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    Jan 15th, 2008 at 01:10:09     -    Need for Speed ProStreet (360)

    GAMEPLAY
    My next game session began with customizing my car for the Grip mode. Each car I own can only be used in one out of four race types. I started with the body design to improve my car’s aerodynamics, such as adding a spoiler. The paint and vinyl decals don’t have any effect on the car’s performance, but it’s fun to personalize the cars because of the vast selection of paints and decals. When I was satisfied with my creation I decided to enter the next race day. It was another assortment of Grip races, with some variations. A Grip race is basically a circuit race and is usually 2 or 3 laps depending on the length of the track.

    During the second half of my play time, I invited a friend to play in split-screen mode. It was fun seeing my opponent’s reaction to crashing into me and the many times we passed each other up. I was disappointed that there weren’t any AI cars on the track because it would have made the race more enjoyable. The mode that I liked the most was Speed Challenge because it is simply a sprint from one point to another, with little turning required.

    DESIGN
    Need for Speed ProStreet may lack some of the features that made the previous games lots of fun, but it adds enough to keep the player engaged. The new physics engine displays incredible car physics such as flipping over on a turn or hitting a bump at high speeds. Everything the player hits affects the control of the car, and all of the damage is shown. Every piece of the car that is torn off lies strewn on the road throughout the race. It encourages the player to drive carefully so that he does not have to pay for the damage. The particle effects such as the smoke have greatly improved. It looks picture-perfect when a plume of smoke jets out from the burning tires.

    The tracks vary from clusters of hairpin turns to the large sprawling roadways of international speedways. This helps to keep the player interested because it would not be fun to go around the same tracks over and over again. The reward system in the game is based on winning races. The player receives a sum of money depending on how safely he or she drove, the place, and the time achieved. The money is used to buy car upgrades or new cars. This system encourages the player to save up his or her money to choose the magnitude of his or her reward. Buying a really expensive car will help the player win races, and of course, win over that video crowd.

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    Jan 13th, 2008 at 20:33:00     -    Need for Speed ProStreet (360)

    [ entry #1 ]

    SUMMARY
    Need for Speed ProStreet is the latest iteration of the Need for Speed series of racing games. It deviates from its three predecessors with the absence of the open-world city and police chases, but shows off an improved physics engine with real-time damage that affects the control of the car. It includes four primary modes of play called Drag, Drift, Grip, and Speed Challenge. The goal of the single-player mode is to dominate race days consisting of several events. In the end, the player must compete against the best racers in each event to become the street king.

    GAMEPLAY
    My career started during a race day, where I met my rival, Ryo, in the opening cinematic. He came off as pompous and antagonistic as he made a show of himself and talked down to me. I was winning one race after another with encouragement from the race day announcer. I was forced to race with cars provided by the event organizer, so I was not responsible for the damage accrued from bumping other cars and hitting walls. The story encourages me to keep progressing through the race days to face my rival. After the race day I was given a choice of two cars to begin my career, and of course, they were nothing special. I knew that I would be able to buy better parts for them, or just sell them to buy new cars.

    The game was interesting to play because it was fun to use other cars as turning buffers by slamming into them at high speeds on a turn. This technique allowed me to get ahead of them and push them off of the track. The level of difficulty felt just right for the start of the game. The music is what kept the flow of the game going with a variety of rock, rap, and techno tracks. I was able to customize the playlist to my preferred genre of songs so that I would not be interrupted with a song I didn't like during a race.

    This entry has been edited 1 time. It was last edited on Jan 15th, 2008 at 01:13:25.

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