For wannabe hip-hop artists and Mugen Fanboys, this game is a godsend. The first one was a bit iffy, it lacked depth and really only held my attention for the first 30 or so "races."
The game uses the usual Need For Speed arcade handling, however, they have re-engineered how e-brake works to incorporate "drifting". This "drifting" is little more than slipping along the road as if driving on linoleum with tires made of soap. The only issue I have with this feature is how horribly distant from drifting it is. It does little more than confuse the already ignorant about what a drift really is.
Example: Perform a choku-dori (swaying drift down a straightaway) and watch closely for the epicenter of the drift. This is the place where the vehicle is "locked" to the road. In most cases, this would be the front wheels. They are in constant contact with the road, and the rear wheels pivot the vehicle side to side around them as they lead the car along.
NFSU assumes the very center of the vehicle is that "hinge point". This is both inaccurate, and physically impossible.
1: What is in the center of the vehicle that causes all four wheels to pivot around it at a zero degree radius?
2: If you were to pull this off, how would countersteer work? If you swayed left, and countersteered right to snap back the other way, the back of the front tires would now be facing the angle of the left sway, and you'd keep going until you spin out.
3: Some have argued that this is possible in a 4WD vehicle. Whereas yes, I see it semi-logical on paper, you have to realize that not only is a choku-dori very difficult to induce with a 4WD, it's also very easy to end. All four tires are gripping, or trying to. You need precision steering wheel control to keep from oversteering, and when you add NFSU's magical zero radius drift engine, you only have an added obstacle to work around.
Thank the gaming gods that EA doesn't know how cars really handle in different driving situations.
Enough about drifting. This is a new venture for EA, they need to time to figure out how to properly approach it.
The new vehicles:
Touge tracks and an 86. I smell someone catering to a recent fanbase...I'm so glad it took upwards of 5 Gran Turismos and an anime series to make EA realize that people like the Trueno. This is another place where EA shines in the rice department. It's classic ricer philosophy in action: "If everyone else does it, I have to, too!"
Escalades...H2's...ok, ok, we've already concluded that NFSU is all about rice and bling. But wth are they smoking making them into racing vehicles? I'm not even touching this.
New visual upgrades:
Yhey. Spinners. Ooh...my Evo is Lambolution GSV!!! SPEAKERS! FOR THE IN-GAME STEREO YOU'LL NEVER HEAR! Hydraulics? In a Supra? That's not stupid at all!!!!
Performance upgrades:
HP rating and dyno test: Whee. Now I can tell you just how badass my Civic really is. As the only new performance-related upgrade, I feel the shallow demeanor of this game increasing. Yet another reason for less-educated players to assume that power is everything. You dyno-test your car, and for what? None of the "stock" HP ratings are even near accurate. Put the Supra on that thing. Get ready to laugh.
I think I'm done...I just realized I spent over 20 minutes typing a review for a game I can't really stand, lol.
My overall rating: 3. If you own a Civic DX, you'll think this game is just super.
Don't get me wrong. This game can be fun as hell. Just don't look at it too seriously, which I have a habit of doing.