Most races take place in real-world locations such as the Portland International Raceway, Mondello Park, and Autopolis.ĭeveloped over the course of almost two years, ProStreet was conceived by the same team who led the production of Need for Speed: Most Wanted. ![]() The game blends elements of both sim and arcade racing games, requiring players to customize and tune cars for various race modes. Unlike its immediate predecessors, which focused on the contemporary illegal street racing scene, ProStreet focuses on legal circuit races that take place on closed tracks. It is the eleventh installment in the Need for Speed series and a follow-up to Need for Speed: Carbon. I guess that's something.Need for Speed: ProStreet is a 2007 racing video game developed by EA Black Box and published by Electronic Arts. Not great by any means, but it's predictable. Fortunately, the game drives reasonably well. Also, in the faster rides, like the supercars, the blur is fairly excessive and can make upcoming turns hard to see. First off, if a car is traveling next to you at roughly the same speed, it shouldn't be blurring. Practically the whole game is glazed over in a giant blur that's supposed to give you an increased sense of speed, but it looks kind of stupid. There are some visual question marks as well. ![]() Also, when you use the driving line, it basically restricts where you have to race to get the bonuses, so you're left to play Simon Says when it's on to make full use of it. Maybe I'm just a purist, but it seems better this way. This is a decent idea, though car-centric stats really should be left on the cars themselves rather than the driver. You have a constantly-decreasing meter, so like nitrous, you have to manage its use. When you're in a race, you can then press Circle to get a driver's line on the screen which will boost your performance according to your Driver Intuition rating while you're in it. Each level upgrade gives you a new boost, like +10 to acceleration. The system is essentially a leveling system, where experience that you gain from winning races goes into upping your Driver Intuition level. One thing that's unique to the game is Driver Intuition. The car models are OK, but the tracks are bland. You don't know which events do what, and given how restrictive it is at the start, you're left with very few options. Most of the game's cars are locked at the beginning, and are only made available after completing certain events. Since upgrading your car doesn't help much, buying a new one is the next likely answer, but that isn't so easy. This is disheartening when you get to the second tier of races, lose with your stock car, and then take your beefed-up ride to a race and wind up losing out again and again because you're still not fast enough. As I said in our last hands-on of the game, the percentage gain that I received after boosting any of my car's performance was quite miniscule, even after raising its stats to many multiples of the base number. This is rather standard stuff and works fine, but its implementation is messy. The performance customization allows you to add on levels of enhancements, like increasing your stock engine to a Level 2 or Level 3 engine. You can change the color of your car, the tint of your window and apply a number or windshield sticker, but you're unable to apply individual decals. The customization options that are here are suspect. There's not a whole lot here that'll leave a lasting impression. As well, the track design is only passable. The PSP title doesn't have some of the better events that the other versions did, which makes much of its selections feel a little bland. Instead of being set in an open world, ProStreet returned to single-track racing. ![]() While the other versions were all about tuning your car and customizing it to no end, the PSP version of ProStreet feels generic in a number of ways, with a series of questionable design decisions. Given that the console games were heavy on customization features that couldn't be transferred directly over to the system, like the AutoSculpt stuff, the focus of the other titles was lost a bit here. Like the PSP incarnations of the games before it, Need for Speed ProStreet on the portable has its roots tied into the console game, but its execution is necessarily different.
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