Sunday, 22 April 2012

Need for Speed: The Run



What Need for Speed: The Run has going for it is that it feels more like an old-school NFS game than the last few "spinoff" titles have. Developer Black Box has been making NFS games for over a decade, and they bring a lot of that arcade style, nitrous fueled racing action back. Racing down snow and ice covered tracks, skidding along a turn and narrowly avoiding plummeting off the edge of a cliff face is exhilarating. Weaving through traffic on a crowded freeway feels tense and frightening.



Throughout the campaign, the scenery and gameplay constantly change as you race from coast to coast. There's a good balance of different race types. You'll go from a standard eight car race, to a checkpoint time attack, to a one on one mountain drifting battle, to a cop chase. It's very rare that the same type of race repeats twice in a row. The driving can feel floaty at times, but the car classes perform differently, and getting a good time can largely depend on good car choice. On the Normal difficulty the racer AI is, well, kind of dumb. They'll crash into other cars, police will target only you, and they'll miss shortcuts, even if you enter one right in front of them.



The locales are definitely best part of this Need for Speed. In fact, The Run has some of the most gorgeous and interesting set pieces I've seen in a racing game. The Rockies, Yosemite National Park, San Francisco, even the New Jersey Turnpike are all lifelike and well detailed. Which is why it's a shame that so many of the tracks in The Run are boring. To be fair, they mostly match up with the areas of the country that are boring, too (sorry, the Midwest). But even some tracks that should be amazing, like the final battle race in New York City, are entirely underwhelming.



Part of the problem stems from how scripted the campaign feels. There are cop chases where all your competitors get stopped by roadblocks. Survival races where you just have to not crash. And the final climactic race has multiple sections where it doesn't matter what you do, you get a scripted event. I can blaze ahead of the opponent, but suddenly he's at my side to show a cutscene and push me off the road. If there was an awesome story being told then maybe these would make more sense, but usually it feels like the game is holding your hand.
And it's a problem because otherwise the online is set up great. I like how I earn bonus XP for nearly everything I might do in a race. I love that AutoLog is back so I can constantly compare race times with my friends. The playlists work well and the racing was nearly lag free in my albeit limited exposure to it. But then I'm limited to picking between exotic sprints or a muscle car challenge and my interest wanes.

Prototype



 You are Alex Mercer. What exactly that means is initially unclear because this is a man who has lost his memory, but awoken in a morgue to a world in which he possesses untold power. A viral outbreak has claimed Manhattan, forcing the island into a military quarantine. The infected citizens are undergoing radical, monstrous changes -- none more drastic than Alex himself. This anti-hero finds himself with the ability to shape shift and absorb other beings. As the most powerful being on a closed island, the entire city is your playground. And it is a game world that feels unfinished.


Prototype is a single player, open-world action game in the style of Crackdown or The Incredible Hulk: Ultimate Destruction. You play as a man gifted with superhuman powers and the option to go most anywhere you like and do most anything you want once you get there. It's sandbox gaming with a heavy focus on pure action.

Though you play as a man bestowed with superhero power, Mercer is anything but heroic. There are no moral choices here. Mercer has vowed to destroy those responsible for his current situation and he has the means to do it. To gain new powers or refill your health bar, you'll literally absorb other living beings. Find yourself a little low on hit points and you can simply grab an innocent bystander, crush his or her head, and then consume them for a quick boost. If you find yourself in a pinch with attack choppers chasing you through the roads, you can absorb a person and morph into their likeness to blend in with the crowd.



Prototype's design leans heavily on the fact that you can refill your health by consuming victims at any time. Some attacks can drain half of your health bar or more. Others juggle you in the air leaving you open to frustrating combos from enemies. And sometimes you'll think you've dodged an attack only to get hit a few feet away anyway. But it's OK, because you can always go get more health, right? Not really. The action heavy sequences involve barely surviving to the next checkpoint or running in and out of the action ad nausea trying to stay alive. Skilled players won't have too much trouble, but Prototype's chaos could quickly become overwhelming for others. I found several points of the game to be unnecessarily aggravating to the point where I would have turned Prototype off and walked away if I weren't reviewing it.

Alongside the main quest is a set of side missions called events to tackle at your discretion. Beat them and you earn some Evolve Points (EP) used to upgrade Mercer's powers. Radical smartly hands out EP like candy. Complete just a mission or two and you'll quickly find yourself spending EP to grab new powers and abilities early and often. It's hard to stop playing when you know you'll get a new move by making it through just one more mission.

Unfortunately, there isn't a whole lot of variety in these events and I often found myself wishing they made better use of Mercer's vast array of powers. Those included here are dominated by things like checkpoint races and killing sprees -- things that have been done so often as side missions in games like this that they're hardly worth mentioning. It's cookie cutter game design at this point. There is one exception: A mission that tasks the player with gliding long distances towards a bulls-eye. Why aren't there more imaginative events like this? You can throw a person hundreds of yards. Why not include some sort of shot-put event? There was a real opportunity to get creative here, but instead too many of the side missions directly mirror the mindless killing or limited stealth of the main game.