Many people would say that Need for Speed is the Call of
Duty of the Racing genre, to which I would fully agree. I mean, there’s
multiple sub-series of the game (Most Wanted, Shift, Hot Pursuit, Underground,
etc.), there’s a new one at least once a year, and for the most part the games
are mediocre at best. And while I will say The Run isn’t that great of a game,
it’s still something that may be worth checking out.
The game has you play as a guy by the name of Jack. Before
the events in The Run, he got himself into some trouble with a gang. You start
off barely conscious with your hands taped to the steering wheel of a car, and
you’re about to be made into a cube of metal and blood via a crusher. In
typical movie-game fashion, you are supposed to press buttons that come up on
screen to continue through the cut-scene (which for me was a pain in the ass
because I got this game for my xbox, with which I had very little experience
with which buttons were where). You are then running for your life to find a
conveniently placed vehicle that you can start and then drive off in, with them
chasing you, guns blazing (at this point you are actually driving, finally).
Once you finally escape, you meet up with this one chick who you were friends
with, who sets you up to compete in a large-scale illegal street-race from San
Francisco to New York, called “The Run”. Thus begins the game.
I’ll start off with what I don’t like about this as a game.
For one, this is the most linear I have ever seen any racing game be. In fact,
I don’t think it’s possible for a game to be any more linear than this. You
see, with most racing games you have a money system with which you can buy,
sell, and upgrade your cars. This is nonexistent in The Run. Because of the
lack of money, you are required to win every race you get to (in most games
coming in second would still net you some money, which in theory allows you to
upgrade your car and eventually win), and you are given a set of cars that you
are allowed to use, which have about the same overall performance. This makes
the majority of the cars available in the game useless inside the main story
(however they are still available for the challenge series and online).
But I want to drive my Golf across the country... |
There is also a lack of the personal customization that Need
for Speed is known for, which admittedly is both a blessing and a curse. They
were nice enough to allow you a choice in colors and a few body kits, as well
as providing some special edition cars that were pre-tuned and customized. For
the most part these cars look decently tasteful; while you are stuck with very
little customization, at least you don’t have to see the abominations created
by 12 year olds with terrible taste if/when you race online.
I don't think even the most tasteful designer could create a decent car in this game... |
What I do like about the gameplay is that, like all of the
other Need for Speed games, the physics are casual without being fully
disconnected from reality. My only real gripe related to that is the hyperbolic
rubber band effect on the opponents, bad guys from the mafia, and the police.
For those unfamiliar with the term, rubber band effect describes a process
where the NPC goes faster/slower depending on how close/far you are. In games
like Need for Speed it is nice to have (it adds some excitement to the game
because you aren’t just driving a time trial once you pass all of the cars),
but when it is too strong some of the immersion is lost and it becomes
frustrating (especially when you are passed by a cop that you spun out just a
few seconds ago).
As much of a simulation nut as I am, I also like the rewind
feature in a game such as this one. In games like Forza I am fully opposed to
the idea because the goal of such games is to be as real as possible, but in
Need for Speed, where you have many more things out there to destroy you (like Optimus Prime hurtling down the highway in the oncoming lane), it’s
nice to be set back in time a bit rather than completely restarting. So kudos
for that.
Move b*tch, get out the way. |
However it’s obvious that this game isn’t really about the
gameplay. I would look at it as a very involved street racing movie. It does
have the extremely cliché plot that all of these movies have, and the quality
isn’t terribly amazing (it doesn’t suck either though), but it is a story you
can follow. What I like most about this aspect of the game is it puts you
through some interesting (but not necessarily beautiful or well-done) landscapes
and scenarios, and since it is combined with both theatrical music and rock/pop
music, in some ways it does feel a lot like a real movie. Sort of.
I haven’t quite completed the game, but I will say right off
the bat that it has very little, if any, replay value. They do have something
called autolog, which compares your stage times with friends and tries to get
you to do better than them, but generally it is a very synthetic method that
wouldn’t work even if I did have friends that played. The game also includes a
challenge series, which is a fun little mode where you race through old stages
within different areas of the game that you have completed in an attempt to
unlock more cars that you may or may not be able to use in the career mode.
So I guess the question is, do I like Need for Speed: The
Run? In a way, yes. If you want a casual theatrical racing experience, then it’s
probably worth the bargain bin price or renting (if you’re old school), though
I do feel sorry for the poor suckers who paid full price when it first came
out. It’s definitely not worth anything over about $30. If you love Need for
Speed, then you’ll probably like it. Otherwise, it’s most likely not worth your
time.
Nice review. I haven't played NFS since Pro Street, and I found it mediocre at best. Even in the PSX days NFS wasn't exactly top notch.
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