Graphics
Graphically, NFS3 was a revelation; a stunning blend of colorful and
detailed backgrounds, environmental reflections, and spectacular
lighting effects. Even the somewhat boxy looking car models were
about as good as anything we'd seen up to that point, save for
Porsche Challenge. What a difference a year makes. Just when it
appeared that the graphical capacity of Sony's little gray box had
been stretched to the limit, along came Gran Turismo and, later, the
Japanese release of Ridge Racer Type 4 (R4) to dispel those
notions.
NFS4 continues very much in the tradition of NFS3 in terms of
graphics. While the trackside scenery lacks the visual flair of NFS3,
there is no denying the beauty of the environments. EA has opted
for realism over fantasy this time around, so don't expect to see a
blimp the size of Manhattan flying overhead. What you will see are
nicely detailed backgrounds adorned with moving windmills, trains,
and so on. And like NFS3, these are expansive environments that
really provide a sense of space.
The car models are a step up from last year's version. The sharp
edges have been smoothed out a little, but these vehicles are still
no match for those found in GT and R4. All of the other graphical
treats make a return appearance including the above-mentioned
environmental and weather effects, ultra-cool skid marks (although
now they're of the disappearing variety), and paranoia-inducing red
and blue swirls of light when trying to outrun the cops at night.
The bad news is that all of this graphical goodness periodically
comes at the expense of the game's framerate. Under normal
circumstances (i.e. one-player daytime racing), slowdowns are less
frequent and entirely tolerable. However, if you're the type that has
to have every graphic effect active at once (e.g. night driving,
weather, traffic) and/or do a lot of two player racing, it's not that
difficult to bring the system to its knees. The game maintains an
excellent sense of speed (so crucial to any racing game), but there
is so much going on in terms of the backgrounds, special effects,
and vehicles, that the action is always one step away from bogging
down. Fortunately, in all but the most extreme cases it holds its
own.
Interface
NFS4's menu interface is simple and reasonably efficient, however it
lacks the pizzazz of last year's model. Gone are the options to take
a guided tour of each track (complete with narration) or to view a
video presentation of your favorite sports car. Also, you have to dig a
little deeper to find the options you're looking for this time around.
This involves a little backtracking through the menus until you
memorize which options are accessed from which sub-menu.
Where NFS4 really lays a clam however is in its control interface. I
tested the game both with Sony's Dual-Shock controller and
Namco's NeGcon. We'll touch on the actual control and physics
model a little later but, for now, suffice to say that I was unable to
find a configuration for either controller that I was entirely satisfied
with.
Starting with the NeGcon, the game provides three pre-set controller
configurations. Period. There is no option to customize them.
Unfortunately, none of the pre-sets map manual shifting to the
shoulder buttons, which is my preference. Shifting is relegated to
the D-Pad up and down. It works fine and I don't mind using it, but I
PREFER to shift using the shoulder buttons and the game should,
but doesn't, provide that option.
The Dual-Shock can also only be configured to one of three
pre-sets, none of which provide the use of the right analog stick to
control acceleration and brake. Huh?! Fine, this is an arcade racer at heart
and that means pedal to the metal most of the time anyway, plus
the game does control surprisingly well using the X and square
buttons for digital accelerator and brake, but what EA were thinking (or not
thinking) here is beyond me. I'll guarantee that the first time you get
behind the wheel of a tail-happy beast like the Ferrari Maranello,
you'll be bemoaning the lack of analog throttle by the time you enter
the first turn.
Gameplay
NFS4 offers several modes of play including Test Drive, Single
Race, Tournament, Special Event, and two-player. In addition, the
popular and endlessly entertaining Hot Pursuit mode make a return
appearance, and this time you can actually take on the role of a cop
and run those pesky speeders off the road. Yahoo!
Conspicuously absent however, is a time trial mode with ghost car.
In my opinion, this is a prerequisite for any racing game and the
lack of one here is baffling, all the more so because it's substituted
with the rather pointless Test Drive mode. Test Drive allows you to
run one lap on any track that you've unlocked so far with some, but
not all, of the available cars (including some that would normally
have to be unlocked by winning tournaments). In Single Race mode
you can run more laps, but the only cars and tracks that are
available are the defaults and those you've earned by winning
tournaments and special events.
Also missing in action this time is the Training mode. While of
limited use to the regular player, it was a great way to introduce
newbies to the mechanics and control of the game. As such, NFS3
will continue to be the game that I pull off the shelf when looking to
entertain non-gamers.
The real meat of NFS4, however, is the combination of the
tournaments and special events. There are six of each, escalating in
difficulty as you go. In an interesting twist, entry to many of the
tournaments and special events is restricted not only by qualifying
in lower level races, but also to specific models of cars. This forces
you to drive most of the cars included in the game rather than
zoning in on a favorite or two and sticking with them. As might be
expected, additional cars and tracks are made available by
performing well in the various tournaments and events.
Adding to the excitement is the fact that you are now racing for
prize money that can be used to buy new cars or upgrade existing
ones (Gran Turismo anyone?). The cash is also required to cover
the cost of repairs. That's right, your car can now sustain damage.
The damage model is nothing fancy either visually or in terms of how
it affects your car's performance, but the monetary penalty will sure
have you thinking twice about your reckless driving habits. There's
even bonus money to be won for safe driving, but it requires a
flawless run. Easier said than done considering that, in order to
qualify for the bonus, you can't so much as knock over a single
signpost. I've only managed to pull it off twice (in a row no less!), but
don't ask me how. Starting the race in 1st place both times didn't
hurt.
