Boy, oh boy...
I am finally done with the "missions". No more phone calls and
groovytothemax cutscenes. No more having to race to unlock parts. So I guess it's time for me to give a good look at the good and the bad in this game, or rather, to provide a more comprehensive collection of my gripes with it so that I won't have to spit a little bit of venom at Ghost Games everyday for a month or so.
The thing with this game is, it's kinda like a car crash (which is an apt metaphor, considering the number of times you
will be in a virtual car crash):
it hurts to see it, but you can't look away. Or rather, it hurts to play it, but you can't stop.
It's
not a good game. In a world which has seen arcade games with the level of polish of a Driveclub, Need For Speed feels like an half-assed effort; ambitious, yet ultimately doomed by a lack of a clear purpose to be rubbish. And yet, underneath all the headache-inducing design decisions and jarring gameplay mechanics lies a lot of sadly unexpressed potential; and that, I believe, is what makes me so angry at how mediocre and bad this game is. It could've been a gem if they really tried.
A good summing-up of my experience would be the last race in the short career, the one in which you are challenged by the assembled might of your crewmates and the
Icons you've defeated at the end of their respective career branches.
And all I got was a lousy photo...
A supposedly grueling 33km high-speed race going through the entirety of Ventura Bay's highway loop, that should prove to be a challenge in anything having less that 600hp and obscene amounts of grip. Except it
isn't. Because the AI can't use the brakes and, most of the time, it's too scared to really go pedal-to-the-metal.
Enter attempt #1. In which I had a comfortable lead over my adversaries until the second-to last of the 104 checkpoints that make the race. Until, at speeds well over 300kph, I was overtaken by Magnus Walker in his 277. A car which, as the game points out, has just a little over 200hp on tap. Ahh, the magic of rubber bands!
Attempt #2 was another example of smooth sailing towards victory... Until I hit a small bump on the road and, upon landing, my car
disintegrated. Or maybe not; I'm not sure what that brown screen means. Perhaps it's a somber reminder of the Burnout franchise, which has been dropped in the toilet? That's why it's brown, huh?
Attempt #3 was plagued by mistakes, accidents and misshifts (more on that later...) right from the start... And yet
I won. Because rubber banding is there to make the game look challenging, while making it not so; so that everybody can win, pat themselves on the back for a job well done, and be a little bit happier. Except when it doesn't work - which is to say, pretty much always - and it's just frustrating.
But the infamous rubber banding and poor AI are only the tip of the iceberg of poor decisions that sour the experience of the car lover so much that instead of being "turned into a gamer", may instead find himself convinced to take the bus more often as a consequence of the constant mental torturing he'll find himself subjected to.
I can understand, for example, why would Ghost Games want to avoid a staple of modern car games, the cockpit view. It is a - somewhat unnecessary, given the feel the game was aiming for, more akin to
Wipeout than to
Forza Motorsport - tie-up of resources. And besides, how would it feel to drive in a fully-customized car with a stock interior? It'd be anti-climatic, to say the least.
But why oh why would you make the choice of forcing an auto
tragic transmission on a game which is about a culture that notoriously loathes not having to continuously shift gears? Ridge Racer had a manual transmission, and it came out in
1993. Of course, there's a simple explaination for this baffling choice: by controlling your shift, the game can comfortably slow you down (or give you a help in the form of a series of perfect shifts).
The game's always online. Oh, want to scratch your nose while you blast down the highway at 300kph? Too bad, you can't, because
you can't pause. Thinking about taking a photo of your car? I hope you remembered to join a solo session through the strategically hidden option in the menu screens, or else the chances of a 12 years old kid crashing into you with his Hoonicorn will be astronomically high.
On a day where I'm feeling really empathic I understand why a developer or publisher could feel the need to implement draconian always-online DRM; we live in a world where there'd be exactly two people buying Need For Speed for PC, and with the costs involved in making a car game, it'd be disastrous. However, I don't understand why it would be so vital on a game that will likely move far more copies on the console markets; and more importantly why would a DRM check require my game to lack a "pause" function. Could it all be a ploy to mask said DRM? Wouldn't it be like masking a pinch on the nose with a kick in the balls? Because that's how it feels.
Yet another baffling choice is the lack of anything resembling daytime. It would be perhaps a bit unwise to expect the game to portray noon traffic... But the "dusk-to-dawn cycle" sees very little of the former and the latter, and a lot of night. And rain;
oh boy, I know that Ghost Games is Swedish and not American, but haven't they heard there's
a drought in California? All of that, with an engine that's been shown to be capable of simulating a variety of conditions with extreme graphical fidelty: day, night, sunrises, sunsets, sun, snow, thunderstorms... You name it, there's a Battlefield 4 map that has it.
And then there's the general driving physics, which feel... Awkward. Like they've been ripped straight out of Battlefront together with the graphics engine. Driving a grip-tuned car feels like driving a T-90 tank at 200kph (and hey, DICE, here's an idea for the next Battlefield!); drift tuning, however, will give cars a nice dash of suicidal ideation, and they will dive straight into walls, sometimes turning while you're going dead straight.
Not that you're going to do a lot of driving, anyways: the map is disappointingly small, and made to look bigger... By splitting the city in four areas, put in different islands connected by bridges. As a result you can have those 40km Sprint races, but they'll end up being a drive across the same bridges in a different order more often than not.
And yet, there are reasons to play this game; things that make it, at least for a brief moment, a truly enjoyable experience.
This being one of them.
The graphics are great, and it's a shame we can enjoy them only in a limited number of scenarios (namely, "rainy night" and "slightly less rainy night" and "rainy slightly less night"). And Ghost Games went above and beyond with the sound - the screeching of the tires and the rumble of the modified engines propagates in the empty roads of Ventura Bay at night in a way that's definitely aurally pleasing.
And the tuning it's great; although not exempt from criticism by anyone who follows Speedhunters regularly. Some parts are poorly implemented (like the Overtake bumpers for the R35 GT-R which don't replace the logos with Overtake's carbon ones) or missing (like the mirrors and rear spoiler for the 180sx's Origin Stream Line kit). And the wrap editor has a lot of potential, but it's been poorly implemented: an option to create our own decals,
a la Forza, would've been a godsend, but lacking that, the ability to move decals in groups would've been greatly appreciated; and there are definitely not enough default decals - a lot of part-makers present in the game don't have any to put on your car, and a lot of other decals can't be recolored.
In conclusion, I don't think this Need For Speed is a lost cause. A lot of what's bad right now (the poor AI, the rubber banding, the lack of a manual transmission or an option to pause the game) can be fixed. A lot of what's good (the tuning) can be improved upon (and
is being improved upon, if the two patches released for the game are of any indication). And of course, a better game can be built on the foundation of this dud by following the feedback of the gamers and, perhaps, paying a better look to what the car culture blogs like Speedhunter celebrate really is about.
However, this begs a question:
will we see a sequel to this game? In the past, EA's been quite hectic with the direction in which to take the series. As a matter of fact the past few games in the series - Most Wanted, Hot Pursuit, The Run, Rivals - all tried to do different things with the series, which didn't pan out. And despite its potential, this iteration of the series has been poorly received.
Will Ghost Games stick to its guns, and perhaps fire for effect next time around? I surely hope so. But the possibility of yet another change in (vaguely defined) direction is definitely real. And so is the possibility of the series being canned - after all, why would EA develop an expensive game that doesn't sell well when they have EA Sports and DICE which are basically money printers, and new successful ventures such as Unravel proving they can, indeed, try their hand at less mainstream things? Only time will tell.