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Need
for Speed 4: High
Stakes
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In
the long-running Need for Speed series from
Electronic Arts, 1998 was a banner year. Need for
Speed III: Hot Pursuit received wonderful reviews
from the gaming press and sold very well. The
police chase mode was so well implemented that,
when combined with the excellent graphics and
production values, pretty much everyone loved the
product. Even with the unprecedented number of
racing releases last year, Hot Pursuit was firmly
at the top of the heap.
The
dilemma of what to do next when a game in a series
achieves this level of success is not an easy one
to resolve. Many racing fans have been waiting with
baited breath to see whether Need for Speed: High
Stakes, this year's installment, would top its hit
predecessor. Now that it's out, I can say EA
decided to do more of what they did in the days of
"Special Edition" releases a few years back: they
went for a release with small improvements in every
area, but no revolutionary features. To this, some
customers will respond with a positive "If it ain't
broke, don't fix it" feeling, while others will
have a "Been there, done that" negative response. I
myself am far closer to the second of these two
attitudes.
The
career mode is new in High Stakes and is the key to
understanding the second half of the title. You
begin with $20,000 in your pocket and try to win
races to earn cash prizes; you then use your
earnings to customize your car, buy new vehicles or
pay for damage. The high stakes component here is,
if you lose the race, you lose your car. For this
reason, you may only enter the intense competition
if you own two cars. The option of earning money
through winning races to upgrade your vehicle may
be new to this series, but it has been done just as
well many times before in other offerings.
Furthermore, the manner in which this mode is
implemented makes it very likely that you will have
to replay tournaments over and over again to earn
enough to repair and upgrade or replace your
vehicle.
It
is great that the cars now show polygonal damage
after collisions with other competitors or
environmental objects, affecting their appearance
and performance in body, engine, steering and
suspension. But the physical portrayal of major
damage is not particularly realistic. (Having just
been in a major car accident myself, believe me, I
know). What is nicely implemented is the ancillary
cosmetic damage, such as broken headlights and
smashed bumpers. That said, I still feel Sierra's
Viper Racing has the best damage model, in terms of
both its visual appearance and its impact on
vehicle performance, of any racing title I have
played.
Countless
little improvements are embedded in this version.
You now have the choice to insert and play an audio
CD of your choice or listen to the existing in-game
soundtrack. It is also appealing that you may now
look into the cars and see their interiors and an
animated driver. Additionally, the dashboard lights
up when it gets dark, another nice effect. The car
showcase library, which had been scaled back in
recent years, now provides an encyclopedic wealth
of information and features a neat "virtual
cockpit" look. Also, if you drive a convertible,
you can even put the top up and down. But
undoubtedly the most significant of these changes
is that you get to see your own name on your car's
license plate rather than the generic "Need for
Speed" present in earlier installments.
In
fact, there are more choices here than ever before.
For starters, you may choose from 13 licensed
performance cars, five police cruisers and 19
tracks. The number of vehicles available is the
same as in the last release, and include Porsche,
Ferrari, Lamborghini, BMW and Mercedes. Night
racing, real weather conditions and traffic add
spice to the arcade action. Four different camera
views and an automatic replay option are available
to view the driving during and after races.
Furthermore, you have access to braking and
traction assists and collision recovery options. In
truth, lots of customization possibilities exist
here for style and performance, though nowhere near
the level of serious racing simulations. Finally,
extras can be downloaded off the Web, and already
there is a new sleek Ferrari 360 Modena
available.
There
are four racing modes, including career,
single-player arcade, split-screen arcade and
multiplayer. (I am thrilled the series has
permanently dispensed with the silly
arcade/simulation/wild choices, which some of you
veterans may remember with a chuckle). In career
mode, you may play tournament, Knockout and High
Stakes racing circuits, while in the other three
modes you have single race, Hot Pursuit, Knockout
and tournament available. For multiplayer action,
you may undertake two-player split screen racing on
one computer, link two computers for modem and
serial racing, or connect up to eight machines
across a LAN. In the future, you should be able to
race up to seven other players via the EA Racing
Online Beta Program, a unique service that offers
matchmaking and game servers to optimize racing
over the Internet. The highly successful Hot
Pursuit mode is continued and expanded in this
latest release, with three options to play from
either side of the law, includingh the original
plus Getaway and Time Trap. Additionally, you may
now command the entire police force or use a
helicopter as a tracking aid.
In
the end, part of what concerns me about this title
is that most of the new features appear to be
attempts to draw in two new types of buyers -- the
simulation crowd and the strategy crowd -- neither
of whom constitute this offering's bread-and-butter
support. Even with damage effects, more realistic
physics and increased control over car tuning, no
self respecting simulation fan would go anywhere
near this title. Moreover, just because money
management is now a key component of success does
not mean the strategy folk are going to begin
looking this way. The NFS series has always been
for the pure arcade racing fan, and there is
precious little in the way of major innovations
aimed at members of this group.
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