The recent history of Need For Speed is an object lesson in what you get when marketing people and accountants make decisions about the content of a game rather than the passionate lead designers and artists.
Need For Speed's gameography can be effectively divided into two Eras: the old era (everything up to and including Need For Speed Hot Pursuit 2,) and the new era (from Need For Speed Underground onwards.) With the "old era" Need For Speed games, you could tell that the designers and artists were in charge, and that they really had a passion for the game and the material they were creating. In those games, the cars were the stars; the tracks and locations were designed specifically to showcase the exotic cars that very few of us could afford.
Their magnum opus was Porsche Unleashed. That was the ultimate Porsche love affair, a game that celebrated Porsche in every way, and lovingly crafted every Porsche vehicle in painstaking detail. And it was an amazing game to boot, allowing players to get as close to feeling what it's like to drive a Porsche as possible without scheduling a trip to the dealership.
And then the bean-counters and marketing folks got involved, putting BlackBox on an annual release schedule, bringing in all the crap stories and trying to capitalize on the street-racing, "Fast and Furious" crowd. The car was no longer the star, the passion was gone. Despite that, the games still actually managed to be good. Underground and Underground 2 were decent efforts.
And when they brought the cops back in Most Wanted, they did not **** around. Most Wanted was a really fun game; it perfectly captured the intensity of being chased by the cops, far better than Hot Pursuit or Hot Pursuit 2. MWs story was campy, but in a playfully-written, fun way that kept the player engaged.
After Most Wanted, though, NFS took an utter nosedive. Carbon was phoned in. ProStreet showed a promising change of direction, but was ultimately hamstrung by a driving engine that didn't know whether it wanted to be hardcore-sim or walk the middle ground between sim and arcade. I stayed away from those games after playing their respective demos.
Which leads us to Undercover. Never have I felt so utterly, utterly disappointed in a game. This game is all flash, no substance in almost every way. It does have a few sparks of brilliance here and there--the Highway Battle mode is a fun replacement for Drag mode in previous games, the driving engine does make for some fun racing action, and there are a handful of story missions that are well-designed and fun to play. But everything else is completely lifeless, soulless and ultimately a waste of time.
The story is completely terrible, with the worst writing yet and horrible acting, editing and cinematography. The cityscape is a hodgepodge of random roadways that you could race on a hundred times and you wouldn't remember anything. The progression system is an indecipherable mishmash of bar graphs, event and location unlocks and a "wheelman level" that just seems completely superfluous. And the police chases are either completely dull and formulaic at the early levels, or brutally, unfairly hard at the later levels. Picture yourself in a McLaren F1 LM doing 230+mph, and the cop cars in SUVs not only keeping up with you, but also maneuverable enough to box you in. That's a reality in Undercover's universe.
No wonder they never released a demo for this turd.
Having said all that (and if you're still reading this far, you have my gratitude,) it would be a shame to see the NFS franchise go. I think with a little care, and a development schedule that allows the designers and artists room to breathe, NFS still has the potential to return to greatness. Corporate culture being what it is though, the only possible outcome is for the bean counters and marketeers to cancel the franchise, thereby vindicating themselves.
What a shame. NFS, a once proud franchise brought low by the whims of EA middle management.
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