QJ First Impressions - Need For Speed: ProStreet Xbox 360 demo |
Ó
The QJ.NET staff just took a spin with Electronic Arts' upcoming multi-platform racer Need For Speed: ProStreet (also for Sony PlayStation 3, PC) by downloading its Microsoft Xbox 360 demo version via the Xbox Live MarketPlace. What we found was a true-blue next-generation speedster with a promise of adding a brand new dimension to a franchise loved by many in its many iterations.
This blogger put on his amateur virtual driving shoes with Need For Speed franchise veterans Nicolo S. and Ryan C. and together, we came up with some diverse early takes on what should be a worthy member of EA's automotive stable. Let's dissect it:
Little things count big
Let's be honest here: It's hard not to place graphics as the first thing you scrutinize every time you first get your hands on a racing title. Being the normal gamers that we are, that's exactly what we did. The first thing we noticed was the work that EA Canada did on the course's environment. The Nevada Highway's otherwise dry terrain might have been boring for all intents and purposes because, well, deserts just aren't the most rocking places to be in. However, the track had just enough pizazz in it to avoid looking bland and at the same time, steer clear of being overly-decorated for what should be a quasi-wasteland.
Basically, we can't use the word "spectacular" to describe the terrain, the road, the posts, and the sky, but we do say that they're just fine as they are. Everyone agreed with Nicolo's observation that it was very nice to see objects not popping from the distant horizon even when you jack the nitro up, emphasizing the fine-tuned draw rate of Need For Speed: ProStreet. Subtle touches like reflections on cars, as Ryan pointed out, create the impression that attention to detail was indeed given premium by EA Canada.
The car damage system also looks sharp as dents and fender-benders are nicely placed on impact points with appropriate gravity on the affected parts. The dust and smoke effects are among the best we've seen so far in a next-generation racing title, making off-road skids a little easier to swallow because of the dazzling distractions.
However, there are some things that we thought could have been better done by Need For Speed ProStreet's development team. For one, the in-car model doesn't seem to move even with the most jarring of collisions. There's just something wrong with being totaled and seeing your driver sitting in the wreckage like a dispassionate crash test dummy. Also, terrain deformity wasn't too evident in this demo. Carving tire marks on dirt is an emerging trend in today's automotive games, and in the case of Need For Speed: ProStreet, it's just not there.
Lastly, we appreciate the way the demo car's suspension responds to acceleration. The vibrations on the body are right there when we were on the highway, but the moment we screeched off the asphalt, we couldn't tell by the way the body was shaking that we were on rough dirt. Sure, you get the standard slowdown effect, but even the earliest of racing games have that. Bottom line, texture response is a small, almost negligible detail, but it would have made us say "oohhh...."
Fast Handles
When it comes to controls, it would be safe to say that even casual racing game players will learn and adapt with Need For Speed: ProStreet's control scheme in a matter of time. It's pretty basic stuff and most people new to the Need For Speed franchise will get the fundamentals down in half an hour or so. However, there are some initial learning curves that must be hurdled if one is to enjoy this game.
First, Need For Speed: ProStreet's demo doesn't provide the best sense of traction between your tires and the road. In a beginner's first few spins, the experience could be likened to learning how to ice skate when you're drunk. With some practice and a little more understanding of how real high-speed driving works, players will realize how painfully realistic Need For Speed: ProStreet can be.
Speaking of speed, the sensation of doing 90 on the highway is done pretty well by EA Canada. The frame rate is up at lofty levels and no annoying slowdowns have been experienced so far. If you think accelerating at normal speeds isn't enough, you can hit the nitro and make yourself feel like your vehicle runs on high-octane cappuccino. Just try doing this in the track's safer spots because crashing gets old fast.
The damage system affecting the car's performance is a direct synergy to what the visuals provide. It's easy to get an idea of how you'll perform after a crash provided that you actually recover from it. The total mechanic in Need For Speed: ProStreet is pretty unforgiving, and recovering from bad collisions is not for the faint of heart.
