General observations so far on the Series X:
- The Crown Vic has an obnoxiously short 1st gear, and is always spinning its wheels in 1st, meaning its ability to get off the line is diabolically poor.
- The game is absolutely gorgeous graphically. In the trailers the mix of the improved graphics with the animated character models was a little jarring to watch, but in-game it actually works pretty well.
- I really enjoy the pursuit score, especially with each heat level having its own unique track. Heat 5's score is my favorite so far. Also the police chatter is much better compared to Heat.
- The F-150 SWAT Trucks at Heat 5 absolutely do not mess around. They are surprisingly quick, and they will rear-end you at speed without hesitation. I found this out the hard way running a Class-B Barracuda with 2 of these things on my tail.
- There are certain events in the story mode that reward you with a new car, and the car is added to both your single-player and multiplayer garage, so players may want to consider finishing out the story in order to have a decent stable of cars in multiplayer.
- The Repair Kit Auxiliary part might be bugged. The game says that it's activated automatically once you reach critical damage, however it never activated for me during a police chase. I got hit once which brought me to a critical state, and then I took a second hit which ended up getting me busted. If you're considering splurging for this, the damage reduction part might be a better choice.
Sooo, I went ahead and bought the Palace Edition, because I'm really enjoying myself, and wanted to keep going after the 10-hour trial. There's definitely a solid foundation here from the get-go, much moreso than any of the Ghost NFS games imo. This game has a lot of potential to become really great later on, especially since nightime racing, pink slips and police chases are supposed to be coming to multiplayer later on.
Nice to hear impressions. Intrigued about how the physics are? the ghost of 2015 still haunts me.
I'd say the physics are fine overall. The unpredictability from 2015 is long gone, and I'd say that each car is a bit more distinct from one another compared to previous games. It seems that landing from big jumps can still be iffy at times (or at least it is for me when I use the Crown Vic). Sometimes there's a certain degree of twitchiness if you try to change direction too quickly in a short amount of time.
I haven't tried it yet, but grip tuning/driving is apparently very viable this time around, and there isn't as big of a gulf in speed between gripping and drifting. However, it is very reliant on the player setting themselves up correctly for each corner, which I can see creating some frustrating situations in multiplayer.
Pretty reminiscent of Heat and nowhere near as unpredictable as 2015. The cars you can select from in the prologue do require drifting to get the most out of them around the corners, but I have read grip setups can be equally competitive with the right tunes.
Another thing I have noticed is that suspension travel is more noticeable than in previous games, probably helped out by the physics running at a higher frame rate.
A user on the NFS subreddit who is also part of the UNITE mod team was apparently able to datamine the physics data for Unbound, and they mentioned that there the 2 biggest changes to the physics between Unbound and Heat are the inclusion of more detailed suspension data for each car, as well as each car having its own unique weight distribution properties. Apparently in Heat all the cars had identical weight distribution, which is why most cars felt very similar to one another in terms of handling. Here, while Unbound is no sim, cars are expected to behave a little closer to their real-world counterparts.
Anecdotally, I've kinda experienced this within the games multiplayer. The game gives you a stock Ford GT as a loaner car for online S+ races, and that car
does not like drifting, especially in low speed/90-degree corners. The minute you get a significant amount of angle going in the GT, the pendulum effect kicks in, you lose all your speed very quickly, and the rear of the car whips around very quickly with little chance to recover it, like you'd expect when chucking a high-power MR car into a corner with total disregard. The Bugatti Chiron also does this to an extent, but it's easier to recover that car due to its 4WD system.
It's honestly really cool to see these changes, but I can see it getting frustrating for people who are very used to the handling from Heat and Payback.