Best NFS game ever?

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Quoted for awesomeness <3

2nd that opinion. I like NFSU:2 the most of all the NFS games I played. I played SHIFT more than all the others. The physics from SHIFT seem perfect for a game like Underground on the Next Generation.
 
Dollar for dollar Shift has been the best time waster I have ever owned but definately not a realistic driving simulator!

👍 That's not just true but also funny. I've waisted a lot of time playing Shift. And I'm not regretting it. Like shift more then Ferrari, Supercar Challenges, GTAcademy, V8 Superstars + Next Challenge. It's strongly controversial, filled with bugs and slowdowns, yest still I'm playing it. Now what the 🤬 is going on? I just not see other answer then Best NFS ever even with those programmers mistakes.
 
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There was only one small thing I didn't like about NFS: PU and that was the fact that I couldn't re-run the skidpad challenges as I saw fit. I could do them all again, as long as I created a new account, so that was my work around.

I thought Shift was a Grid knock-off (which I recommend to anyone); trying to be a hybrid, realistic-arcade racer :indiff:

Jerome
 
Need 4 Speed: High Stakes for me.

EDIt: I have played: NfS 2, 3, 4, Porsche, Underground, U2, Most Wanted, Pro Street (demo) & Shift (demo).
 
i played

NFS, 2, 3HP, 4, road challenge on PC
NFS HP2, Most Wanted, Underground on PS2 (i think)
NFS Carbon on Xbox360
NFS Undercover on PSP
and SHift on PS3


the first NFS game i played is 3 Hot pursuit on PC. It is certainly the best NFS-game. after that HP2, Most Wanted en Underground had some original ideas & features but they aren't addictive like HP, road challenge etc.
after that whit Carbon and undercover, there was nothing new.

Shift is defenitly the best NFS game since NFS HP2
 
Played it like 8 months every day

Please, PLEASE tell me how to fit 8 months into one day! :sly:

I've only had the games after Underground, but out of those my favorite would be Most Wanted. The races were close, the pursuits were fun, and I played through it like six times :lol:. The only thing wrong with it is that the customization could have been better.
 
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I've got (gonna need a list :P)
  • NFS:III
  • High Stakes
  • Porsche 2k
  • Hot Pursuit 2
  • Underground 2
  • Most Wanted
  • Carbon (Collector's)
  • ProStreet
  • Undercover
And I've played Underground 1

All are on PC (3-Underground 2) and PS2 (MW to Undercover).
My fave has to be Most Wanted because of the Pursuit Engine.
 
I like NFS Shift, it's a welcome change from Undercover. I thought highway duels (á la Wangan Midnight) would be a great feature, but that's about all I liked about Undercover. I wished EA could develop a Shift-style game series, and try to get it to be a rival to Forza and maybe even GT. Unfortunately, EA just can't be bothered sticking to one storyline for more than a year or two (personally I'm hoping for Underground 3!), so I'm assuming they have Attention Deficit Disorder. One thing I hate about it is that the cars bounce around so much.
 
i played:
nfs road chalenge(ps1)(good)
nfs undergrond(pc)(booring)
nfs undergrond 2(pc)(very good)
nfs most wanted(pc)(good)
nfs carbon(ps2 and pc)(very good)
nfs pro street(pc)(very good)
nfs undercover(pc)(very good)
nfs shift(pc)(excelent)

top 3:

pro street(bronze medal)
carbon(silver medal)
shift(gold medal)

i didnt choose the underground 2 because after i played 3 carrers i got boring.
most wanted is unrealistic, and undergrond is only enter in a race and drive:crazy:
carbon good graphics and gameplay
prostreet is my type of game(street racing but legal) and great graphics and sounds.
shift is the best(realistic driving with cockpit view)

some said that shift is pro street with better gameplay
wrong
shift is like racing in championships(like in real life)
pro street dont have real world tracks and is more street tunning on the track
just beacause shift have same tracks that have in prostreet, dont mean the shift is like pro street
 
