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Electronic Arts talent for redesign has one giant asterisk against
it. Every year the company proudly roles a shiny new model in its
Need for Speed range off the end of its' assembly line and out of
the factory gates, only for it to splutter back a little while later
on a manufacturer's recall after driving straight off the edge of
a cliff of criticism. It's become so bad that the series has now
had more makeovers than Madonna, but, unlike the queen of pop, so
far none of them has been a success. Last year the series went through
what might be referred to as its Guy Ritchie phase, combining its
racing action with a straight-to-DVD quality plot that was so poor
the only use it would ever have been put to in the film industry
was propping up the wonky leg on the bargain bin at your local Blockbuster.
This
time around, nothing has changed - in that everything is different
once again. With the paddock of top quality driving games more crowded
than it's ever been before, necessity has become the mother of reinvention
for NfS, as the franchise tries to avoid being relegated to the
back of the grid; but while Shift is a substantial improvement over
past attempts, and includes some ideas that may well define the
way the genre moves forward in the future, its' new mix of arcade
and simulator racing means that, once again, the series can't seem
to settle on a distinct personality of its own.
There's
no doubt that Shift's career mode initially hits you at speed. Almost
as soon as you've stepped into your flame-retardant overalls there
are cars to buy, a multitude of different events to choose from
- Drift, Time Attack, Car Battle and so on - stars to earn, profile
points to accumulate, profile objectives to complete, badges to
acquire and your driver profile to develop. Right from its' opening
cinematic, with its lightening fast camera cuts, overblown "ffftttuuunnn"
sounds as cars hammering past the screen, and shots of vehicles
pirouetting through the air, it's easy to forget to stop and catch
your breath. It's not just in the on-track action that Shift does
a good job of conveying the pace and thrill of racing.
Nowhere,
however, does the game capture the exhilarating high of speed better
than when you're behind the wheel, and this is thanks totally to
its' new driver view. Of course we've had in-cockpit cameras before,
but Shift could quite easily be showcasing the first true driver
camera. It's an unparalleled success, and one that more than does
justice to the time and experience developers Slightly Mad Studios,
who previously worked on the GTR titles, and Patrick Soderlund,
the Senior Vice President of EA Games Europe, who also just happens
to be a real-life GT racer, have put into it. Rather than the camera
just providing you with a driver's eye-view, it's as if it's actually
been mounted on the top of his neck muscles, so that your perspective
is constantly moving around just as if you were in the car - rapidly
juddering up and down as you pass over rumble strips, being dragged
one way, then the other by the G-forces through a corner, and bobbing
erratically in response to every imperfection in the tarmac. Combined
with the game's subtle technique of blurring the peripheries of
your view at high speeds to accentuate your natural tunnel vision,
Shift really makes you feel like you're harnessed in to that Recaro
seat; and when you bury the car into a tyre wall, the hammer blow
of the impact almost leaves you with a concussion vicariously.
While
the cockpit camera is nothing but a triumph, the same can't be said
of Shift's other big feature - the Driver Profile. While the idea
and its implementation may be innovative and derivative in equal
measures, the premise of adding light RPG elements to a driving
game is a great one. As you race in your own, natural way during
the various competitions, the game is constantly monitoring and
evaluating you to decide whether you're a precise or an aggressive
driver. Keeping fastidiously to the racing line and mastering corners
by meeting the game's exacting standards on your speed, entry and
exit are the kind of traits that earn you kudos in the former category,
whilst trading paint and spinning opponents are very definitely
trademarks of the latter. Not only does Shift let you know what
kind of racer you are however, it also awards you points for your
actions, and when you have enough of these you'll move up to the
next level on the driver profile ladder, being rewarded with sponsorship
cash, new events and parts, both cosmetic and performance enhancing,
for you cars.
The
problem with the system is that, despite almost every human who
plays racing games being a clumsy clubfoot who frequently rear-ends
opponents, brakes far too late, if at all, for corners and tries
to fit their car into gaps that even a pizza delivery boy on a moped
would think twice about, doing all of this in Shift still sees you
recognised as a precise driver. While earning aggression points
is something you have to do with planning and a very deliberate
intent, you'll rack up hundreds of precision ones without trying
or even noticing, and this sadly makes much of the opportunity to
carve out your own unique niche in the motor sport world obsolete.
