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Need for Speed The Run Full Version for PC


We've all got an idealised image of the truly great trans- American journey. Flooring the throttle down an arrow-straight road inside a thunderously powerful V8 muscle car, perhaps, with On The Road Again by Canned Heat playing on the stereo.

In that regard Need For Speed: The Run nails it – you'll be able to recreate that experience perfectly, even into the masterfully-pitched, twanging country music. This would be brilliant in the event the game didn't replicate the realities of a journey as well, such as repetitive scenery, the boredom of maintaining a largely constant speed as well as the realisation that essentially of your stop-offs there's no great deal to perform.


You play because the excruciatingly smug Jack, a male so fist-gnawingly crazy about himself he probably announces his or her own arrival inside a room. He's in danger with the mob in San Francisco, but after QTEing his way out of an near-fatal conversation having a car crusher he's offered the chance to race his strategy to freedom, which lies 3,000 miles away in New York. And that's over it. For an activity that's apparently about reintroducing a plot to racing games, there's embarrassingly little on the narrative. There are only two and a half characters within the entire game as well as the dialogue is rare and entirely functional. It makes the script of The Fast plus the Furious appear to be A La Recherche du Temps Perdu.

But as you move the cutscenes miss in scripting, the action itself greater than makes up because of it. Unlike the majority of racing games, The Run is undoubtedly an enormously regimented experience. Each stage either requires someone to pass a particular number of vehicles – the penalty for failure to be a complete restart of their section – or simply just beat timed checkpoints. The competition is choreographed at the same time: cars rubberband in terms of yours, meaning it is possible to wear your finger from the boost button but still end up watching an adversary nipping past on the run for the finish line. It always seems like you're competing from the designers with the game, in lieu of 200-odd other drivers.


The real crime could be that the game so rarely takes advantage of its tightly controlled environment. There's a brilliant sequence which includes you careening along a winding, snowy pass, dodging patches of treacherous black ice for an avalanche explodes who are around you. It's a glimpse from the game The Run may have been, whether it had fully embraced the art from the set piece as Call of Duty has. It's also the one glimpse.

Instead, what's left is really a racer that claws its method to mediocrity using features we've go to expect through the series. There's a huge and varied choice of cars, handling is predictable and grippy, along with the engine (in this instance Battlefield 3's Frostbite 2) whips up some impressive vistas while you hammer along the US. All of these mean a game that's absolutely playable, but pales compared to Hot Pursuit's achievements with all the same tools.


The organic nature of Criterion's chases because game resulted in returning to beat your friends' times on Autolog was obviously a pleasure. Not so here. After the couple of hours it takes to accomplish The Run, there's little incentive to return to your track and see the same the unexpected happens all over again.

There's a good suggestion buried in the enormous drifts of tedium, but even EA's signature polish only is able to panel-beat this into passable game. This should happen to be a modern-day Outrun, instead this is an obvious misfire.
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