats that really let this game down.

From a story standpoint, the hardest part to get behind is the cast of characters. The bad guys were infinitely more interesting than the good guys, and I’m not sure if the voice over sessions for this were done during the recent voice actor strike, but I think you could’ve walked down Hollywood Blvd and randomly asked people to audition for this game and gotten better performances. What’s worse is it sounds like several of the actors had to perform numerous roles (which is more common than you might think), but none of them even tried to do a different voice, resulting in long conversations where it almost seems like characters are talking to themselves.

And speaking of talking to oneself, the writing in-between the major story beats is the worst kind of filler, trying desperately to distract you from the grind of the gameplay. Some of the banter between Tyler’s crew is entertaining, but most of the time you just get a desperate attempt at filling time in the quiet moments driving from mission to mission, with each character at random times seemingly breaking the fourth wall and talking to the player for no good reason. It only further illustrated from a narrative standpoint that all Ghost Games really had here was an interesting skeletal structure and not much more.

A weak narrative could’ve been overcome had the gameplay been good, but yet again, Need for Speed Payback falters almost right from the get go. Fortune Valley feels comparable in size to other Need for Speed games, but when compared to its competition in the genre like the Forza Horizon series or The Crew, things feel small. Although the world does have a nice bit of diversity with the urban downtown area, and some evergreen mountainous paths, it all feels artificially segmented at times, with so much desert serving as an unusual border for it all.

There is a lot to do in this world, though. Blatantly borrowing from Forza Horizon, Payback adds Derelicts (barn finds without the barn basically) that can be found throughout the world, built up, and customized in your garage. There are now also speed traps, drift challenges, and jumps all around the world for a way to earn “Rep,” Need for Speed’s take on an in-game leveling system that rewards you each time your status increases. You can also earn Rep points—similarly to Forza Horizon—simply by performing tricks in the world or smashing things up.

Still, the core for Payback tries to remain the racing, and moving up in Fortune Valley and knocking off the 10 gangs isn’t easy when each gang specializes in something different. Drag, drift, traditional racing, and off-road serve as the core of the story experience, with additional runner challenges available with Jess that try desperately to set up a backstory for the world—what with EA already (sadly) talking about bringing many of these characters back for a sequel.

In order to be able to compete with these racers, you need to have the right car—but complicating your attempts is the fact that those cars handle a little too loosely, especially compared to other games currently within the arcade racing genre. So, it can require a lot of time to get used to each car because of this. However, the stock cars themselves won’t do you much good for long. Your first three cars are given to you, but after that, you need to either get parts to increase your cars’ ranking (100 is the minimum, 399 is the maximum) or buy new cars outright, with many of the best ones in each category only unlockable by winning races to begin with. So, finding new parts is the way to go, but actually getting those parts is where Payback’s most frustrating feature becomes prominent.

There are tune-up stores scattered around Fortune Valley, and in these stores you can buy and equip different parts for your cars in the form of Speed Cards. As you win races, you’ll earn a random Speed Card, which you hope will offer a better part than something you already have, thus raise the ranking. If that doesn’t work—and it usually doesn’t—you can also take in-game money you earn from winning races and buy new parts at the tune-up stores. Unfortunately, these also rarely offer you anything much better than what you currently have, and if they do, they’re exorbitantly expensive compared to your usual race winnings. This leads you to one of two routes.

The first is that any race you beat, you can re-race for more money and more random Speed Cards, and this becomes an obvious grind. It’s such a grind that what should’ve been a 10-12 hour experience ballooned to almost 20 hours for me by the time I reached the game’s end. It’s a horribly cheap way to force you to keep playing a game, especially with all the side content crammed into Payback that you might rather spend your attention on. It’s such a grind that there’s even an achievement/trophy for “grinding” through another race.

Of course, there’s also a way around that grind. That’s right, it wouldn’t be an EA-published game if it wasn’t polluted with microtransactions, and these might be some of the worst yet. When you get a Speed Card you don’t want, you can either sell it for in-game currency, or exchange it for what is called a Part Token. Three Part Tokens will allow you to spin a slot machine (yes, the mechanic is literally a slot machine) with you locking in one of the three spinners—car part (engine block, gearbox, etc.), manufacturer, or boost (nitrous, braking, acceleration, etc.)—and then crossing your fingers. With luck, you’ll get just the part you need and it’ll be a higher level than what is currently available to you in either the store or through races.

Payback does offer myriad ways to earn Speed Cards and Part Tokens. Leveling up your Rep or finishing Daily Challenges that are available will earn you Shipments, which usually carry a vanity piece for your car (colored smoke for when you burn out, novelty horns, etc), some in-game currency, and a few Part Tokens. Three Tokens per spin, though, can see you burn through Tokens quickly. So, there are also Premium Shipments that you can acquire by spending real world cash. If you don’t do this, you’ll end up like me, grinding for extra hours in a system that is purposely balanced to tempt you into those microtransactions. Oh, and to add insult to injury, when you reach the halfway point of the game, you need to buy brand new cars and do the entire building process all over again if you aren’t using a Derelict.

