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Need for Speed Underground
Rivals
Reviewed May 2005 by Tony Peak
Publisher: Electronic
Arts
Developer: EA Canada
Release Date: March, 2005
ESRB Rating: "E" for Everyone
Genre: Sports/Racing
Price: $49.99
EA's Need for Speed series has been burning up the streets
since back in '95, and meeting with quite a bit of success
along the way. With hits like High Stakes and Hot Pursuit,
odds are you've played at least one Need for Speed over the
years. Recently the series turned a new chapter and unleashed
its arguably best version, Need for Speed Underground. Underground
took the title exactly where the name suggested, focusing on
illegal street races through cities filled with traffic under
the cover of night. Aside from the gorgeous visuals and amazing
soundtrack, its largest pull was the ability to customize your
ride in a huge amount of ways. Endlessly tweaking out your
ride made victory that much sweeter, and innovative game modes
kept things fresh.
Now with Need for Speed Underground Rivals for the PSP, it's
time to see just how much of that underground feel survives
the transition and what gets left behind. The bad news is that
the cut scenes and storyline between races are completely gone,
so Underground Rivals plays more like an arcade racer this
time around. The good news, however, is that the customizable
real world cars are very much intact, and so are the gameplay
modes and signature soundtrack style. While it's been streamlined
for handheld play in a few areas, Rivals still retains that
great Need for Speed Underground feel.
Gameplay
Rivals plays much like your standard street racer, but with
a few nice tricks that have made the Underground series one
of the definitive underground racing titles. All of the ten
tracks are during the night on city streets, all 20 of the
cars are real world licensed vehicles, and every vehicle can
be completely customized and upgraded. From rims to spoilers,
vinyl to neon, it's all there. Under the hood you'll be upgrading
just about everything, including nitrous, engine, brakes, tires,
controls, you name it. All of these performance upgrades then
filter down into 3 main categories, speed, acceleration, and
handling.
You'll earn your cash, unlock higher performance parts, new
visual upgrades, and new cars to buy by competing in the game's
several race types. The meat of the game is in the circuit
race mode, where you'll compete in circuit races, lap knockout
races, and rally relay races over novice, pro, master, and
car specific classes. Each race class is further filtered down
into several individual races, all which have bronze, silver,
and gold levels to compete in for higher rewards. You'll need
to use the money you win to upgrade your car in order to be
able to compete in the later races.
At any time, you can switch and select
from some "quick
play" races that include street cross, drift attack, nitrous
run, and drag racing. The main difference between the circuit
racing and the quick play battles are that the quick play races
play almost like mini games you could say, while circuit types
are more traditional street racing. For example, Street cross
tracks are small, tight turn tracks while drift racing is all
about hitting drift zones in a small time limit. Drag racing
is straight on "straight forward" dashes that depend
on good upgrades and shifting perfectly, while nitrous run
gives you a ton of n20 to play with and time gates on the standard
tracks.
To add more depth to the gameplay. Underground provides multiplayer
modes. You can engage in two-player head-to-head battles over
WiFi or challenge up to four rivals on one PSP system device
in Party Play.
Graphics
While Rivals has been toned down slightly from the console
versions in terms of graphics, it's been thankfully tweaked
specifically for the PSP in many key areas. Traffic is easier
to identify and avoid from a distance thanks to bright colors,
while large, easy to spot arrows and warning markers on the
street point out sharp turns. And although there are still
plenty of street obstacles as there should be, annoying little
things I used to get snagged on have been done away with while
keeping the same street racing feel. You'll still be racing
through traffic filled intersections, down tunnels, over ramps,
and etc.
It's pretty much the same deal with
the cars. Although they're a few less polys overall, they're
still highly customizable in nearly every way. Add a street
car body, change the headlight style, tint the windows, add
neon, put on a rear spoiler, paint the body any way you wish… it's
all there. There's no shortage of customizations, and they
all look great and have real effect on your car. Your tweaked
out ride by the end will look nothing like the stock car
you purchased in the beginning, and you'll have tweaked it
part by part along the way. Car buffs will simply love it.
Sound
Personally, one of my favorite aspects of Need for Speed Underground
was the soundtrack. Thankfully, Rivals keeps that same level
of quality even though the genre has changed slightly. While
Underground focused rap, hip-hop and a bit of rock, Rivals
reverses this a bit has more of a punk rock flavor to it, with
a bit of rap and hip-hop. Regardless, the soundtrack works
extremely well and captures the underground racing feel of
the game perfectly. With over 33 tracks, there's plenty of
variety even if you dislike a few tracks.
