Last year, EA took its long-running Need for Speed series in the exciting new direction while using release of Need for Speed Underground, a racing game that dedicated to making the import tuner scene the star of that arcade-style racing show. The game worked effectively, combining the best level of car customization with good track design, challenging opponents, and impressive graphical effects. Now, 12 months later, a sequel is about the streets, adding newer and more effective race types and also a big, open city to cruise around. The actual racing in Need for Speed Underground 2 is pretty good, unfortunately most of the issues you do amongst races keeps you out of the game's best moments.
Need for Speed Underground 2 efforts to inject an account into your career mode using static-image cutscenes that show up before some races. The effect is comparable to what the Max Payne series does featuring its noninteractive sequences, though that game pulls it much better than Need for Speed Underground 2 does. Dopey story short, you're sent off and away to a new town after you have ambushed with a rival racing crew, you may have to start on your own with one car as well as a handful of races to acquire going.
The biggest change manufactured by this year's game is usually that the action now occurs in one large city. You're given free rein to push around wherever you need, you may have to drive to races they are driving in them. You'll also have to push to different parts shops to customize your ride--in fact, you'll need to find a lot of the game's shops by cruising round the city, looking for the correct type of colored lights. The game provides an onscreen map, but shops don't show up to you've found them, and several races don't actually appear about the map, either.
On paper, this complete open-city thing sounds like an interesting idea. Someone probably sat down and said, "Well, everyone loves Grand Theft Auto, and contains an open city, so our game has to have an empty city too. In fact, let's even allow it to become so that different areas of the city are locked away unless you progress to some certain time the career mode." In practice, driving throughout the city is indeed a drag that keeps you out of trouble of the action more than you'd like. The game also rarely takes advantage from the open city for racing purposes, staging a majority of their events on preset tracks, in lieu of attempting to get a Midnight Club-like "get there and you can" feel. There's a menu within the garage that allows you to jump to a number of different events, but a majority of races don't show up here, and none from the shops do, either, so that it is completely useless.
You'll start off in some pretty slow cars, therefore, the racing isn't very exciting before you earn enough for the full list of upgraded performance parts. But once you must have done so, the racing is fun plus the cars handle well. The cars are fast, and stuff like turning, powersliding, and proper corning technique are simple to pick-up. Like in not too long ago's game, you can find a number of different race types: Circuit races are long lap-based events, sprints get you from point A to suggest B using a set course, drag racing permits you to live your life one fourth mile during a period, and drift races rank you for a way squirrelly you can get within the track. New in the 2011 game are definitely the street X races, which might be essentially regular races that occur on drift tracks. Outrun races transpire in differing parts of the location--you rollup behind another racer, tap some control, and continue to pass and outrun her or him. You'll also encounter some races resistant to the clock, through which you'll ought to get in one point in the town to another before a photographer leaves the spot. Make it, and you'll get to place car within the cover of one on the game's magazines or DVDs for additional cash. The big new race type would be the "underground racing league." These races will be the sort of mysterious events where you'll see almost all of the game's cutscenes. They mostly incorporate some knucklehead damaging the lock using a race track and swinging open a gate which means your street-racing posse can race on the "real" track, though you can also bust into airports etc, too. These races are essentially circuit races with racetrack scenery as opposed to cityscape scenery.
Though you will discover three different difficulty settings to the career mode, none put up a very good fight. As a result, almost all of the races simply boil into getting in front on the opposition and after that doing what you might to not get it wrong. Between nitrous boosts and drafting, gaining the lead isn't very difficult, plus the game doesn't manage to employ any heavy rubber-band AI routines to retake the lead within you, in order to usually live in front with virtually no trouble in any way. When you consider that it will require about a minute to go into front, and this some on the circuit races may last six minutes if not more, which means a great deal of one's race time is spent just cruising along, dodging traffic but not paying any attention on the other cars should you not screw up and acquire into a wreck. In the event that one does crash, regaining the lead usually isn't too tough, especially when you've bought a nitrous-oxide upgrade, which shamelessly lifts concepts from your Burnout series, translating powerslides and near-misses into extra boost to your tank. The opposing cars will slow quite a bit as long as they take a big lead, which makes them very easy to get over.
Need for Speed Underground 2's crashes are laughably weak. While high-speed collisions along with other cars trigger a slow-motion, cinematic shot on the crash, the experience doesn't model any damage whatsoever. It's like you're watching two plastic car models increase against 1 another, together with the sounds of the actual vehicle accident. While it practically is evident that modeling damage in the game with licensed cars continues to be a tricky proposition, that fact doesn't make these wrecks look much better. Fortunately, the action's car customization features somewhat compensate for this deficiency of visual detail.
A big section of Need for Speed Underground 2 will be the ability to customize the car's performance and look. On the performance side, you'll purchase parts which were organized into stages, which gives the experience an easy way to lock the greater parts from you unless you're ready for the children. While the parts fall under different categories, like engines, brakes, tires, and ECUs, the one thing you really need to know is you need all to win races. The visual enhancements undoubtedly are a little more involved and provide a somewhat more leeway, but ultimately you should trick out your look of the cars to proceed, as which has a flashy car could be the only way to have noticed and finish up on magazine and video covers. Each number of parts features a number related to it, and the contribute with a meter that covers how many items of flair you've bolted in your whip. Spoilers, neons, vinyls, roof scoops, spinner rims, custom gauges, and also speakers on your trunk are just some from the available modifications, plus they all help your vehicle stand out. This is especially handy online, which you could show off your stuff towards the world.
