Only thing bad I have to say about the game so far is that each event is short and tge attempt at "trying something different" with the intro cinematics was dumb.
edit: over 400,000 SP now. A trick to having cops stop follwing you is to lead them up a roof of a parking lot and jump off. I'm uncertain if they will at higher heat levels, but at around level 2 or so, they won't jump with you so while they get down, you're already running away. I've also been stacking up the races with the Most Wanted AI, and finally decided to call it a day by grabbing myself an MP4-12C.
Anyway, this game is pretty damn enjoyable for the most part.
The lesser linear drift physics is much more challenging to get the hang of than HP3's. One big thing I will let you guys know is that a combination of braking with handbrakes will be used pretty often if you want to nake a corner at an intersection without cutting a lot of speed or touching the outside wall. You can do it without handbrakes, but this means you require more space to turn at higher speeds which you can't afford everytime since traffic likes to get in the way. The reason for this is because drifts are initiated very late after player's input as compared to HP3, so you have to leave room for your car to turn sharp and to slide outwards. If you don't steer into the drift, the car will naturally steer outwards making your drift wider in no time. It kinda bugged me how difficult it is to tell if your car is still drifting at lower angles. Sometimes it feels like it's still drifting even though there's no indication that I'm doing so.
Powershot nitrous is pretty damn useless overall. It takes long to charge and the boost it gives actually isn't strong enough to make up for the long wait. It's not like Speed Boost in BP, because one could easily rack up enough boost by intiating drifta at low speeds. In this, you can do doughnuts, and drifts, except you ned
a lot more room to start a drift. I won't say anymore because I do want to see what the pro version will be like, though I doubt it'll recharge quicker.
I'm not liking how some events are used for one than one car, and memorizing the map is a tad more difficult than BP's. I also think one can get away by wallriding in the game, which isn't a good thing.
So I'm stuck at 77 Jackspots, with about 31 cars found by now.
The individual requirements for pro version parts will definitely need you to drive the car for a satisfying amount of time before you unlock all the upgrades. Track Tires with its itsy bitsy higher top speed, accel, and control can barely match the immense amount of off-road ability the dirt tires give you. Chances are, you can set all your cars on dirt tires and forget about it afterwards.
The Reinflate Tires and Impact Stability Body Kit, are inexpendable. That is, they're treated as an individual part. For example, there's stock tires, off-road, track, and reinflatable tires. Stats wise, the tires are the same as stock, while Impact Stability has lower accel and top speed than an aero kit. The short gears give you (according to stats) a much bigger increase in accel than the increase in top speed woth long gears. Unless you're out to set a top speed, lower gear is generally better since you rarely will hit top speed in races due to turning so much.
As for the map, there's honestly more than enough. I don't see why it needs to be as big as BP. Driving to places took long and a lot of roads were unused.. or underused. In Fairhaven, I recognize a LOT of stuff Criterion totally just ripped out of BP and HP3 and put into this world, such as the big long coil road from HP3, the curvy road of Uphill Steps AND its jumps from BP. Other things taken straight from BP include the docks with all the cargo containers, the ramp placed in between the roads so that players could jump onto the bridge platform just like South Expressway, the underground freeways, an airfield, and ca parks.
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