"Put into play driving skills and determination to deal with hundreds of notorious drivers on the roads most dangerous in the country. Scooting at top speed for congested city centers, icy mountain passes and narrow canyon. Elude means the police, determined to put you out in any way, even the most lethal". The manufacturer of NFS: The Run for me has not achieved the results expected from it, because after Shift and Hot Pursuit 2, we people of the world game, we had the wonderful opportunity to deal respectively with a great sporty driving simulator and an arcade racing game smooth, fast, and damn intense. I am very happy to be part of the generation where technology is going deeper and deeper so as to be able to feel part of the game almost 100%. Now EA Black Box, however, faces a number of ambiguities slightly relevant.
Start with the positives:
The stories in the game are very simple: Jack has stepped on the foot to the wrong people and now has to carry adrenaline races across America, trying to win the huge prize money made available for the former cut the line. So much so that it runs in the enormous changes from the American continent, ran wild on a whole tirade from San Francisco to New York.
The trailer summarizes all the above a bit:
To still maintain a certain balance between the races and the real narrative sequences, the programmers have included a series of QuickTime events within the action scenes that they see Jack busy jumping from one building to another, to escape the police helicopters or survive deadly ambushes by those who wants him dead.
Too bad, though, that all this hides many more defects than we would have expected.
For example:
In my opinion when you program an arcade racing game, the player must ensure that nn necklines of joypad, or do you have entertained constantly, trying to get him through personal records and those of his friends. In "The Run" what happens but in a decidedly strange.
Unlike the typical racing game, in fact, this new Need for Speed asks the player to accomplish different goals in every match, every single planning skidding and leaving little freedom to the person challenging the virtual wheel of the car. Depending on the race approached, in fact, must overcome a number of well-defined opponents (one no less!) Or beat a specific opponent, all making sure not to lose any lives left. The fact of not being able to choose, independently, from where to start, personally, would much trouble.
Another key element in determining the quality of an arcade driving game is the AI rivals (and police) who tread the same streets of the player. Unfortunately from this point of view The Run fails to impress, mainly because of a wicked administration elastic effect. When you need to retrieve a mandatory number of positions to pass the level, it is impossible not to note the questionable management capacity of rival cars, generally easy to reach, but able to transform themselves into real race cars screaming when they try to recover positions, a little 'as they did in Split Second.At the same time, it's pretty depressing to see your opponents to slow down dramatically as a result of one of our accident, so that we can recover and return to positions in the race. If one side is right (and necessary) to balance things in this way, the other would also be appropriate to do so with a little more discretion. This is more annoying the police, able to nail in a flash after having overtaken in an attempt (which often turns out to be a success) to prevent the escape of Jack.
The characteristic feature of The Run is its main mode, but this does not mean that the game does not offer attractive alternatives also now common to all chapters of the saga of Need for Speed. The first of these, which you immediately, is the now inevitable Autolog, which in this case turns out to be an important element to make the experience more immersive.
As was the case in Hot Pursuit Shift 2 and, in fact, is also in The Run is constantly updated statistics about companies and friends of the players on the list, creating a pleasant atmosphere of challenge at a distance. Someone recorded a best time of our on a particular route? The game communicates it allows us instant access to the challenge involved in trying to wash the shame just suffered.
Where the Autolog provides an indirect sort of multiplayer experience, a series of traditional multiplayer modes allow you to challenge riders from all over the world, leaving aside the concept of rewind respawn in favor of Hot Pursuit, providing all the fun that a single limping player is unable to offer.
In conclusion, before I leave, I present a bit of gameplay in the game:
Start with the positives:
The stories in the game are very simple: Jack has stepped on the foot to the wrong people and now has to carry adrenaline races across America, trying to win the huge prize money made available for the former cut the line. So much so that it runs in the enormous changes from the American continent, ran wild on a whole tirade from San Francisco to New York.
The trailer summarizes all the above a bit:
To still maintain a certain balance between the races and the real narrative sequences, the programmers have included a series of QuickTime events within the action scenes that they see Jack busy jumping from one building to another, to escape the police helicopters or survive deadly ambushes by those who wants him dead.
Too bad, though, that all this hides many more defects than we would have expected.
For example:
In my opinion when you program an arcade racing game, the player must ensure that nn necklines of joypad, or do you have entertained constantly, trying to get him through personal records and those of his friends. In "The Run" what happens but in a decidedly strange.
Unlike the typical racing game, in fact, this new Need for Speed asks the player to accomplish different goals in every match, every single planning skidding and leaving little freedom to the person challenging the virtual wheel of the car. Depending on the race approached, in fact, must overcome a number of well-defined opponents (one no less!) Or beat a specific opponent, all making sure not to lose any lives left. The fact of not being able to choose, independently, from where to start, personally, would much trouble.
Another key element in determining the quality of an arcade driving game is the AI rivals (and police) who tread the same streets of the player. Unfortunately from this point of view The Run fails to impress, mainly because of a wicked administration elastic effect. When you need to retrieve a mandatory number of positions to pass the level, it is impossible not to note the questionable management capacity of rival cars, generally easy to reach, but able to transform themselves into real race cars screaming when they try to recover positions, a little 'as they did in Split Second.At the same time, it's pretty depressing to see your opponents to slow down dramatically as a result of one of our accident, so that we can recover and return to positions in the race. If one side is right (and necessary) to balance things in this way, the other would also be appropriate to do so with a little more discretion. This is more annoying the police, able to nail in a flash after having overtaken in an attempt (which often turns out to be a success) to prevent the escape of Jack.
The characteristic feature of The Run is its main mode, but this does not mean that the game does not offer attractive alternatives also now common to all chapters of the saga of Need for Speed. The first of these, which you immediately, is the now inevitable Autolog, which in this case turns out to be an important element to make the experience more immersive.
As was the case in Hot Pursuit Shift 2 and, in fact, is also in The Run is constantly updated statistics about companies and friends of the players on the list, creating a pleasant atmosphere of challenge at a distance. Someone recorded a best time of our on a particular route? The game communicates it allows us instant access to the challenge involved in trying to wash the shame just suffered.
Where the Autolog provides an indirect sort of multiplayer experience, a series of traditional multiplayer modes allow you to challenge riders from all over the world, leaving aside the concept of rewind respawn in favor of Hot Pursuit, providing all the fun that a single limping player is unable to offer.
In conclusion, before I leave, I present a bit of gameplay in the game: