psp.vggen.com - PlayStation Portable

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The Need for Speed series is one of the longest running and most popular in the racing genre, so it’s no surprise that we’ve already got a version on PSP. As the times changed so did Need for Speed, as evidenced by the Underground Rivals spin-off featuring car customization and nighttime street racing. While a little rough around the edges, it’s a good racing title that should please most fans of the genre.

Need for Speed: Underground Rivals certainly gives the gamer plenty to do. The single-player racing modes include Race Now, Quick Play Battle, and Circuit Race. In Quick Play Battle, there are several subtypes of races including Drift Attack (drift around pillars to earn points), Drag (drag racing focusing on shifting and careful use of nitrous), Street Cross (circuit racing mixed with autocross), and Nitrous Run (nitrous gates refill it as you race). Circuit Race features several subtypes as well including Circuit Race (your standard tournament), Lap Knockout (after each lap the car in last is KO’ed), and Rally Relay (alternate with your two fastest cars against the competition). You can also race against human competition via Wi-Fi Ad Hoc mode, or by passing the PSP around in Party Play mode.

So as you can see, there’s plenty to do in single-player and that’s not even counting the customization options. There are 20 different cars that can be purchased with money earned racing, and each of these cars can be customized with a slew of graphic and performance upgrades. Performance upgrades cost money, but once they’re purchased can be applied to any car in your garage. Graphic upgrades are free and unlocked after certain accomplishments in the game. Unfortunately the game doesn’t give a lot of information on exactly what the performance upgrades do to improve the car, but it should appeal to tuner types nevertheless.

Need for Speed: Underground Rivals Need for Speed: Underground Rivals

The main problem with the gameplay is the large “dead” area in the center of the analog stick. As a result it takes a considerable push for the car to respond, which makes it too easy to over steer and crash into a wall. Thus the best way to steer is to use the ancient d-pad “tappa tappa tappa” method, which while acceptable is obviously not preferred on a handheld with an analog stick.

Also, the AI could use more work as it relies mostly on rubber banding (cars slow if the player is behind, catch up if he is ahead). While this has been used to great effect in games like Mario Kart, this game doesn’t have insane weapons to unbalance the racing and should rely purely on skill. Wrecks early in the race are usually recoverable since there’s plenty of time to catch-up and the AI helps you out, but if you wreck on the last lap it’ll usually cost you the race regardless of how well you raced the rest of the time. That’s frustrating to say the least, and somewhat negates all the effort put into purchasing upgrades.

The graphics are good, but not great. The sense of speed is definitely there, as is the motion blur found in its console versions. The environments are detailed enough, with buildings lining the streets, signs and other objects hanging overhead, and a suitable level of detail. The cars look good as well, as all of the customizable visual upgrades fit together well and different car models are easily distinguished. Many environment textures look blurry and pixilated up close (particularly on buildings), although that isn’t a big deal since you’re usually going too fast to really notice. There are brief moments of slowdown when entering a crowded area or bumping other opponents, and buildings often pop-up in the distance as well.

Sound has taken a bigger hit in the transition to PSP. The music is once again an EA Trax selection of 30+ licensed hits, ranging from Rap to Rock and several things in-between. While the variety means you’ll probably find something you like, it also means the soundtrack rides a safe middle road where very few people will really love it. A pop-up appears with artist and track info whenever a new song begins, but unfortunately it appears right over the map. What makes this a big deal is that a new song usually begins near the end of a race (after the first song finishes), and that’s exactly when the player wants to see the map the most. The sound effects are basic and uninspired, with little ambient audio and generic car sounds. Whether this was due to a lack of processing power to use on sound or simple laziness, it’s disappointing.

Bottom Line:

Need for Speed: Underground Rivals is a decent game, but unfortunately for EA it’s already outclassed by several other PSP titles in its genre. While the numerous customization options are nice, they can’t hide what is otherwise an average racing experience. If you’re into the whole mod or street-racing thing it might be worth a look, otherwise WipEout Pure and Ridge Racer are better options.

Pros: Cons: Final Score:
  • Lots of customizable options available, and a good selection of cars to choose from as well.
  • Several different diverse modes of gameplay.
  • There’s a good sense of speed once you get deeper into the game.
  • Rubber band AI keeps things interesting, but it’s a little too blatant.
  • The pop-up for each new song often hides the map…right when I want to look at it most.
 7.0 

Posted: 2005-10-21 17:29:34 PST