Need for speed prostreet wii game11/9/2023 ![]() ![]() You don't lose any if someone bests one of your times, so the first car automatically has a huge lead. You begin in a staggered manner instead of all at once, so the lead car automatically has a chance to set the record for each section and score points. It's a good idea, except that it's fundamentally flawed. So if someone scores 350 points on a sector, but then you come through and score 360, you'll add that total to your score. The idea is that the track is broken into a number of sectors, and if you can post the best time for a sector you'll score points. The Sector Shootout challenges can be fun, but there were a few occasions where we had problems with the driver AI and the basic setup for the event. The tire heating mini-game can get a little old, especially since each drag race event has three runs, so you'll play the game three times in the span of a couple minutes, but it's fun to try and shave a couple hundredths of a second off your time by getting a perfect start. Drag races start out with a mini-game where you heat up your tires before heading to the line, and then it's all about timing your shifts, using your nitrous at the right time and keeping your car in a straight line, which can be tricky when you get to the really fast cars. Each Race Day features a handful of events - be they grip races, drag races, sector challenges or what have you - and pretty much all of them are good fun. Though there's not a lot of pizzazz and whatnot to it as we mentioned before, the Race Day progression does offer up a nice assortment of race events for you to partake in. This also works fairly well and doesn't deprive you of necessary precision. The only other change to the controls can be noticed during drag races, which have you hold the remote in the normal pointer manner and twist to steer, while using the B button for acceleration. We were hesitant about this dynamic at first, considering how super fast driving requires a lot of precision input, but the motion control was responsive and felt comfortable for the most part. The buttons are all generally mapped to the most obvious function (2 to accelerate, 1 for braking, etc.) and steering is controlled by tilting the controller to the left and right. ProStreet only requires a single Wii remote, which you hold on its side like a classic controller. You might have guessed that the most obvious difference between the Wii version of the game and the other versions is the control setup, which (although not necessarily an improvement) holds up quite well. It's sad, too, because this one, huge fault brings down a game that would otherwise be fairly solid. And though we don't drive every car in the game, it's clear that most of them, if not all, do not drive like what we would expect from the real thing. The real cars are nimble, but ProStreet's representations feel very top-heavy and they slide around corners like they're covered with ice. ProStreet's versions of some of the cars barely turn at anything above 30mph, and don't really instill any sense of their 400hp engine. A few of us around the office drive some of the cars that you'll find in the game, and none of them handle anything like the real deal. Even vehicles in hardcore driving sims like Gran Turismo turn with much greater ease than most any of the vehicles found here, and yet the game isn't even trying to be ultra-realistic. Most every vehicle drives like a boat and feels very reluctant to turn. Most of the cars in the game feel like caricatures of their real-life counterparts, but not in a good way. The series has generally had strong racing controls, but those were somehow lost in the latest game. They're an odd in-between of the two and wind up in some place that really just doesn't work very well at all. ProStreet adds a ton of great customization options to the franchise, which we'll get to in a bit, but the driving physics are anything but realistic. As well, the control scheme and arcade vs. Yes, the fundamentals are there and the setup does work well, but the bulk of the presentation doesn't feel all that robust, especially when compared to what we've seen in recent years. This setup is perfectly fine and, in this case, does work well to some extent, but there's not really a whole lot of extra "stuff" outside of the races that make it seem like Black Box had a good idea of exactly what it was trying to accomplish. ProStreet, however, goes back to the track-based racing, putting the player into race after race on closed circuits, and then sending them back to a menu after each race is over. It's been years since we've seen a Need for Speed title that focused solely on track racing, with the franchise branching out into open world settings with a story, cop chases and all sorts of other things to make it stand out. ProStreet is a game that doesn't really seem to know what it's trying to be. ![]()
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