I liked the entire soundtrack. Many big names make the soundtrack
list, including Queens of the Stone Age, Mudvayne, My Chemical
Romance, Spiderbait, and more. Music videos by Soulwax and
The Donots are even included. While this isn't the type of
music I typically buy on CD or listen to at home, it is the
type I enjoy in a game like this.
Conclusion
Part of what makes Rivals work so well on
the handheld is that it's almost completely non-linear. You
can play almost any quick battle or circuit race in almost
any order you feel like, and jump between them at will, provided
you have the minimum requirements. (e.g. Rally race needs at
least 2 cars.)
At the same time, this does work against it just a little
bit. If you focus too much on one style for example, you can
easily make the rest too easy. It's sometimes difficult to
know if you should be playing the next race, or if you should
be trying to get the silver or gold metal, or etc. While the
answer is probably 'any order you want', you can again come
back to the problem of making the races a little too easy.
In the end the non-linear style does the game far more good
than harm though, and keeps things fresh.
Rivals does unfortunately have a few
rough edges, but probably nothing the casual gamer will be
too concerned with or even notice. There are a few shortcut
areas that can stutter the frame rate just briefly, I've
had a few sound glitches like static in the music or missing
engine sounds, and I even once fell right through the road
when hitting a corner just right. Thankfully, I was automatically
reset to the street. The AI pathfinding sometimes has trouble
and gets stuck for a lap if you push it down a shortcut or
crash it just right, in a few instances. I don't want to
give the impression the game is buggy, because it's absolutely
not… but there are
a few, small, leftover issues.
There are a lot of great racers for the PSP, but if you're
a fan of traffic filled street racing and car upgrading / customizing,
you should add Need for Speed Underground Rivals to your collection
right away. It has the length, the style, and the gameplay
to be well worth your time and money.
Screen Shots:
Deals
and Shopping
Playing Hints and Tips
- Don't be afraid to fight dirty. Crash your opponents into walls,
dividers, railings, whatever is handy. If someone is coming up
behind you, watch for the glow of their headlights and head them
off. Pushing them into a center divider is incredibly satisfying.
- Save your nitrous for when you need it, which is usually when
you need to catch up or quickly pull ahead in the final laps. Make
sure there aren't any turns coming up that will just slow you down
again. Use your map.
- Drifting is a bit difficult at first, until you get the more
powerful machines later in the game. To drift, turn hard and tap
the ebrake. Keep in mind this effect is much less pronounced than
games like Ridge Racer.
- If you're having trouble with a race, try some other modes for
extra cash. If you can't upgrade your car any further at the moment,
you may be able to unlock a faster car, new upgrades, or practice
your skills.
- Most tracks have good shortcuts, so watch for them! Be careful
though, sometimes taking an alternate path can be dangerous and
slow you down. Learn what paths work best for you.
- Play some drift mode and nitrous mode to get the hang of drifting
and nitrous controls. Street cross will help your cornering, and
drag racing is great practice if you use manual shifting.
Ratings (scale of 1 to 5):
Graphics
There're a few glitches here and there,
maybe a little bit of pixilation sometimes, and just a slight
bit of slowdown on certain paths… but all in all Need
for Speed looks amazing. The buildings, trees, and paths have
great detail, and your car has all the detail needed to let
you customize it to your heart's content.
Sound
33 licensed tracks, including 2 music
videos, and no annoying announcer anywhere in sight. This is
the type of soundtrack I like to see, even if it's not the
type of music I'd normally buy. It fits the theme of the game,
it's great to listen to, and you really feel the bands and
songs were chosen for the feel game and not just randomly from
a list of available content.
Fun Meter
Rivals does quite well on the handheld
thanks to the non-linear style. If you only have a few minutes,
it's plenty of time for a drift attack, nitrous run, or drag
race. If you're getting tired of the circuit races, you can
always switch to a rally relay or street cross to mix it up
a bit. Tweaking out your cars is a ton of fun.
Addictivity
There's a lot of depth, both in customization
and in amount of gameplay. There's a handy stat page to track
your in seat time, amount complete, people you "own" wirelessly,
and folks you've been owned by. There're awards to win, bosses
to beat, and of course a ton of tweaking options. It's not
quite as in depth as the console's version, but you'll still
be playing for hours upon hours just to complete it once.