![]() ![]() Presentationally, the game is actually pretty superb. At least in Paradise you could choose your car colour when you select your car not so here. So, bad luck if you get your car in the colour you want and then crash it. This is how it was handled in Paradise as well – it was annoying and obtuse in that game, and it’s the same here. This, irritatingly, is also the only way you can fix your car if it gets busted up. You can recolour your car, but you can only do so by driving your car through one of the drive-thru mechanics on the map, and you don’t get to choose what colour your car becomes. It’s an unfortunate compromise, but understandable considering the cars in this game have actual people in them.Ĭustomisation is pretty limited: you’re basically restricted to under-the-hood stat upgrades unlocked via completing races. The crashing feels a little less intense in this one, with more rigid car models replacing the satisfying softbody simulation in Paradise. Returning from Burnout are takedowns, allowing you to put rival vehicles out of commission for a short time. The cars all handle very differently, so playing around with every car and deciding which one you like the most is a genuinely neat experience. It’s a little less forgiving than Paradise, and gone are the various air spins possible in that game, but it’s traded for a drifting system that feels really satisfying to master and an enhanced sense of speed. The actual racing gameplay itself is perfectly solid. A sobering commentary on phone use while driving, perhaps? I imagine this was an attempt to make for a more streamlined game experience without pauses, but the idea loses its lustre the first time you attempt to use it while driving and end up making friends with the nearest brick wall. Races, car customization, the cars themselves and more are all accessed via a menu that opens in the top-left corner of the screen without pausing the game. It’s certainly a novel mechanic, but I feel like it takes an element of challenge away from unlocking the cars.ĮasyDrive, by the way, is the game’s menu system. Some of the more important cars (the eponymous “Most Wanted”) have to be beaten in an unlockable race and then taken down Burnout-style, but the majority of the cars in the game are unlocked via Jack Spots. Certain parked cars (in what’s called “Jack Spots”) can be found and driven, with the car being added to your EasyDrive menu, allowing you to fast travel to that Jack Spot and set off at any time. Most Wanted 2012’s racing gameplay is as tight as ever.Īnother difference is in how you acquire cars. I applaud Criterion particularly for their decision to include a few zippy kit cars like the Ariel Atom and Caterham Superlight – darting around the map in these cars is an absolute blast. The range of cars on offer is great – muscle cars, hot hatches and exotic supercars are among the wide selection. Firstly, the cars in this one are real, licensed cars – to be expected of NFS, but a welcome change from Paradise’s vague lookalikes. There are a few key differences from it’s spiritual predecessor, however. ![]() Race around an open world in a bevy of cars, take down rival drivers, find and smash billboards and security gates, etc. The game plays a lot like Burnout Paradise in many ways. So, how does the Most Wanted reboot fare against its older half-brother? Most Wanted 2012 is oft-lauded as a spiritual successor to Burnout Paradise, sharing many gameplay elements as well as Criterion’s signature racing game stylings. This would be their second game developed for the storied NFS franchise, and, while it shares a name with the older game, it has much more in common with Criterion’s beloved 2008 work. Criterion have developed a reboot of 2005’s Need For Speed: Most Wanted. #Bo2 gsc studio ps3 seriesCriterion’s swansong mainline entry into the beloved Burnout series provided limitless intense moments, a varied and massive open world, and a genuine sense of fun and personality.įast-forward 4 years, and the Burnout series is all but dead (we had Crash in 2011, but we won’t talk about that). Perhaps the quintessential example of the open world racing game is 2008’s Burnout Paradise. Collecting a wide variety of cool cars and aimlessly roaring through a game world at high speed is one of gaming’s most simple, rewarding experiences. ![]()
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