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Need for Speed: ProStreet
Need for Speed: ProStreet may be a racing computer game released in 2007 due to the eleventh installment of the Need for Speed series and thus the sequel that Speed: Carbon would like. ProStreet took a radical departure from previous Need for Speed games, as instead of the illegal open-world street racing formula found in previous games, ProStreet focuses on legal closed-track racing, and the developers they say road and track "had been followed by Need for Speed: Undercover in 2008, which reverted to the formula defined by previous games, but received a lukewarm reception, thanks to its poor playability. Need for Speed: ProStreet is generally classified as a "Simcade", a mixture of realistic and arcade game.
Developed over nearly two years, ProStreet was conceived by the same team that led the production of Need for Speed: Most Wanted. It is the first Need for Speed game to be developed primarily for high-definition consoles such as Xbox 360 and PlayStation 3, although versions for Microsoft Windows, PlayStation 2, and Wii were also released. The game features a new physics engine, allowing cars to be handled more realistically and damaged in accidents, and introduced a wind tunnel feature where players can see how their car's aerodynamics work. Musician Junkie XL was hired to compose the score for the game. Several DLC packs were released for the game, expanding its content with more cars, tracks, and races.
ProStreet received mixed reviews from critics, who generally criticized its predecessors' lack of open-world gameplay. The game's numerous online features and car customization options stood out as some of its strongest features. Although ProStreet sold more than five million units worldwide, it did not meet sales expectations according to Electronic Arts. Portable adaptations for mobile phones, Nintendo DS, and PlayStation Portable were released with varying success. These differ greatly from their console and computer counterparts in that they offer simpler gameplay mechanics and a reduced number of features.
Gameplay:
Need for Speed: ProStreet has taken the series in a different playing direction. All ProStreet races take place on closed tracks only, making ProStreet the main game in the series since Need for Speed II that does not encourage illegal races. The performance tuning feature has been improved, compared to previous versions, especially Autosculpt. Unlike Carbon, where only certain body kits are often self-sculpting, this will now apply to all or all body kits, including stock bumpers and widebody kits. Also, some tweaks through auto-sculpting affect the car's aerodynamics.
In addition to the game itself, ProStreet features detailed damage modeling, unlike previous Need for Speed games (except for Top Stakes and Porsche Unleashed) where damage is comparatively little or nonexistent. The new damage system introduces a greater depth of damage (except on the PlayStation 2, PlayStation Portable, Nintendo DS and Wii versions where damage modeling has been reduced thanks to limited processing power, so the damage is analogous to previous titles) where any object within the game world has the potential to inflict cosmetic damage on car parts such as hood, bumpers, rear view mirrors, minor or severe damage that reduces the performance of a car and even has the potential to totalize a car immediately after impact.
Drag race may be a simple immediately race that has two types, 1/4 and 1/2 mile drag races where the fastest time, out of three runs, wins. there's also a wheelie competition where the longest wheelie on the 1/4 mile track wins.
Development:
The official title was leaked several months before the official announcement. Soft Club, the sport's Russian distributor, released the name and release date of the sport in February 2007. EA had not done so until the official announcement on May 31, 2007, given some clue as to the game's title. .
ProStreet was developed by EA Black Box as a continuation of Need for Speed: Carbon. Unlike its immediate predecessors, which focused on the contemporary illegal street racing scene, ProStreet was conceived as an interpretation of where culture was headed. After spending a lot of time getting familiar with the scene, Black Box concluded that the culture was moving away from the streets and getting more organized because the penalties for street racing were too harsh. This resulted in a greater emphasis on car performance and driving skills, without external factors such as traffic and police chases. According to producer Andrew Hahn, the main idea of the game was to offer "the ultimate testing ground." Development of the game began in early 2006 by the same team that led the production of Need for Speed: Most Wanted. The development team was initially made up of 20 people, who did not work at Carbon, but gradually grew to over 100 people in June 2007.