Need for Speed Underground 2 is online around the PS2, PC, and new to the 2011 game, the Xbox. The online mode is actually straightforward, helping you to set up races in any from the game's race types, you'll take pride in features a free run mode, just in case you just want to cruise round the city along with other players. As you'd expect, the internet mode is successful over the average broadband connection, despite having a full six players inside a race. The game also does a great job with statistics and rankings, that can help you find evenly matched races. You can also limit races to cars of an certain rank, or simply open it up and let people place their career-mode vehicles on top of the track. The GameCube lacks online play, and also to add insult to injury, the already-shaky frame rate gets to be a little shakier once you play inside GameCube version's splitscreen mode.
While Need for Speed Underground 2 is trying to emulate an illegal scene of "underground" street racing, the overall game really efforts to drive its product placement down your throat. Things like billboards for the sides with the roads aren't really bad (though with the ad for the financial service appearing on some signs, you should wonder who EA's audience for the bingo is), plus the occasional real-life fast-food joint does its part to make the location feel a a bit more realistic. But basing the sport's whole onscreen display throughout the logo for any cellular phone company crosses the queue. Sorry, but there is nothing "underground" about forcing a variety of non-car-related corporate logos on people. The game's hokey dialogue also adds to your counterfeit feel. The overzealous script is continually throwing poorly placed slang at you, having Brooke Burke use her teleprompter voice to share with you that "you've had reached be racing tight," constantly calling you "dawg," or just being very careful to always call your hard earned money "bank."
Graphically, Need for Speed Underground 2 looks good, should you not're dealing with the GameCube version, which incorporates a wildly unstable frame rate that basically gets inside the way with the action in many races. But in additional three versions, your vehicle models are sharp and metropolis looks fine. For the most part, the experience keeps running with a smooth frame rate, during the later stages, whenever you're moving much, considerably faster. But as well, it's not quite the end results show that a final game was. You still get nice little effects, such as shaky camera familiar with show drag races, even so the blur effects tend to be less pronounced now, which is bad, simply because were nicely implemented not too long ago. Now, you obtain blurring at quite high speeds or after you kick within the nitrous oxide, but more would have been better. Like a year ago, the PS2 version will be the heaviest about the effects, the overall look remains a little subdued. For the most part, various versions in the game look much the same, while using Xbox and PC versions taking into account slightly higher visual fidelity compared to the PlayStation 2 version, as well as the GameCube version talking about the rear, but ultimately the sole major differences come into the GameCube version lacking online support, the Xbox version's analog triggers being the top control scheme to the game, as well as the PC version not playing very well using the keyboard controls (you will require at least an analog gamepad if you're playing this game for the PC).
The game's sound rises above its lame dialogue and poorly delivered speech. The engine sounds aren't quite as deep or as throaty you may like, but the experience is great at changing the sound within your car since you purchase upgrades. Also, items like the whoosh of wind if you fly under an overpass really help sell the overall game's a sense speed.
Musically, Need for Speed Underground 2 is perhaps all over the place. The schizophrenic sounds start together with the game's lead song, that's a remix of The Doors' "Riders about the Storm" made by prominent rap producer Fredwreck. Snoop Dogg joins Jim Morrison around the vocals here. For some people which will be blasphemy, even so the remix sounds great. The part that ruins it, though, is always that Snoop is rapping regarding the racing--Need for Speed is specifically mentioned within the lyrics. Again, if you are going to use a game with "underground" right inside name, showcasing a song that does double duty as both an ad for your game in addition to being an extreme case of exploitation of the old favorite probably isn't the top idea. Other songs about the soundtrack include "Lean Back" because of the Terror Squad, "LAX" by Xzibit, and tracks from Sly Boogy, Felix Da Housecat, Paul Van Dyk, Cirrus, Ministry, Queens from the Stone Age, Mudvayne, Helmet, and even more. This is a textbook case of your soundtrack that efforts to appeal to a great number of different audiences and eventually ends up not including motor any one style to impress anyone. Xbox users won't be able to fix their xbox, either, as the sport doesn't contain custom-soundtrack support. However, you'll be able to at the very least turn off tracks you do not like.
Need for Speed Underground 2 starts with a year ago's game to be a template and builds beyond this concept. Unfortunately, just about everything that has been added to the 2011 game detracts through the overall experience. Once you are in and racing and customizing your cars, it is a lot of fun, but you'll find too many obstacles standing between you along with the best parts on the game.
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On paper, this complete open-city thing sounds like an interesting idea. Someone probably sat down and said, "Well, everyone loves Grand Theft Auto, and contains an open city, so our game has to have an empty city too. In fact, let's even allow it to become so that different areas of the city are locked away unless you progress to some certain time the career mode." In practice, driving throughout the city is indeed a drag that keeps you out of trouble of the action more than you'd like. The game also rarely takes advantage from the open city for racing purposes, staging a majority of their events on preset tracks, in lieu of attempting to get a Midnight Club-like "get there and you can" feel. There's a menu within the garage that allows you to jump to a number of different events, but a majority of races don't show up here, and none from the shops do, either, so that it is completely useless.
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