but i will like to order an nfs undergrond 3 from EA if they do it
i like the stile of undergrond 2 but the graphics are so old and boring
 
i played:
nfs road chalenge(ps1)(good)
nfs undergrond(pc)(booring)
nfs undergrond 2(pc)(very good)
nfs most wanted(pc)(good)
nfs carbon(ps2 and pc)(very good)
nfs pro street(pc)(very good)
nfs undercover(pc)(very good)
nfs shift(pc)(excelent)

top 3:

pro street(bronze medal)
carbon(silver medal)
shift(gold medal)

i didnt choose the underground 2 because after i played 3 carrers i got boring.
most wanted is unrealistic, and undergrond is only enter in a race and drive:crazy:
carbon good graphics and gameplay
prostreet is my type of game(street racing but legal) and great graphics and sounds.
shift is the best(realistic driving with cockpit view)

some said that shift is pro street with better gameplay
wrong
shift is like racing in championships(like in real life)
pro street dont have real world tracks and is more street tunning on the track
just beacause shift have same tracks that have in prostreet, dont mean the shift is like pro street

Now i'm not trying to rag on you bro, but you have to be ******** me saying that Undercover was anything other then complete crap. I mean seriously. I could have taken a dump and it would have been more interesting. Very very average and most NFS' have been since Underground 2.

But you've seriously missed out on the very best that Need For Speed has offered. What you've played is the very bland, sell out version of what use to be a game that was one of the very best racing games you could buy.


For me.
Need For Speed High Stakes
Need For speed Porsche unleashed
Need For Speed Road and track

Closely followed by HP 2 and Underground 2.

Need for Speed Autumn Valley was a sensational track.
 
Need For Speed Hot Pursuit 2
280342b.jpg
 
Need For Speed Hot Pursuit 2
280342b.jpg

I really got a sour taste in my mouth when I played that game and was close to completing it. Once I got down the the final race and won it I thought the game was over and since it was so freaking hard, I figured I was done, but no one more level appeared directly below it. So I finished that one and thought "THERE!"....NO, they put in yet another one and I could have easily just looked at gamefaqs to see how many 'hidden' last levels there were but I was done with that game and the stupid car chasing stuff I just stopped. Now anytime there is an NFS with cops I stay away from it like it has leprosy, hehe. But to each their own, I know a lot of friends that ONLY play the cop chasing NFS's so go figure :)

Jerome
 
Now i'm not trying to rag on you bro, but you have to be ******** me saying that Undercover was anything other then complete crap. I mean seriously. I could have taken a dump and it would have been more interesting. Very very average and most NFS' have been since Underground 2.

But you've seriously missed out on the very best that Need For Speed has offered. What you've played is the very bland, sell out version of what use to be a game that was one of the very best racing games you could buy.


For me.
Need For Speed High Stakes
Need For speed Porsche unleashed
Need For Speed Road and track

Closely followed by HP 2 and Underground 2.

Need for Speed Autumn Valley was a sensational track.


i know the undercover is crap on driving but i like it anyway
 
NfS IV (High Stakes) and NfS Porsche are my favorites. All for PC.
NfS I is interesting for nostalgic reasons but I haven't played it a lot.

The scenarios of the Underground series is what I dislike most.
 
In first place the very first Need for Speed, they had great cars and point to point tracks, and i remember amazing videos, specially of Diablo, what a game!!!

In second place NFS High Stakes, i remember make cars for that game.

In third, NFS Underground 2, even today is a great game and a great option IMO.

Edit: I found the video!! Enjoy

 
best need 4 speed ever? NFS Shift with a proper steering wheel, (with gamepad it's ugly tbh) but with a steering wheel things change from day to night,
really
 
Porsche Unleashed was the best i have played. it was very sim like compared to others. Hot pursuit 2 is a close second.
 
