A fan of the Need for SpeedTM franchise since it first appeared on the disastrous 3DO, I’ve played just about every installment since, including a brief drive of last year’s first ‘Underground’ game. Good looking enough, but rather confined (you just chose races from a menu) and suffering from a slightly dodgy frame rate when things got busy, NFS Underground was the first foray into the world of underground racing and modding, and whilst it allowed you to tune your cars, paint them puke-inducingly funny colours, stick horrendous stripes on them and add some other mechanical twiddly bits, it was all a bit unremarkable really. For the faithful, the Need For Speed franchise seemed to have lost its way a bit, this recent offshoot into the Underground world of custom street racing seems a long way from racing Lamborghinis, Ferraris, Porsches and Lotus' along sunny highway roads...
NFS Underground 2 goes a big step further into the mad world of car modding and gives you an entire city, with more than 125 miles of road, to race around in and a semi-open-ended game structure that sees you buy boring showroom-condition cars and modify them into snorting, nitrous-breathing monsters with paintjobs straight out of The Fast & The Furious. One of the game’s most arcadey features sees a more dynamic nitrous boost system, which allows you to refill it by performing various power slides and near misses – NFS’s illustrious new stable mate Burnout has already had some influence methinks – the big red see-through arrows that close off side turnings are also straight out of the Burnout games.
The fictitious city of Bay View allows you to free-roam around it, unlocking 5 extra interconnected areas as you win races. Although you can select races from the garage menu you can also use the streets as your menus – simply finding and driving into icons to select the various types of races. Whilst I understand that underground racing is often done at night, one of the most disappointing things for me was that you only ever get to race around the city of Bay View at night, and the frequent rain (it makes the roads slippery and cuts the visibility, duh) is the only variation in the conditions. But the city looks great, with some basic but effective lighting effects making the varied landscape and architecture of Bay Hill look like a cross between LA, Las Vegas, New York and maybe Bournemouth.
The game plays rather well, the city is huge and the handling is probably the most realistic that the Need For Speed series had managed yet, they’ve also managed to give a really excellent impression of speed (with a much smoother frame rate than last year’s game), but the crash physics are pretty much the same as the original Need For Speed way back in 1994, with spins, rolls and flips possible, but no body damage whatsoever – and it’s a strange mixture, realistic handling with a very forgiving approach to collisions. It makes for an exciting and appealing drive though, and Bay View’s varied street circuits make for an thrilling and interesting setting to race in.
Along with your typical 2, 3 or 4 lap circuit races, sprint (point-to-point), drift and drag competitions, Need for Speed Underground 2 also features 4 new game modes; including StreetX (race against other cars on tight, twisty circuits) Outrun (literally chase an opponent, catch him and then outrun him – you have the entire city to play with), Downhill Drift (drift racing on a sweeping downhill course) and the Underground Racing League (circuit races on the purpose-built race track or even at the Bay View airport). The drag races from last year’s game return and use virtually the same, weird control system. All of a sudden you’re given a manual gearbox, whether you’ve been using one or not, and rather than properly steering the car down the track you just select which lane you want to be in – it’s a truly odd control system that feels more like you’re controlling a nitrus-boosted train, but still manages to be as addictive as the rest of the game.
The car line-up is an interesting one with a lot of modder’s favourites and a few surprises including three SUVs:
Audi A3, Audi TT, Cadillac Escalade, Ford Focus, ZX3, Ford Mustang GT, Honda Civic Coupe Si, Hummer H2, Hyundai Coupe, Infiniti G35, Lexus iS300, Lincoln Navigator, Mazda MX5, Mazda RX-7, Mazda RX-8, Mitsubishi 3000 GT, Mitsubishi Eclipse GSX, Mitsubishi Lancer EVO VIII, Nissan 240sx, Nissan 350Z, Nissan Sentra SE-R Spec V, Nissan Skyline R34 GTR, Peugeot 206 GTI, Pontiac GTO, Subaru WRX STI, Toyota Celica GT-S, Toyota Corolla GTS, Toyota Supra, Volkswagen Golf GTI, Honda RSX Type S
The performance tuning aspect has been significantly enhanced, and allows you to fine-tune more than 20 aspects of your vehicle's handling and performance with more than 50 upgradable components, and there are literally hundreds of new custom visual enhancements; metallic and pearlescent paintwork, hundreds of decals and vinyls, scissor doors, custom rims, spinner rims, spoilers, headlights, side skirts, roof scoops, hoods, neon lights, nitrous purges (of various colours), hydraulics and even outrageous widebody kits, which allow you to create a truly personalized and unique car.
Online the game suffers from the same server problems as Burnout 3, and even manages to create a few new ones of its own – it doesn’t even appear to be possible to stay with a group this time and you’ll often get dropped from games for no apparent reason. When you do get to play with mates it’s quite good fun, but lacks PGR2’s quality net code and collision detection so the racing is never as close or as much fun – comparing cars and mods is good fun though, and the game seems to have a healthy Xbox Live following.
The games engine’s samples are superb, with raucous exhaust notes that change as you upgrade your engine. The music soundtrack is an eclectic mix, some bad, some awful but does contain a couple of goodies, but it’s unforgivable to not have the Xbox’s custom soundtracks feature in a game of this nature – what WERE they thinking?
NFSU2 manages to be highly addictive and surprisingly deep without really doing anything ground breaking. The cars look well-modelled and shiny but are far from the most detailed this generation. The way the body kits and decals are integrated and allow you to mix and match them is superb - when racing online there is absolutely NO reason why your car should look like anyone else's. The tuning options really do make a difference and the cityscape is huge. But the game structure is a bit odd (a needless and brainless Fast & the Furious-esque back story is told in comic book style cut scenes, a hand drawn Kelly Brook being the only reason to watch them). The game’s structure is also a bit daft – and as with so many driving games you get your hands on the best cars and parts when the game is virtually over. The city is also deceptively basic, with lots of blurry textures that you don’t want to see too close up and invisible walls to stop you from exploring too much. Also driving into icons to select a race rather than finding a group of polygonal modders with their cars feels a bit basic, and the strangely different drag racing is a real oddity.
The massive popularity of this game series tells a story, and like a lot of EA games you’ll either love it or hate it. Good, but when all said and done it's no great improvement on last year’s game, and lacks the polish and excitement of its illustrious stablemate, Burnout 3.
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