Something to look forward to
Overall, we found EA Canada's Need For Speed: ProStreet for the Microsoft Xbox 360 to be a very worthwhile demo which shows a lot of potential. From this tidbit of things to come, it seems that we'll be having at least a very solid arcade-simulation racing hybrid in our hands. We're not completely sure of how Need For Speed series fanatics will take the deviation from the urban bad boy style, but for all it's worth, we conclude that Need For Speed: ProStreet deserves your precious time.
25 Jumps Sega's Mega Sale on PSN
Contact Us:
The QJ.net Network |
|
| Site | Feed |
| QJ.NET | RSS |
| Nintendo DS | RSS |
| PlayStation 3 | RSS |
| PSP Updates | RSS |
| Wii | RSS |
| Xbox 360 | RSS |
| MMORPG | RSS |
| Personal Computer Games | RSS |
| iPhone - iPod Touch | RSS |
| QJ.NET Forums | RSS |
User Favorites - December
User Favorites - December
| Top Jumps | |
| Custom Firmware 5.50GEN-D3.. | (2710) |
| Custom Firmware 5.50GEN-D3.. | (1016) |
| Custom Firmware 5.50GEN-D3.. | (527) |
| Tiger Woods Wife Outrun Fl.. | (504) |
| MaGiXieN: 6.xxGEN is not w.. | (411) |
| MaGiXieN explains release.. | (358) |
| Custom Firmware 5.03GEN-C.. | (307) |
| PSP Homebrew: CFW 5.03 GEN.. | (210) |
| Custom firmware 5.50GEN-D.. | (172) |
| Wii homebrew - Custom IOS3.. | (110) |
| PSP Revolution v0.3 | (98) |
| Naruto Shippuden: Ultimate.. | (92) |
| No plans for custom firmwa.. | (87) |
| PS3 optional update 3.15 d.. | (85) |
| PSP homebrew - DaedalusX64.. | (84) |
| Resident Evil 5 patch 1.03.. | (84) |
| PSP Homebrew - PSPDisp v0... | (83) |
| PSP homebrew game: PSP Mar.. | (75) |
| Sony starts talking about.. | (73) |
| gpSP v0.9 for the PSP | (73) |
| PS3 is year's best platfor.. | (70) |
| PSPlayerMT For PSP - Direc.. | (68) |
| Sony files curious new tra.. | (67) |
| PSP homebrew - DaedalusX6.. | (66) |
| PSP homebrew - PSP Live TV.. | (66) |
Categories
Archives
December 2009
November 2009
October 2009
September 2009
August 2009
July 2009
June 2009
May 2009
April 2009
March 2009
February 2009
January 2009
December 2008
November 2008
October 2008
September 2008
August 2008
July 2008
June 2008
May 2008
April 2008
March 2008
February 2008
January 2008
December 2007
November 2007
October 2007
September 2007
August 2007
July 2007
June 2007
May 2007
April 2007
March 2007
February 2007
January 2007
December 2006
November 2006
October 2006
September 2006
August 2006
July 2006
June 2006
May 2006
April 2006
March 2006
February 2006
January 2006









Comments
I miss the old days of Need 4 Speed. I'll give this one a shot anyway.
hot pursuit 2 was amazing!
They need to drop the ridiculous assisted car behaviour from all the events before this has a chance of getting back to the old days. Drag racing in NFSU was about the only time i thought the assisted behaviour had any merit (only just) but it's seeped into every damned event now. It's more like mastering patterns in a puzzle game rather than the quirks in your vehicle of choice, as every event seems to change the laws of physics. ProStreet may look like a great driving game but it actually drives like Tetris.
Seriously? I haven't had a chance to play the demo yet, but if that style of assisted driving is in every event, then...damn. That really sucks.
...but i doubt it. The demo only has two events but they both had noticeable assists (and changing the assist setting didn't make much difference). I think it's a fair bet that if the speed event (almost a straight line race in the demo) and grip racing suffer from those insane assists, the other modes are likely to as well.
Add New Comment