Saturday, March 8, 2008

Need for Speed Most Wanted

Need for Speed Most Wanted
EA's long-running Need for Speed series took a trip underground a couple of years back when the developer refocused the game solely on illegal street racing. While the nighttime racing series was certainly successful, the lawless world was always missing one key factor: cops. This year's installment crawls back into the daylight. The actual racing hasn't changed too much, but the ever-present police make this game a whole lot more interesting.

The game's career mode starts out with a hilarious bang. You take on the role of a nameless, faceless new racer attempting to hit the scene in the city of Rockport. An underground ranking known as the Blacklist governs who can race who, and when. You almost immediately run into a punk named Razor, who's definitely the sort of dude that lives his life a quarter-mile at a time. He's at the bottom of the list, but a few races later, he's sabotaged your ride and has won it from you in a race. Meanwhile, you're carted off to jail. Left with nothing but some mysterious help from a stranger named Mia, your task is to get back in the race game to work your way to the top of the Blacklist, which is now topped by Razor, who's using your old car to wipe out the competition.

Working your way up the Blacklist is a multistep progress. Before you can challenge the next Blacklist racer, you have to satisfy a list of requirements. You'll have to win a set number of race events. And you'll have to reach a set number of pursuit milestones and earn enough bounty by riling up the police. The cops hate street racers and will give chase when they see you rolling around the open city. You can also just jump right into a pursuit from a menu, too.

Running from the cops is the best action the game has to offer. Chases usually start with just one car on your tail. But as you resist, you might find 20 cars giving chase, in addition to a chopper flying overhead. Losing the cops gets tougher as your heat level rises. Level one heat results in the appearance of just your standard squad cars. But by the time you get up to level five, you'll be dealing with roadblocks, spike strips, helicopters, and federal-driven Corvettes. A meter at the bottom of the screen indicates how close you are to losing the cops or getting busted. Stopping your car--or having it stopped for you by spike strips or getting completely boxed in by cops--is how you'll get busted. To actually get away, you'll need to get out of visual range...and stay there. The initial evasion changes the meter over to a cooldown meter. You'll have to lie low and wait for that meter to fill up to end the chase. This is probably the tensest part of the entire chase, since you never know when two cops might blow around the corner and spot you, starting the whole process over again. It all sort of works like some sort of strange, wonderful cross between Grand Theft Auto's open city and Metal Gear Solid's stealth mechanic. All the while, you'll be acquiring heat on your car. This means that you'll have to keep a couple of cars around, because acquiring heat on one car lowers the heat on your other ones. Also, getting busted too many times can result in your car getting impounded, though you can avoid that by resetting the system whenever you get caught (if that's more your speed).


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