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The need for design

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Need For Speed Underground Back
This title from EA Games dazzles on the outside but take a close look under the hood and you'll find some not so polished game mechanics, monotonous gameplay, pseudo - physics and in general just a whole lot of tricked-out so-so. But hey it looks great, so why should we care?

Game Design / Structure
The overall structure gradually exposes a range customisation parts for a range of twenty vehicles. Through a combination of single races in the four major game modes, modal tournaments and unique challenges. The game structure allows progress only when IT is ready (which may be frustrating for the more skilled player). The game design model is restrictive, repetitive & fundamentally flawed.

· 'Fast and the Furious'-style art direction is accurately implemented.
· Magazine Cover and parts upgrade incentives work well but can become tiresome.
· Drag and Drift modes break up the game play nicely.
· Overall the game runs out of steam in the second half.
wireframes
wireframes
wireframes
A limited range of cars and a poor rating system contribute to the frustration that is Need for Speed Underground.
This design allows real progress only when the game mechanic decides it is ready. The bank means nothing.
customisation is highly limited. Overall we're subjected to a pseudo Gran Turismo product of the EA. games design factory.

Menu System / Structure
· The menus are well laid out however content duplication across the various sections may be confusing to the less experienced / technical player.
· Too many save points and confirms overall.
· L2 Button indicator for the 'drift' and 'drag' help videos is unclear and inconsistent.

Level Design
· Tracks are reused heavily (a good reuse of code) however; the sheer amount of time spent on the same tracks is corrosive to   the overall player experience. Track shortcuts add value but can be confusing to gamers.
· Beautifully detailed levels, based on several part of a single city.
· The opening and closing of alternative parts of the same course can cause confusion.

Sound
· Whooshing sound effects and passing car horns work well in creating a sense of movement and speed.
· Voice-overs add value but can become repetitive.
· The EA Game Trax selection blends the game together well and compliments the overall art direction.


Graphics
· Beautifully detail levels with superb (if somewhat overused) lighting effects
· Arcade feel as opposed to simulation.
· Motion-blur effects are well implemented and convincing.
· Visually there may be just too much going on here.

GUI
· Generally the GUI is way too busy.
· Cumbersome and bulky, during Drift mode the GUI actually gets in the way. Some auto off functionality or a modality sensitive   GUI would be helpful.
· 3-D map works well.
· Hints and tips on loading splash screen are helpful.
· Unfortunately in-game help text is generally limited.

Cut Scenes
· The hero FMV helps establish the tone of the game to come.
· Generally cut scenes are implemented well, good motion capture and animation.
· Sporadic and ineffective at progressing the narrative forward.

Vehicles
· Handling / Dynamics are flawed and flimsy
· With only 20 unique vehicles the rage is limited.
· Carrying over the users settings to all cars while browsing 'Trade-in' mode cheapens the game.

Positives
· Game graphics including the sense of speed are masterfully implemented. Motion-blur effects are well implemented and   convincing. The game looks great.
· Great art direction / loyalty to concept. The mood is captured accurately.
· Shortcuts add value to the games level design.
· Drag and Drift modes add are a refreshing change of pace here.
· Magazine Covers work well and are a good incentive to continue.
· Carrying over the users settings to all cars while browsing Trade-in mode is a cheap feature that damages & corrodes the   players achievement.

Negatives
· Repetitive and restrictive game design structure
· Limited range of vehicles
· Limited range of tracks
· Lacks any real sense of innovation
· Civilian traffic becomes annoying
· Only one profile can be loaded at any one time
· The game still contains some P2 and P3 bugs
· Catch up option in the Quick Race menu effects all modes
· Need For Speed Underground is a game that lacks any real sense of innovation or quality.

Suggested Improvements
· A more strategic approach to races, the player might choose race type and opponents from a list to increase the sense of   randomness
· Full Race Replays
· Bring back the police
· A Simulation Mode
· Nitrous Pickups
· Vastly improved collision dynamics or a civilian traffic warning
· Total completion-time statistic


 
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