Game Review
The franchise Need For Speed has declined
in reputation over the years from a mental, unrealistic racing game and tried
to establish itself with the big players like Forza as a realistic, physics obeying racing
experience. With less than expected results, however in 2012 the company
strayed from it’s habits brought us a nice surprise in the form of Most Wanted.
But not like the name suggests, what was thought to be the remake of personally
my favourite game in the Need For Speed series and arguably the most successful
this Most Wanted 2012 is a game in it’s own right.
The setting is the car racer friendly
city of Fairheaven and
begins by showing a clear similarity of the game to it’s 2005 predecessor but I
guess when the do call the title of the game the same that I can’t be too
optimistic about the content being entirely original.
Instead of a Blacklist of drivers though
it was been renamed to the top 10 most wanted. Also within this opening scene
EA introduce a new game mechanic slightly reminiscent of
games like GTA where the player has the ability to switch from his current
vehicle to another at places named ‘jack spots’
these spots at first glance appear very overpowered, gesting that players can find top of the line super cars ripe for the picking from the get go, thereby voiding the usual mechanic of building your car from scrap yard and losing the emotions of self satisfaction from doing this, a game mechanic that would personally keep me hooked. Instead the game starts you off in a Aston Martin V12 Vantage and you never see yourself go lower in the car social status, it’s like you’re a billionaire with amnesia finding your misplaced cars throughout the city. However, having said this the races scale and differ depending on the make and model you choose enabling the player to choose his own path.
these spots at first glance appear very overpowered, gesting that players can find top of the line super cars ripe for the picking from the get go, thereby voiding the usual mechanic of building your car from scrap yard and losing the emotions of self satisfaction from doing this, a game mechanic that would personally keep me hooked. Instead the game starts you off in a Aston Martin V12 Vantage and you never see yourself go lower in the car social status, it’s like you’re a billionaire with amnesia finding your misplaced cars throughout the city. However, having said this the races scale and differ depending on the make and model you choose enabling the player to choose his own path.
Another and significant difference from
the 2005 version is the graphics, Fairheaven is a thing of beauty whether your
roaring though the urban streets and back alleys, smashing through barriers at the beach
front, or simply flying over the wreckage of planes at a scrapyard most wanted
2012 delivers a brilliant visual display. As well as this the
cars are no longer 3D models, but now look very much exact to their real world
counterparts and providing even the most OCD petrol head with some solace. The
driving has also made a significant improvement as you might expect. The cars
handle much more realistically in the corners, giving steering feedback subject
to the type of ground your are driving on. The cars also interact with each
other much more realistically, the super and hyper cars provide only small
nudges to be thrown of course as is to be expected at speeds exceeding 200mph.
Criterion have introduced a few more new
game mechanics to the need for speed arsenal, one being the new ‘easy drive’
system. As oppose to removing yourself from the driving the easy drive can be
accessed at anytime –apart from save points- to find/start races,
customize/upgrade your vehicle, as well as changing your vehicle, accessing the
most wanted list and accessing the multiplayer options. With
this new feature I found the ease of access to everything I needed very
helpful, although used to the fact that I have normally paused the game to do
this I would regularly find myself ploughed into a wall upon turning back to
driving.
Another new mechanic is the emphasise on
changing cars and customisation between races. Normally the idea would be to
find a car that you have a certain affinity for and upgrade that mother until
it rivals an F1 pit stop, however the races per car are limited to five
specific to the car class and prove to be quite a challenge further into the
game. Criterion push to keep your interactions with a single car brief,
initially anyway so that the player can learn the importance of this, a
seemingly impossibly most wanted race could be easily won with a different
make. Similarly
the upgrades won through placing in a pole position from races can be switched
out between events for matching results.
One of the main advertisements for this
need for speed was the social aspect, being the leader boards an other various
achievements throughout the game. The idea taken from previous games in the
series such as hot pursuit and improved on to not only record race times to
compare, but also the new ranking system ‘speed points’ accumulated through
winning races, evading police pursuits and smashing through breakable elements,
as well as speeds through the speed cameras and jump distances. All in all
creating a very competitive experience that when you sync up with friends can
be very addictive to constantly one up them and will always bring you back for
more.
In conclusion Criterion set out to make
need for speed 2012 very much an open world racer that the franchise and the
fans could be proud of, where the emphasise is on fast paced driving and
beating your friends, and I believe they’ve cracked it.
Rating: 8/10
Trailer:
http://www.youtube.com/watch?v=0-Imb_hTVmw
Multilayer:
http://www.videogamer.com/videos/need_for_speed_most_wanted_2012_multiplayer_gameplay.html
Rating: 8/10
Trailer:
http://www.youtube.com/watch?v=0-Imb_hTVmw
Multilayer:
http://www.videogamer.com/videos/need_for_speed_most_wanted_2012_multiplayer_gameplay.html