BEST NFS EVER!!!!!!!!!!!..................... no.
This is probably the first time I can't find a proper introduction to a  review, so I'll start by slapping you right on the face with my opinion:  The game's a disappointment. ProStreet is basically some  ridiculous attempt by EA to break off the Underground series spree they  had throughout the last few games (excluding Most Wanted). Did it go  back to Hot Pursuit standards? No, they didn't. Did they go back to the  I'm-flooring-it-through-a-highway-with-$300k-worth-of-car standards? No,  they didn't either. They made the decision to simply step into new  grounds. What EA didn't know is there's a monster inhabiting these  grounds, and it's got a name: Gran Turismo.
GRAPHICS: If there's one thing the game does near perfectly, it's rendering cars  and environments properly. Every single car in the game looks excellent,  and damage looks more realistic than my wildest imaginations in a video  game. Reflections and gloss bend as the body gets damaged, interiors  are properly rendered (at least that's how I saw it in the showcase  through the glass), most tracks are good eye candy and even people, this  is probably the only game where rendered humans don't look like they've  been into a dishwasher. They actually look human.
I have a rather good, sub-top-of-the-line laptop, but the game still  runs at one option shy of maximum settings. And at these settings, this  game really deserves a 10/10 when it comes to graphics, but nothing  comes without flaws... and I shall elaborate. First off, the  smoke. EA bragged about the smoke so much (here's a good example of how  they focus on the wrong details) I was really expecting some ultra  realistic rubber burning action. And what I got was acid rain. By what  standards they're calling THIS sorry excuse for a cloud of carbonic acid  smoke? It's way too thick to be realistic. 
And there's the tracks. I did say a paragraph ago they looked brilliant,  but there's a problem: there's very little to look at in the first  place. Very few details make up for very bland tracks. Remember Outback,  NFS HP2? It had enough off track scenery not only to give you the feel  each sector of the track is unique, but also to keep it interesting  enough for you to drive on over and over again. That's what NFS needs,  more of Outback and less of these rat loops they call tracks in  ProStreet.
SOUND: Bad. Pretty bad. Well, it's got its reasons. I don't know about  you, but EA doesn't exactly suck when it comes to announcers. There's  that chap from Burnout 3 (don't remember the name) up in the lead, for  example. But there's really no justifying what happened here in  ProStreet. The announcer is too bad, too repetitive, too boring, and too  much of a headache after a mere three races into the game. I heard you  can shut him off in the options, but I never really tried. 
The soundtrack doesn't help either. As always, EA opted for the unknown  bands singing on the streets instead of the "expensive" music we all  know and love. That isn't the problem though, because as it was proven  in HP2 and Most Wanted, it sometimes works. Sadly, it doesn't in  ProStreet. I admit I liked the soundtrack at first to some extent, but  once the "WOW NEW GAME" factor went away I realized it was just as  annoying as the announcer. It varies from one person to the other, so  maybe you'd turn up with a smiley face.
So what's left? There's the sound effects, which are pretty fine for the  most part. Realistic? Not sure, but they're fine, fine as in you can  live with them. The Porsche GT2 has as much of a whine as a 747  airliner, the driving off road sound clip is too short you can actually  HEAR it repeating itself, and the crushing sound that's supposed to  happen when the car lands upside down is replaced by the simple "boosh"  sound you get if you ram your opponent. 
GAMEPLAY: This is a mixed bag. You start up the game, head straight for Career  mode and drive through the first race in a horribly painted 240SX. You  obviously win because you're Ryan Cooper (who for some reason has a  helmet stuck on his head since he was three) and when you get your  little "Oh I'm popular" moment some guy named Ryo, who happens to be the  Street King (whatever that means) decides he should be crushing your  bud of fame instead of watching yoghurt commercials. Obviously, since  Ryan Cooper has some great self esteem, he can't stand this humiliation.  This is where you ask yourself: Why are they recycling the god damn  same story over and over again? There's always the mysterious you, and  there's always some "boss" you want to get revenge from.
So the story's bad, you get the point. That's complicated by the fact  Career mode is rather long, so you'd have more time to experience the  "wrongness" of the story. For some astonishing reason, EA decided  the My Cars mode was useless. So whenever you want to create a car just  for fun, you have to pay some 100,000 up to 1 million in game credits  for it. This was perhaps one of Most Wanted and Carbon's greatest  merits. 
The carlist turned out better than I initially thought back in the  pre-release days. There's a good array of Exotics for old school-ers  (though it's worth pointing out Ferraris are STILL absent), whether it's  a Pagani Zonda you're looking for, a Koenigsegg CCX or a Porsche 911  Turbo, it's all there. Yes, that means the eight Exotics only crap EA  used to send chills down our spines with was mere fantasies. According  to the game folders, the Mclaren F1 (!) and the Bugatti Veyron (!!) are  in there as well. There is a good selection of Tuners too (though Mitsu  3000GT fans will be disappointed), including the new Nissan GT-R going  as far back as the AE86 Sprinter Trueno to keep Underground fans happy.  Finally, the set is sealed by American Muscle cars, classic and concept  such as the Charger R/T all the way to the Camaro Concept and the Z06  Corvette.
