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On the other hand, when I play Burnout: Revenge online (when I can find a game) everyone uses the top cars, but I haven’t gotten that far in the game since downloading it from Xbox LIVE some months ago.
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There’s no spike in difficulty, and no car ever feels too fast to handle.
#Best cars in need for speed hot pursuit remastered how to
To allow players to enter the Hyper series events from the beginning would be to let them jump into the deep end before they know how to swim. In Need for Speed: Hot Pursuit, as in any racing game, the faster cars are harder to control. In retrospect, that slow build up is necessary. However, despite my frustrations, the more that I think about it, the more that I agree that this system works for racing games or at the very least for Hot Pursuit. Yet racing games still force players to start with the slowest cars and work their way up. It struck me as odd that Criterion would hide the best cars behind a dozen hours of lesser gameplay, hadn’t developers learned not to do this? Super Street Fighter IV had no hidden characters, and Battlefield: Bad Company 2 has a “short cut” pack that you can buy to instantly unlock all weapons and gadgets. Also, I unlocked faster and more responsive cars, so now the game actually does feel comparable to Burnout. Once I reset my expectations and took the game on its own merits, as a Need for Speed game and not a Burnout game. But I kept playing.Įventually it won me over. In short, I hated it because it wasn’t Burnout.
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I hated the shortcuts that weren’t actually shortcuts, and the lack of damage compared to Burnout. It seemed like bad design, why make it possible to crash into traffic then give me an unresponsive car? I hated how the specs for some cars were “classified.” I was afraid to use them, worried that I’d be tricked into using a slower car. I hated the handling, the fact that the cars had a sense of weight and seemed slow to respond. I hated Need for Speed: Hot Pursuit at first.