Best NFS for me was High Stakes (PSX). And no NFS has ever come close to that since. Best soundtrack, modest car list (but great choices), and wonderful track environments and scenery.
 
So rather than lie about having played all the games just for the sake of flaunting/credibility or whatever, which undoubtedly many of you have, I'll start by saying I started with NFS II: SE, which I found at Best Buy as part of a special racing pack for $19.99, along with some motorcycle game, Nascar, and something else I can't quite remember. I've played every NFS game since then, all AT LEAST on PC with one exception, HP2, which I only played on the PS2.

1a. Porsche Unleashed (probably the best physics of any NFS game, especially when factoring that this was a decade ago; even if you get to quantifying it, regardless of what the physics and files themselves might tell you, it was my "favorite" physics engine; huge customization selection, and factory driver was something to behold; career was also "fun", a first for NFS games; last of the cockpit views 'til shift, and awesome at it)
1b. Shift with mods (again, huge selection, return of Ferraris are definitely points from me, minor bug fixes, graphical touch-ups, loved it; extra points because of accurate real-life tracks; would unanimously take the top spot IF new tracks could somehow be developed for it)

---Gap in likability here---

3a. Most Wanted (one of my favorite arcade racers to date; the physics, while unrealistic, was extremely enjoyable; speed was the focus in this game, and it portrayed it very well; and while the whole city had a beige tinge to it, it was nowhere near as annoying as the tinge Carbon had; tuning was simple, especially following U2, but it just worked; free-roam cops were a first and executed VERY well)
3b. Underground 2 (a huge step up from the original, and the first with the game defining free-roam; rubberbanding was stupidly annoying and AE86 was stupidly overpowered though, but still fun; the street challenges were a great concept with poor execution; physics were definitely half-half, sliding and grip obviously didn't work that way, but the more intricate stuff like power-induced oversteer etc were portrayed pretty well in the game; decent selection of cars, but the SUVs were a waste of space; first NFS game to feature drifting that was actually fun; drag racing was "ehhhh...", clearly garnered specifically for the Fast and Furious delusionals)
5. Shift without mods but post-patch, not counting Ferrari/Exotic DLC (I did like the physics of the original game, and it proved to be quite enjoyable once I got past that first turn at Spa; however, it clearly showed a lack of "completeness", even after the patch e.g. black sky; car selection wasn't the best thing in the world, albeit not severely inflated as with Forza3 and ESPECIALLY GT5 (how many civics? 2 is too much, but 20+??? Camrys/Accords are nice to drive ONCE, to compare with your own car, but do you really need 15 different models?); drifting isn't enjoyable without a wheel, plain and simple)
6. NFS II: SE (good fun, I don't remember too much, but I would LAN this game with my cousin and go off jumps, trying to cause havoc with traffic, etc; just plain good fun; physics weren't terrible from what a remember, especially considering the time; graphics were amazing, as was the sound; just fun, hard to explain)
7. Hot Pursuit (cops!; awesome, awesome, awesome; and tuning!... sort of; heavily time-dependent ranking, not too much to say in today's terms, but I LOVED it back then; FFB wheel didn't hurt either)
8. High Stakes (I remember the damage models entertained me for days on end; the upgrades allowed for a different level of immersion from the previous NFS games, at the time, almost schizophrenia levels; I'm a sucker for an enjoyable career mode, even though I end up never touching it after the initial playthrough, whether I "perfect" the career or not is irrelevant, and this provided it)

