Offline campaign
This is the highlight of the new title: offline experience is completely revised and becomes the main mode of the game, with the “network” experience relegated to simple autologous (comparison of friends’ time and little else).
The campaign follows the story of Tyler, Mac and Jess, a mini crew of pilots we do not know much about unless they are all three players and each one specializes in a particular skill.
Our play was the chapter seen during the conference: the pursuit of a truck inside which our Koenigsegg Regera is located, a car for which, there is no doubt, anyone who would lance in a high risk run .
The event is divided into several phases, in which the goal is to reach the truck (unusually fast), destroy the cars of the “bad” and take the designated position leading to a cutscene. The latter are full of action and the comparison with the Fast and Furious series is more than mandatory, considering also some “exaggerations” to which Toretto and his “family” are becoming more and more accustomed to, chapter after chapter.
Explosions, cars that are thrown away, flames and maneuvers at the limits of physics, but still arcade guidance, and since Criterion moved from Burnout to Need For Speed, we have made the callo a bit.
From our interview, it is confirmed that the game only features session sessions, while the cutscenes will do the rest.
The campaign structure, divided into chapters, includes a series of preparatory competitions in which the protagonists “get information and get to know important characters”, then end up with a chapter end event like the “Highway Heist” that the conference there has shown, where you need to complete your goals to complete.
This latter aspect in particular has left us perplexed, forcing us into this event even to slow down to eliminate the adversary cars, letting us lose that sense of pursuit and high-speed speeds that he should transmit.
From drift to drag
End-of-turn events, Need for Speed PaybackIt counts on five different race types: Race, Drag, Drift, Offroad and Courier. The races are normal sprints already seen in the series, as well as the Drift, Mac specialties. Drag and Offroad are all yet to be discovered, while Courier is Jess’s “delivery” (probably time attack) competition. Joypad in hand, the feeling of speed is very satisfying and you immediately notice the huge difference that Koenigsegg can put on the asphalt.
IA and Driving are not very different from the previous Need for Speed, especially during the bends to tackle in derapata, which also remain in this chapter the weakness of the opponents. Repeating the Race for the second time, with the same identical stopwatch time, we managed to get first and fifth: the difference is all in the short final bend section, where in the first case we recovered and passed six opponents in three curves, while in the second an opponent broke the pace and we were in the position where we were before the hairpin.
On rectilinear retrieving is arduous, but dealing with hairpin bends continues to be too easy and too effective against the adversary. Instead, to find out about online races, relegate to a stand-alone mode with a lot of classic hubs and matchmaking, probably up to a maximum of eight players at the same time. but dealing with hairpin bends continues to be too easy and too effective compared to the adversary.
Instead, to find out about online races, relegate to a stand-alone mode with a lot of classic hubs and matchmaking, probably up to a maximum of eight players at the same time. but dealing with hairpin bends continues to be too easy and too effective compared to the adversary. Instead, to find out about online races, relegate to a stand-alone mode with a lot of classic hubs and matchmaking, probably up to a maximum of eight players at the same time.