ProStreet is the first Need for Speed game to be developed primarily for high-definition consoles such as Xbox 360 and PlayStation 3. As a result, the development team had to reduce the graphical characteristics to run on less powerful hardware such as the PlayStation 2 and Wii. This was the reverse process of what the team used to do with previous games, which were primarily developed for the PlayStation 2 and original Xbox and later carried over to their successors with greater fidelity. The game's nearly two-year development cycle gave developers time to create technologies for the car's damage system and smoke effects. A new physics engine was built specifically for the game, which required a physics team to collect actual data from the Porsche test track in Leipzig, Germany. Although the cars behave realistically, visual aids and systems such as anti-lock braking, stability management and traction control were developed, which can be optionally activated, to make the game accessible to non-enthusiast players. of the races. Because the game features licensed cars that can be fully totaled into accidents, the manufacturers had to approve the total damage and customization.
Reception:
ProStreet received mixed reviews from critics according to review aggregator Metacritic. GameSpot described ProStreet as a solid racing game, but commented that it misses most of the features that made its predecessors interesting. IGN agreed, stating that the game lacks additional features outside of the racing itself, especially compared to the open-world aspect and police chases of previous Need for Speed games. Other posts were more positive towards the game. GamePro praised ProStreet for its high definition graphics, strong online features, and a rewarding career mode, while 1Up.com highlighted the game's feel of realism due to its new physics engine. The PlayStation 2 and Wii versions were deemed inferior to their PlayStation 3 and Xbox 360 counterparts due to their lack of online features, while the Microsoft Windows version was criticized for performing poorly at high graphics settings and lacking in gamers in line.
The game's visuals were generally well received, although the PlayStation 2 and Wii versions were criticized for their notable aliasing. 1Up.com noted the game's gritty and realistic style, stating that running through the game's description of the Nevada desert feels very authentic. GameRevolution praised the smooth graphics, but commented that the lack of elaborate cityscapes makes the track environments less interesting than their predecessors. GameSpot highlighted detailed car models, especially when damaged, while Edge felt that the event meetings between races give the game a proper atmosphere. However, the game's announcers annoyed some critics. According to GameSpot, "They have a poor voice, they have a terrible script, they yell into the microphone, they insist on calling you by your full name every time they refer to you (which is hundreds of times during the course of the game) do everything possible to get on his nerves. "
The fact that ProStreet combines elements of simulation and arcade racing games confused some critics. GameRevolution found the game's navigation aids too distracting and unintuitive, while IGN commented that the driving physics were not realistic enough, stating that cars are very reluctant to want to turn.
- CPU SPEED: 2.8 GHz (3.0 GHz or higher for Vista)
- RAM: 512 MB (Windows Vista requires 1GB RAM)
- OS: Windows XP/Vista/7
- VIDEO CARD: Supported chipsets: NVIDIA GeForce FX 5950 greater (GeForce MX series not supported); ATI Radeon 9500 or greater. Laptop versions of these chipsets may work but are not supported. Updates to your video and sound card drivers may be required.
- TOTAL VIDEO RAM: 128 MB
- 3D: Yes
- HARDWARE T&L: true
- PIXEL SHADER: 2.0
- VERTEX SHADER: 2.0
- DIRECTX VERSION: 9.0c (included)
- SOUND CARD: Yes
- FREE DISK SPACE: 8.1 GB
- DVD-ROM: 8X speed DVD-ROM. This game contains technology intended to prevent copying that may conflict with some DVD-ROM, DVD-RW and virtual drives.
Minimum:
- CPU: Pentium 4 / Athlon XP or better
- CPU SPEED: 3 GHz
- RAM: 1 GB
- OS: Windows Vista/7
- VIDEO CARD: 256 MB DirectX 9.0c video card (NVIDIA GeForce 6800+ / ATI Radeo X800+)
- TOTAL VIDEO RAM: 256 MB
- 3D: Yes
- HARDWARE T&L: Yes
- PIXEL SHADER: 2.0
- VERTEX SHADER: 2.0
- DIRECTX VERSION: 9.0c (included)
- SOUND CARD: Yes
- FREE DISK SPACE: 8.1 GB
- DVD-ROM: 8X speed DVD-ROM. This game contains technology intended to prevent copying that may conflict with some DVD-ROM, DVD-RW and virtual drives.
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