EA have expanded the roster of cars this year to include a couple of
BMWs, a McLaren F-1, and the Porsche 911 (yes!!!) along with the
usual assortment of Ferraris, Lamborghinis, Mercedes, and others.
Each car handles differently and can be upgraded in three stages to
improve handling, acceleration, top speed and so on. The driving
model has been tightened up considerably from NFS3 and is now
much more sim-like. I preferred the powersliding frenzy and big
jumps of the last game but, make no mistake, NFS4 is plenty of fun
to drive in its own right.
Control is spot-on with either the NeGcon or Dual-Shock controllers.
I split my time about 50/50 between the two controllers, finally
settling on the Dual-Shock for the long haul. This meant sacrificing
analog gas and brake, but I picked up the ability to shift using the
shoulder buttons and, of course, force feedback. Although EA
should have provided the option to have your cake and eat it too,
overall it was a worthwhile trade-off. The physics model reacts
realistically and the vibration provides tactile cues when you start
pushing your car beyond capacity. Sadly, the crash physics are of
the same hokey variety as last year.
The track design, while not nearly as inventive as NFS3, is
top-notch. Consistent with the rest of the game, the designers have
opted for realism over fantasy. There aren't nearly as many
shortcuts to be found throughout the game's 10 tracks (including
three speedways), and gone are the otherworldly environments and
multi-level racing surfaces of some of NFS3's courses. The tracks
look and feel more like real roads. Despite their generous width and
gentle curves the real challenge lies in driving them at breakneck
speeds. For my money, there's nothing here that's quite the caliber
of the Red Rock Ridge and Rocky Pass tracks from NFS3 but, if
you enjoyed those, you'll find plenty to satisfy you in NFS4.
Hot Pursuit mode is back with a vengeance and, as mentioned
above, provides the option of playing the role of a cop. Book your
quota of speeders within the established time limit to unlock some
surprises. You can even call for back-up or request a roadblock or
spike belt to help you out. Two-player mode allows you and a buddy
to team up as cops or face off against one another on opposite
sides of the law. Cool! And speaking of head to head action there's
always the High Stakes race, a winner-take-all event in which the
loser's dream car is transferred to the winner's memory card. A
great way to start a fist fight!
One final note about the gameplay... EA unwisely chose to do away
with the rear-view mirror this year. With so much other activity on
screen at the same time, I suspect the mirror was sacrificed in the
interest of maintaining an acceptable frame rate. However, I would
gladly have given up a hot air balloon or two in exchange for being
able to see what's going on behind me. A look-back button just
doesn't cut it when you're approaching a curve at 130 MPH with an
aggressive opponent hot on your tail or when trying to block out an
elusive speeder in Hot Pursuit mode.
Audio
The audio package in NFS3 featured perhaps the most effective use
of surround sound I'd ever heard in a video game, and NFS4
continues that fine tradition. Engines roar, tires squeal, and sound
effects ring out from every direction. It's a treat for the ears.
Less of a treat is the music. Not that it's bad mind you, just not
particularly inspiring. The spartan techno beats that pervade the
soundtrack offer little in the way of variety or character and wear out
pretty quickly. WipeOut this ain't. However, the rest of the sound is
so good that I prefer to lower the music to background level and
crank the engine sounds and ambient effects anyway. Vroom!!!
Difficulty
The AI of the computer drivers in NFS3 was a major problem area.
Essentially the game was rigged. No matter how big a lead you
staked yourself to, the other drivers were always poised to overtake
you at the slightest slip up. Furthermore, the order of the drivers was
predictable to the point that you knew when and where you would
pass each opponent and how they would rank at the end of the
race. This has largely been corrected in NFS4, but there is still
some of that catch-up l ogic at play. This time, though, it's mostly in
your favor, kicking in when you fall far behind. Taking and
maintaining a lead is far more manageable and realistic than it was
in NFS3. Also, you can no longer expect the same order of finish in
every race. The drivers are of varying strength, but the weaker ones
do come up big occasionally.
The overall difficulty of the game is scaled well, with the
tournaments and events becoming increasingly hard as you
progress through them. However, the game is artificially lengthened
by the fact that you have to run most of the tournaments more than
once. Like Gran Turismo, it's tough to win a tournament with an
unmodified car. This means that you'll be racing tournaments
multiple times in order to scrape together the cash required to either
upgrade your car or buy the model you need for the next set of
races. It's also a little too easy to win some tournaments simply by
maxing out your car with upgrades and overpowering the
competition (again, shades of GT).
The spacious tracks, which seem deceptively simple at first, provide
good long-term challenge as you attack them with faster and faster
cars. I really appreciate the fact that the developers didn't resort to
cheap track design (as is all too often the case) in the guise of
challenge.
Overall
EA has loaded High Stakes with all kinds of goodies to entice fans
of the last game, not the least of which are a bunch of cool new cars
and the ability to drive the cop car in Hot Pursuit mode. Despite the
shift to more of a simulation-style driving model, the game remains
fast and fun with great sound, visuals, and track design. The lack of
user-configurable controller setups, a time trial mode, and especially
a rear-view mirror are unforgivable omissions, but the game
manages to succeed in spite of them. As good as High Stakes is
though, I won't be getting rid of my copy of NFS3 any time soon.
Graphics:
88
Interface:
75
Gameplay:
87
Audio:
94
Difficulty:
93
OVERALL:
87