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THE DRIVING GAME GENRE is about as popular as it is over-populated. While many of us make the mistake of trying to keep up with promising releases, we often forget the essentials of what makes us happy and consequently abandon ideal titles to the disc rack.
So it is with the latest in the Need for Speed series. Combining powerful cars, the open road, police and civilian traffic could make for a fascinating driving experience, but Electronic Arts seems to have forgotten the basics of what makes each element compelling. This is all the more disappointing when Black Box, developer of the PlayStation 2 version, appears to have done better at implementing the package into the same game.
On the surface, Need for Speed: Hot Pursuit 2 has it all: cops to outrun, civilians to bust, long roads to drive and a number of gameplay modes to compete in.
The tracks and cars themselves can be unlocked with points earned from straight races, time trials or knockout events where the loser after each lap is eliminated from the race. Reverse and mirrored tracks cost extra, while all cars and roads are on display to allow considerate shopping. Graphically, Hot Pursuit 2 looks as good as any other PC driving game. The only complaints are that the refresh rate could have been better and that lighting levels are too varied, making twisting tunnels pitch black while the skyline is often saturated.
Cars range from basic European saloons and roadsters to American sports cars to pure racers. There is even a range of McLaren F1 models to be unlocked, and some cars are also available when playing as a police officer.
Options include turning off commuters and police, the latter of which includes helicopters that try to halt your car by dropping explosive drums on the road ahead. Other police tactics consist of roadblocks and spikes, though they are not only broadcast to your radio but are also conveniently placed to leave space for you to drive past - often without the need to slow down or judge tight gaps. Other cop cars parked ahead are for show only and never give chase.
Police, traffic and fellow racers behave erratically and illogically. Even as an officer, Gameplanet had the good fortune of reaching its gold quota for busting speeders simply by parking on the road and having the final victim drive straight into the back of the car. Busting the rest was almost as easy: offenders ignore you until you turn on your siren, and doing so a moment before ramming them and all but depleting their damage meters really is no fun, but hard to resist.
Computer police cars have extraordinary engine power and cheat to catch up to you, often from a complete standstill. Once they are on your back, police try doggedly to take out your back end. If you remain in what seems to be a set area around their cars before taking off again, you are arrested and the race ends.
Other speeders exhibit similar traits to the police. They often seem more interested in slowing you than closing in on the leader. In a race this kind of attention is less than egalitarian and is conversely easy to avoid if you are well ahead of fellow competitors, making most races either a frustrating and overly long chore or more of a cruise than a test of driving skill. |