10 Dec 2008
3:00 pm


Game Review
Platform: PC
Publisher: EA
Developer: EA

Need For Speed: Undercover
By Daneesh Mistry
(NRG Gaming Lounge)

The NFS series has been in a gauche situation for a year or two, now. The release of Burnout Paradise posed a speck of a puzzle for the publisher. Burnout crossed over to an open world scenario, which meant that it contended directly against NFS for that space. Need for Speed ProStreet was a subtle change for the series in recent years, switching to track-based racing, abundance of tuning options and focusing totally on the events rather than exploring the city or outrunning cops. But it didn't turn out so well, which made Black Box go back to the drawing board and revisit an open world setting for NFS Undercover - but that wasn't the only design change.

Background uncovered?
Undercover appears to be intended for the casual market in terms of both, presentation and a tremendously unperturbed learning curve. However, the game ends practically as one with no abiding qualities. It botched on almost every facade, which proved to be a major setback - Not only for the EA, but racing genre overall.

One of the prime reasons for this is the game's absolute and sheer abuse of its open world background. The open world basically is to permit gamers to discover their surroundings, hit upon fresh challenges, maybe uncover a few secret locations and most importantly stalk down others to race. But that doesn't happen one bit in Undercover – and that too to such an extent that you even cannot drive down yourself to an event to begin it or enter your garage. To begin an event, you have to look it up in the overhead map, which requires a few of seconds to load regardless of its downright simplicity. This will point up whatever your nearest event is, or at a few instances, the subsequently major event you're supposed to take part in. This simply means that unless you're evading the cops, there's no reason to wander about the city when you’re not in any event. You can't come across any hidden events, new racers or anything of this sort. Unless you feel like testing out your ride or just feel like exploring, there's no reason to drive around all by yourself.

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Piece of cake
The open world setting is completely overlooked in most of the events. In any typical race, the game narrows down to streets so that you can only drive on the correct route. It seems to be the game's way of putting you in a kind of pre-defined track setting and not letting you steer from the trodden path. Not all events are like this, but they don't get much better either. One event type challenges you to get out ahead of your competition and then stay there for a minute or so; once you're able to get ahead, it's an utter piece of cake to control them, especially if you head into the highway since they're likely to collide into oncoming traffic, leaving you with such a enormous lead that you can come to a complete halt, start back again and still have bounty of breathing space to finish the event.

This gets us to the game’s next major issue - the game is exceedingly easy. It is rather often that one would win events by a good 20 seconds or even more, even if he’d have possibly the worst car in the bunch. The game's upgrades and ordinary car attainment system also has its dilemmas. Most of the cars are locked till you get to definite driver level - so you’ll have to wait for them to become purchasable even if you have cash more to get yours hands on it. The car upgrades work the same way, however things are not unlocked in an order that makes any tangible sense. As for your individual rating, you'll earn driver points for winning races and performing stunts like drifts or near misses and so on. Every time you either dominate a race or up a level, your driver ability amplifies. Many of these stats don't make much sense to be assigned to a person.

It's worth noting that while the game holds back the smooth Autosculpt customization feature from the last two titles, it doesn't have any effect on your performance in the smallest of ways. Still, it’s kind-off nice to see it retain as it is a really cool customization trait unique to the franchise.

Live (in)action

One of the bigger aspects hyped about the title since its first screening is the appearance and its live action cut scenes. On the whole, these really fail to do what was anticipated in a pretty big way. Most of the scenes portray one of two sequences - a horde of jackasses in a dingy back-alley talking junk into the camera before or after a race, or Maggie Q sitting in a room and telling you what has to be done next. The whole thing ends up being pretty absurd - Maggie will tell you that you to get on the inside of a racing group in order to get mud on them, and then after a race she'll say “We have enough, let's move in”. This practically doesn’t make any sense at all, does it? Though you do cart out missions where you steal cars, make ‘special’ deliveries every now and again, but you never truly witness any sequences that explain how the cops are clamping the evidence together or anything of that sort.

Like the gameplay, the graphics are a big miss too. The game is very land looking, with only convincingly detailed cars and a city that almost totally lacks a sagacity of life. There are practically no pedestrians, though there's very diminutive traffic and on the whole there's very little to convince you that people really live and work there. While the game definitely isn't a graphics powerhouse, it does look decent at times. The lighting design looks rather cool, though expectedly has a few issues to be rectified. Shadows are only drawn at certain distances at times, so you'll see them appear on building sides as you cruise along. You'll notice lit polygons appearing at the front of your car when they should be dark, especially through a tunnel, and its most certainly not supposed to be your headlights. It's just another poor glitch that shows the whole game lacks a feeling of any sort of sophistication, both in terms of production and overall design.

Convincing online gameplay

The online section is proficient, but very naive. It gives you three modes (which are really only two) - Cops and Robbers, Circuits races and Dashes. The latter two are straight-up races, one of which has multiple laps and the other just having a separate start and finish line. Cops and Robbers is fundamentally a modification on ‘Capture the Flag’ where the robbers are trying to transport cash to their hideaways while the cops are trying to bust them. All of this works convincingly well and, most of the time, can be fun, but there's not much diversity here.

The only two plus points about the game are its sense of speed and its great sound samples. Getting into a fast ride really gives you a sense of absolute soaring through the city. The sound samples for the cars – engines, screeches, transmission and gears – are simply remarkable, though they're not mixed as well as could be (as expected).

To really sum it up, Need for Speed Undercover is a pitiable game with a heap of problems, both technically and in terms of design. The open world design is completely lost as you can't actually drive to any event, many races are closed off which means no cross traffic, and it's incredibly easy. The presentation could have been good but winds up feeling totally artificial and perplexing at times. The game could, and should (on the part of EA group) have been far better than it is.

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