...except my car is not my car. What kind of Zonda F on earth cuts the  60 mph line in 4.3 seconds at full throttle and perfect shifting? That  goes for all other Exotics, the GT2, the Turbo, they're all underpowered  according to the ingame stats. In comparison, cars from other  categories seem to have their correct respective stats. The GT-R does  the 0-60 time in 3.5 seconds, true to life. I'm sorry, but I don't want  to play a game made by people who don't do their homework. Or people  biased towards the Japanese.
The rather solid carlist is backed up with a jaw-dropping array of  customization parts and options. Autosculpt is back and revamped: now  you can Autosculpt ANYTHING, including stock parts. This shouldn't blind  you though from the fact the Autosculpt options themselves (such as  adjusting rim depth) haven't changed since Carbon. The horrible bodykits  are also back for those people who love vacuum cleaning the street with  their front bumpers. The paint and vinyls (to some extent) options are  pretty much copy/pasted from Carbon. No, neon lights aren't there, but  there are new options like adding racing seats and a roll cage! Yay...?
But the really interesting part is, these changes are supposed to affect  your car stats, according to EA. From what I saw though, nothing really  happens. You can add a heavy eight point cage to a Pagani Zonda and  you'll be losing sleep trying to find any real changes in the car's  stats. So long for the so called realism. Performance  customization is pretty in depth to some extent, not too in depth it  loses the other half of the world who knows nothing about cars (though  some people will still trip). Aside from choosing and equipping which  car parts "stage" and make (speaking of that, variation in makes still  doesn't affect performance... if you choose an NX over a NOS nitrous  canister you'll still get the same boost), you can fine tune the  settings. You can adjust the suspension softness and rebound, change the  size of the turbo for quicker but weaker boosts, adjust camber and so  on. Keep this paragraph in mind while reading on.
Once you've perfected your car, I've got good news for you. The Dyno is  back. Well, at least its younger, underdeveloped brother is. Instead of  being as in depth as Underground 2, you get a nice loading screen and a  little box telling you half the information you used to get. Better than  nothing. So far so good? Here's where the avalanche hits the town. You've  chosen the Pagani Zonda, and off you go for a drive. You create a cloud  of acid rain smoke at the starting line. You wait for the go signal.  The moment the light turns green you notice several things, one is the  horrible driving engine.
The driving engine is EXTREMELY BAD. REALLY BAD. Okay, it isn't as bad  as the demo, but it is still terrible. The Pagani Zonda and all other  Exotics --no, in fact, most other high powered cars for that matter are  UNCONTROLLABLE on all settings, some more uncontrollable than others  (the exceptions are the Nissan GT-R and the Lancer Evo... see something  here?). You go flying all over the race track, close your eyes for two  seconds and you're totaled. Breathing over the throttle will give you  enough power to send you to Mars and back again. Here's a random fact  EA: High Powered Exotics are DESIGNED to be stable at 600+ horses.
So you decide you'll choose a weaker car, let's take the 240SX or the  Golf. With the assists on, you'll almost always slow down to 5 mph round  any corner (assuming it does go round it in the first place thanks to  the overwhelming understeer). Turning off the assists will help a bit,  but you'll still slow down abruptly whenever you decide to go through a  corner. Speaking of abrupt stops, if you do get this game I'd  tell you brake really late, because no matter what you're driving you'll  almost always stop in five metres worth of road, regardless of what the  in game stats tell you. Because thanks to EA's great programming, the  cars now have extremely powerful brakes they could stop the Earth from  spinning.
You see, the problem is, EA decided to take NFS's driving engine towards  the simulator territory. But instead of doing a reasonable mix between  the arcade and simulator engines (like the PC version of Porsche  Unleashed for example) they decide they'll get an eight year old who  read some how cars work article on the Internet to design the thing.  Even Carbon's hovercraft engine feels better. Well then, you  finally grasp control of the Zonda, but that's before you crash into the  tyres, barrel roll across the track, ricochet into your opponent and  get totaled. It all looks REALLY well done and accurate. Body panels get  bent individually (and eventually fall off), glass breaks and lights  stop working. Spectacular it is, and I congratulate EA on a job well  done here. Until the getting totaled part. The car looks like a toy  being thrown around the room by a four year old, and the roof seems to  be crumble-resistant, even without a roll cage. If a car lands on its  roof at 100 mph, I expect it to be flatter than a pancake. Ignoring  this, I still do think the damage engine is perfectly fine.
If you manage to adapt yourself to the rather, err, unique driving  engine (and maybe convince yourself it feels great) it comes with its  rewards. Over 100-150 mph or so the sense of speed is amazing, probably  the best in its competitors. Drag races are spectacular because of that.  You start with some little minigame of you warming your tyres, trying  to keep the revs in the "grip" zone. Depending on how successful you  were in the minigame your performance in the actual race will be  affected. The drag race itself is pretty much the same as always, with  the false starting thing added in if you start moving too soon. Moving  on from the driving/damage engine, there are two more blows you've got  to endure: No cops and No free roam. The whole infrastructure of any old  NFS game was to be chased by a dozen cruisers lead by a Diablo cop car  and a heli overhead. Take that away and you have just another racing  game. Free roam kept the game fresh and interesting, just roaming around  with your Lamborghini felt good.
Two more blows: STILL no replay mode and STILL no interior view. Both of  these were present in almost all pre-2003 NFS games and almost all  current racers on the market. The interiors are pre-rendered in the game  already, why not just put us in them? And why is it so hard for EA to  put some camera coordinates on each track for us to watch our  performance after we owned the competition? There's the same photo mode  from Carbon but there's a tremendous difference between seeing one frame  of my spectacular backflip and watching the entire footage again away  from the driver's seat. Remember the Performance customization part I asked you to keep in mind a few paragraphs ago?
EA has to take some criticism, IMO, for the ridiculous performance  matching. In this game, you can basically take any car and make it as  good as your wildest dreams are. The point of NFS till Hot Pursuit 2 was  to drive a car you probably haven't seen on the streets in the first  place, beat the competition and when that car is no longer capable of  doing the task because your competition have evolved, you buy a better,  even rarer and even more exclusive car. The point of ProStreet though,  is to build your own car, give it a larger engine whenever it falls  behind the competition. The point of this game is to take an RX-7 and  blow Koenigseggs out of the water. Nevermind that not being possible  because of the so called laws of physics (do they even exist anymore?),  it just ruins the whole idea of the series. I used to buy NFS for the  adrenaline rush, the cops, the cars, not to sit with nerd glasses with  blueprints on my desk lit by a flashlight thinking what setup is best  for the quarter mile.
 MULTIPLAYER: I haven't tried playing online yet, so that's for later. As for  the traditional Multiplayer split screen, well, there isn't one. There  isn't any LAN gaming either as far as I know. So if you're in with your  mates playing ProStreet, the best you can do is compete for lap/race  times. At which point the option of playing some more realistic, more  interesting game arises. So sadly, this isn't a multiplayer game, and  I'm sorry for shattering your dreams of having those multiplayer intense  police chases from High Stakes or just plain racing down the highway in  two Mclarens.
CONTROLS: If you have anything logitech, the game miraculously maps all the  functions onto the correct buttons and adjusts vibration settings so  you'd be ready to "jump into the game". The rumble feature works  properly (thank god) with the Logi Rumblepad 2, if you go offroad or hit  a barrier it rumbles as expected with varying degrees depending on how  bad you messed up. I can't really figure out if the steering controls  are analogue or digital, but I could almost swear they are the latter.  No matter what I do, I'll turn with the same degree. 
Or it may be the  driving engine going frenzy again. Now, the G25. After playing a  round of GTR 2, this game feels horrible with the G25. There's no  steering resistance at all, which makes up for an "I'm driving a plastic  toy" sensation. Combine that with the driving engine (and if you want  some more insanity, activate 900 degree steering) and things will go  wrong. The clutch and six speed shifter work though, which is good, but  doesn't quite make up for the floating wheel. There's no interior view  to make the suffering worth it either. I wouldn't recommend the G25 for  this, go use it with GTR 2 or Gran Turismo or something else.
OVERALL: Well... there you go. I give this game game a 6!  I thought again, maybe I'm being cruel. Maybe my  hatred towards the recent NFS games and my desperation towards EA  bringing back the old school NFS series have blinded me from what this  game really shines in, but no. I just feel 7 is too high, there are much  better games out there, yet 5 is too low, the game does have a great  carlist (surprised us all, albeit most of the good cars IMO are  downloadable content) and great, in depth customization. Is it worth the  purchase? I would say no. Try it out EXTENSIVELY first at one of your  friends, play for five hours or so to wipe off the initial "WOW" effect  then make your decision. I've seen people like the game (which was a bit  hard to comprehend) so I can only speak for myself. 
NAME: NEED FOR SPEED - PROSTREET
SYSTEM: Play Station 3, Play Station 2, Play Station Portable, Nintendo Wii, Nintendo DS, XBOX 360, PC

























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