As
well as the profile points you also earn badges and stars in Shift
for achieving specific feats, such as winning races and improving
certain skills. Acquiring stars is the means by which you move up
the different tiers of competitions towards the Need for Speed World
Tour, which is home to the highest performance drivers and machines,
and there are so many on offer in the game that you almost expect
to see Mario looming up in your rear-view mirror in his little kart,
licking his lips in delight. The way that you seemingly can't compete
in an event without winning stars, extra profile points and other
awards is a definite contrast to the usual winner-takes-it-all driving
game mentality, and certain to appeal to those not so well versed
in the genre. The problem with it though is this is meant to be
nose-to-tail, on the edge, no-quarter-given racing, not one of those
lily-livered 'everyone-wins-a-prize' affairs, and the two things
don't really sit together all that well.
It's
possible to get a fair way up into the 50 levels that the driver
profile offers, and open up a large number of the events, whilst
still being pretty rubbish, as Shift's career seems to reward dogged
persistence almost as richly as increasing ability, and the game's
issues with unevenness don't end there. While some events, such
as the drift and car battle ones, are uncompromising in their demands,
often causing you to resort to some form of underhand tactics to
get through them, many of the others are pitifully easy and, as
a result, the amount of free reign Slightly Mad allow you in deciding
which ones you enter when is very thankfully received.
Another
area in which things don't seem quite right is handling. While Shift
does a good job of conveying the simple difficulty of just keeping
a high-performance car in a straight line at maximum speed, controlling
each of the greatly varying vehicles feels indistinct. While lithe-like
motors such as the Lotus's don't seem to possess the grip and down-force
that normally sticks them to the road, neither do super-heavyweights
like the Bugatti Veyron have the bulk they should to anchor them
to the asphalt, leaving all to skip far too easily across the tracks
like you're controlling a full-sized version of a remote control
car. Unless you cop out and turn on some of the difficulty reducing
computer assists, such as those for steering and braking, the only
way to improve on this is to accumulate cash to purchase better
parts or delve into the murky complexities of tuning your rider,
which all means that the best and most knowledgeable drivers end
up with the easiest cars to drive, and that seems a bit back to
font.
Apart
from the driver-cam, the remainder of Shift's graphics are of a
consistently high quality, without them ever managing to reach quite
the same levels of photorealism as say, Gran Turismo; and despite
a nice line up of motors that includes Audis, BMWs, Lamborghinis
and Zondas, there also isn't the same breath of vehicles available
as in Polyphony's pole-sitter. On the car personalisation front
it's a similar story, with plenty of options on offer but not as
many as in the market leading Forza series - although a wide range
of liveries that even includes a group entitled 'Ninjas and Pirates'
means that Shift certainly isn't selling anyone short on in this
department.
One
place where the game definitely does out-perform GT is in the A.I.
department. Away from its less than half-assed attempts to try and
create rivalries between you and the odd computer controlled driver,
the A.I. cars actually act like they're being driven by real people,
rather than just on a programmed course around the tracks. They'll
spin out, cause incidents amongst themselves and frequently stray
from the racing line when they make mistakes, often when trying
to block too aggressively. They make well rounded opponents if you
can't or don't feel like racing online, but when you do Shift offers
a comprehensive set of racing options for up to eight players, that
includes ranked and unranked competitions in tournaments and events
such as Driver Duel with profile points once again awarded for every
move you make.
In
the end then, rather than being an exceptional driving game, NfS:
Shift is a good one with one exceptional feature - driver-cam, and
one interesting idea where the implementation is slight awry - driver
profile. No doubt EA and Slightly Mad drew up an incredibly long
list of different pieces that players expect to see included in
a modern racing game, but, by trying to throw all of these in, there's
a lack of balance within the variety. Shift's most promising parts
are the ones unique to it alone, but it seems nervous about these,
and its no surprise then that a game that's meant to focus on you
finding your driving personality is so uncertain of its own. If
you're a PS3 owner who can't wait for Gran Turismo 5, you may want
to check out Codemasters' Dirt 2, and possibly even GRID as well,
before committing to Need for Speed; but if you do decide to plump
for EA's offering you won't go far wrong. With a bit more work this
template could create something very special indeed, so please EA
just shift any designs you have on another complete redesign in
the direction of the bin.
Reviewed by James Hamblin for AceGamez (All Rights Reserved).
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