It’s a broken system and it’s offensive that they didn’t even try to hide the fact that it’s all one big slot machine. The Speed Card/Part Token system is by far the worst part of this game—it makes the game almost unplayable—and the alternative grind is so frustrating that I literally started to grind my teeth so badly while playing this I needed to put in a mouth guard.

What’s really sad is once you do raise your car’s level, the races themselves aren’t that difficult. They’re only challenging if you’re not at a level equal to what is recommended; I tried avoiding the grind and absolutely could not win. You also develop a familiarity with the tracks due to the aforementioned smaller world, where by the end of the game almost all the locations repeat. So, you’ll learn the best ways through a particular track, but likely end up a little bored racing through it over and over again.

Also, I found the AI to be sorely lacking. I played the game on Medium, but as long as I had a car worthy of the race, I saw the AI go haywire more often than actually try to give me a competitive challenge, almost giving me the win. Sometimes my opponents would even take themselves out of the race by making weird turns and drive themselves off cliffs; other times I saw them so focused on trying to just ram me off the road that I could easily pass them and cruise to the finish. Of course, in the runner missions against the cops, this was their primary directive, and sometimes it would be frustrating to get rammed through a barricade that was supposed to be impenetrable, leaving me unable to get back on the right side of things to finish my getaway.

All of that leads me to the glitches. Even with a day-one patch that seems to have smoothed a few things out and added some nice UI enhancements, there were still plenty of glitches to be seen. Whether the aforementioned pushing me through a barricade I wasn’t supposed to go through, or cop cars randomly spawning right in front of me, there were some moments where I wrecked and there was simply nothing I could do. I once even saw two cop cars literally spawn right on top of each other, riding each other like some horrific nature documentary.

The worst glitches came when respawning after a wreck, however. One thing Need for Speed didn’t borrow from Forza Horizon was the rewind feature; instead, when you wreck, the game puts you back on the road, usually at a speed close to what you were going before your crashed. Unfortunately, when this occurs on tight turns, sometimes you’ll spawn going at top speed right next to the wall or oddly-placed rock you initially crashed into, and then keep crashing into it. Repeatedly. So much so that you have to restart the race because there’s simply nothing else you can do to escape this infinite loop.

If you do make it through all of this, one of the few decent things about Need for Speed Payback is the multiplayer. If you’ve done enough grinding to earn yourself a top-tier car (ranked matches require cars 300 or above, casual matches can be any level), you can join the online Speedlists, a popular returning feature from 2015’s Need for Speed’s final update. This was actually a lot of fun, because it was just four to eight players going through a series of five races from the main campaign, with points being dished out a la Mario Kart at the end.

At the end of a five-race circuit comprised of either off-road or regular races (each race is voted on beforehand), the winner gets a currency and Rep prize that can be carried back to the single-player campaign. (So, this could be another way to grind, too.) The online was entirely stable in my time playing it today during the game’s launch, and the races against people were fun because actual humans performed way better than the AI did. As great as the online competition was, however, considering the narrative revolves around three best friends, it sure does feel like campaign co-op not being included was a missed opportunity.

Need for Speed Payback feels like a haphazard mess. The core of this tire fire is the progression system that tries to funnel you into microtransactions—at best, it’s a cheap way to inflate the playtime required to beat the game, and at its worst, it’s a desperate cash grab from a floundering franchise. The world is littered with glitches, the characters created are uninteresting, and the racing itself still needs work when compared to the contemporaries in the genre. The only saving grace is the major story beats at least provide a cheap adrenaline rush to wake you up from the lull the rest of the game will settle you into, and the multiplayer—if you can get a good enough car—works well, and racing human players is way more fun than grinding against this AI for 20 hours. As I crossed the finish line for the final time, though, Payback was nothing but another disappointing chapter from a once great franchise.

Publisher: Electronic Arts • Developer: Ghost Games • ESRB: T – Teen • Release Date: 11.10.17
Need for Speed Payback might be a new low point for the franchise. A horrendous progression system compounded by uninteresting characters and terrible AI only illustrates how far behind this series has fallen compared to the other arcade racers out there. The multiplayer is solid, but that’s like saying at least the car wreck didn’t cause a fire, too.
The Good Speedlists work great for multiplayer.
The Bad Small world, weak characters, and the progression system is an awful grind.
The Ugly When you accidentally drift into oncoming traffic.
Need for Speed Payback is available on Xbox One, PS4, and PC. Primary version reviewed was for Xbox One. Review code was provided by Electronic Arts for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.

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!