The Question
Eternal
The Ups:
--Very nice graphics -- I'm not sure whether the effects that appear to be "new" in MW, though, were or weren't in Underground 2, since Underground 2 took place entirely at night, and the new things I'm noticing are primarily dynamic-lighting related effects. Framerate overall is very good, with only a few stops and starts per minute -- not often enough to impair gameplay, but often enough to be noticed. This suggests that the game was written with an SLI and/or dual-GPU setup in mind.
--Sound is good -- the radio chatter from police units when you're being chased, for example, is very well written and performed, and the effects are rich and deep.
--Control is very nicely set up for force feedback sticks. For example, my Logitech Force3D Pro was instantly recognized and configured without me having to do a thing. In fact, I was a little surprised that it was, since the first time I tried to play the demo with a keyboard, the stick started doing the rumble-and-shake without me even having thought about enabling it for the game.
--Storyline appears to be a bit more linear for this installment of the NFS series, and that's actually a nice change from Underground 2, which could have one feeling somewhat aimless in spots.
The Downs:
--AI. It's not that the AI is stupid, it's just that it NEVER makes mistakes. Never a wrong turn, never a misstep -- UNLESS you're talking about the civilian traffic. I don't think I can count how many times I've been racing (or being chased by the cops) and had a car on an open stretch of road pull out of his own lane and into mine. The racers and cops, on the other hand, seem to be able to take 90 degree hairpins at 120+ mph flawlessly, every time. This tends to get a little old.
--EA Trax. I'm sorry, but can we get something into the game besides hip-hop? Someday? Please? Hello? EA? We're not all black...
--Physics. The physics in these are great -- most of the time. On the other hand, it gets a little tiresome when you have .0000000001 degrees of trajectory that doesn't send you into one guardrail or the other, and hitting a guardrail should either mean destroying the guardrail or disabling your car, not gluing your nose to that guardrail until your forward momentum is completely nullified. (Either that, or stopping, then reversing, which is the same difference.)
Overall, it's either the most frustrating kickass game ever, or the most badass blood-pressure elevator ever. I like it, though.
--Very nice graphics -- I'm not sure whether the effects that appear to be "new" in MW, though, were or weren't in Underground 2, since Underground 2 took place entirely at night, and the new things I'm noticing are primarily dynamic-lighting related effects. Framerate overall is very good, with only a few stops and starts per minute -- not often enough to impair gameplay, but often enough to be noticed. This suggests that the game was written with an SLI and/or dual-GPU setup in mind.
--Sound is good -- the radio chatter from police units when you're being chased, for example, is very well written and performed, and the effects are rich and deep.
--Control is very nicely set up for force feedback sticks. For example, my Logitech Force3D Pro was instantly recognized and configured without me having to do a thing. In fact, I was a little surprised that it was, since the first time I tried to play the demo with a keyboard, the stick started doing the rumble-and-shake without me even having thought about enabling it for the game.
--Storyline appears to be a bit more linear for this installment of the NFS series, and that's actually a nice change from Underground 2, which could have one feeling somewhat aimless in spots.
The Downs:
--AI. It's not that the AI is stupid, it's just that it NEVER makes mistakes. Never a wrong turn, never a misstep -- UNLESS you're talking about the civilian traffic. I don't think I can count how many times I've been racing (or being chased by the cops) and had a car on an open stretch of road pull out of his own lane and into mine. The racers and cops, on the other hand, seem to be able to take 90 degree hairpins at 120+ mph flawlessly, every time. This tends to get a little old.
--EA Trax. I'm sorry, but can we get something into the game besides hip-hop? Someday? Please? Hello? EA? We're not all black...
--Physics. The physics in these are great -- most of the time. On the other hand, it gets a little tiresome when you have .0000000001 degrees of trajectory that doesn't send you into one guardrail or the other, and hitting a guardrail should either mean destroying the guardrail or disabling your car, not gluing your nose to that guardrail until your forward momentum is completely nullified. (Either that, or stopping, then reversing, which is the same difference.)
Overall, it's either the most frustrating kickass game ever, or the most badass blood-pressure elevator ever. I like it, though.