---Gap in likability here---

9. Underground (I wasn't a huge Fast and Furious fad-follower, but I'd imagine that's what EA aimed for with this game; the career was very lackluster, the cars looked great and still do even in today's terms; just very very linear in gameplay, I spent most of my time in quick races, where the physics were eh; tuning in terms of performance wasn't up my alley, but tuning in terms of appearance had a great selection)
10. HP2 (didn't really like it; didn't offer anything new, and despite it having some of my favorite vehicles ever, that's pretty much all that it had going for it; cop chases just weren't fun, hard to explain why I didn't like this game, but I didn't; this was a huge step up in graphical terms though, probably the biggest change of all the games apart from Undercover -> Shift)
11. Shift pre-patch (aka at the time of release; bounce-glitch gave me huge headaches, and I swear the grass/sand were magnetized; defunct tuning solutions didn't help its case either)

---These games were pretty damn bad---

12a. ProStreet (if it wasn't for the huge selection, I'd have Carbon above this; completely horrid physics engine, every car had brakes that could stop the world, grip and acceleration were exaggerated to no end, the track selection for a "sim" was very fictitious, and that announcer needs to be shot)
12b. Carbon (Canyon drift was definitely cool and probably the only fun part of the game, and I loved the Audi "R8" I guess; customization was severely lacking, and really, there was absolutely no improvement or even change, over MW)
14. Undercover (God, the only thing right with this game is Maggie Q, not her acting either, just her presence; definitely the worst physics of any need for speed game, even without accounting for evolving technology, cars pulling 5gs on turns?)
 
1a. Porsche Unleashed (probably the best physics of any NFS game, especially when factoring that this was a decade ago; even if you get to quantifying it, regardless of what the physics and files themselves might tell you, it was my "favorite" physics engine
I know what you mean. I've been playing Porsche Unleashed for the past week so so, and you can't really put it into words. You know it isn't perfect, but something about it just feels "right," so to speak.

10. HP2 (didn't really like it; didn't offer anything new, and despite it having some of my favorite vehicles ever, that's pretty much all that it had going for it; cop chases just weren't fun, hard to explain why I didn't like this game, but I didn't; this was a huge step up in graphical terms though, probably the biggest change of all the games apart from Undercover -> Shift)
By chance did you play the PC version of this?

and that announcer needs to be shot)
Its my man Ryan Cooper! I actually thought the PS2 version of this was decent (or at least enjoyable, I suppose. They reigned in the physics a bit), but the PS3 version is absolutely awful.
 
By chance did you play the PC version of this?
Well, I've "technically" played them all now on PC (some through slightly less than legitimate means), but in the context of "time", no I haven't. "Time" will skew my opinions of things anyway, since looking back, HP sucks, but at the time, I remember I loved it.

And if Shift didn't have all the exaggerated bumps/bouncing, I'd probably put its physics (in terms of personal preference, not strictly factual, since it's clearly "superior" in an objective sense) above PU's. I love the tire, suspension, drivetrain, etc models of Shift, and the level of immersion in cockpit is unmatched by any racing game today, but it's just not completely enjoyable because of aforementioned "glitches/features".

And if they could somehow match what I feel in cockpit/hood view (not that much sliding at all) in the replay/chase cam (why do I always see the SIDE of my car in CHASE cam?), it'd be awesome.
 
The physics aren't different but the camera properties are very different between the two views.

Try this:

Open \cameras\cameraconfig.xml

Go to the section prop name="Name" data="ChaseCam"

Paste this in over the top of it:

Code:
                <data class="CCameraConfig" id="0x278CED40">
                    <prop name="Name" data="ChaseCam" />
                    <prop name="OriRate" data="720;720;720" />
                    <prop name="VelocityOriRatio" data="0.0" />
                    <prop name="TargetPertubationScale" data="0.0" />
                    <prop name="Pos" data="ChasePos" />
                    <prop name="RearPos" data="ChasePos" />
                    <prop name="PosOffset" data="0;0.525;0.156" />
                    <prop name="OriOffset" data="-0.06;0;0" />
                    <prop name="HeadPhysicsScale" data="2.0;0.1;2.1" />
                    <prop name="Radius" data="5.2" />
                    <prop name="FOV" data="1" />
                    <prop name="FOVMax" data="1.5" />
                    <prop name="FOVMaxSpeedMPH" data="110.0" />
                    <prop name="AspectRatio" data="1.33333" />
                    <prop name="NearZ" data="0.2" />
                    <prop name="FarZ" data="800" />                    
		    <prop name="ImpactShakePositionalExtents" data="0.5;0.5;0.5" />
                    <prop name="ImpactShakeOrientationalExtents" data="1;1;1" />
                    <prop name="ImpactShakeFrequencyFactor" data="10" />
                    <prop name="SpeedShakePositionalExtents" data="0.01;0.01;0.0025" />
                    <prop name="SpeedShakeOrientationalExtents" data="0.003;0.003;0.003" />
                    <prop name="SpeedShakeFrequencyFactor" data="12" />
                    <prop name="SpeedShakeMinSpeed" data="25" />
                    <prop name="SpeedShakeMaxSpeed" data="50" />
                    <prop name="HideCar" data="false" />
                    <prop name="HideCarRearLook" data="false" />
                    <prop name="RenderCockpit" data="false" />
                    <prop name="AllowCycle" data="true" />
                    <prop name="AllowCycleAI" data="true" />
                    <prop name="HeadPhysicsType" data="1" />
                    <prop name="UseChaseLook" data="true" />
                    <prop name="HUDMode" data="1" />
                    <prop name="WideHUDMode" data="2" />
                    <prop name="HUDHeadPhysics" data="true" />
                    <prop name="PlayJetstreamSound" data="true" />
                    <prop name="EnvMapUpdateWeightPosX" data="0.9" />
                    <prop name="EnvMapUpdateWeightNegX" data="0.9" />
                    <prop name="EnvMapUpdateWeightPosY" data="1.0" />
                    <prop name="EnvMapUpdateWeightNegY" data="1.0" />
                    <prop name="EnvMapUpdateWeightPosZ" data="1.0" />
                    <prop name="EnvMapUpdateWeightNegZ" data="0.8" />
                    <prop name="EnvMapUpdatesPerFrame" data="4" />
                    <prop name="VanishParticlesNearCamera" data="false" />
                </data>

This is just most of the properties to do with auto-orientation and movement bounds copied from the default cockpit camera. It will now stick to the back of the car like glue and you'll need to pull off an extremely large fishtail to ever see the side of the car. You can also up "EnvMapUpdatesPerFrame" to a higher number if you want the realtime reflections to be prettier and "FarZ" to change the end focal range effect of the camera to a higher distance.
 
I'm pretty sure it's so bad because they wanted to actively discourage people from driving outside the car. The amount of work they put into the in-cockpit view is absolutely incredible, far in excess of anything you see outside the car and the most complicated sets of interlocking effects/game systems/etc you'll see outside of a very detailed single-aircraft flightsim (eg something like Falcon 4 or a commercial MS Flightsim addon, which will only do one plane, let alone 77 cars with up to 4 pit variations!). Even just porting some of the existing, mildly complicated pits (FXX, Apollo) have caused a lot of burning of man-hours and a serious amount of hair pulling work.
 
Yeah, I don't think that explanation would fly with even the SMS developers themselves. "Hey, let's include a feature and discourage people from using it!" You can give me all the "EA is a monopolistic publisher" arguments all you want, but that simply doesn't make any sense. It's a stretch, even for the most devout NFS Shift fans to believe. Clearly they shanked the exterior animations (Bugatti/Porsche wings), but that's still hardly sufficient an argument. I think it was something like "sim fans developed hood/cockpit, whereas casual gamers determined the chase cam". Or something to that extent.

Anyway, reducing too much of the "features" Shift has to offer (like the Real Mod or whatever) effectively destroys the reason why it should be played. If you want none of the blurring, bloom, shaking of the cockpit, head physics, then there's absolutely no reason to play Shift over FM3 or something. Other than the fact that FM3 did a horrible job with Nurburgring.
 
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