Well, having just driven the 11th race, I can confirm that I should have just taken @TurinTur’s word for it. :)
I drove a bunch of races in the story mode, but I made the classic Tom Chick mistake of taking the muscle car as my starter car. This basically means you’re telling a game, “Handling? Pfft. I don’t need handling. I don’t even need to turn. Just give me massive acceleration and no grip, please!” Not that it really mattered, given this is just another one of Criterion’s rocket steering gamez. But I did want to try a few different cars before boredom uninstalling.
However, after doing the first half dozen missions in story mode, I didn’t see any way to change cars, or even buy a new car, or even any progression beyond dumping money into boosting whatever rocket I’m steering. So I backed out of story mode and discovered “Free Roam Mode”. Which also includes multiplayer.
And sure enough, “free roam” just a shell for multiplayer races. For my online mode, I picked the Nissan as the starter car and realized it didn’t make much difference, I might as well have the 1969 Dodge Challenger Nogrip Acceleratatron Deluxe I was using in single player. So I drove a few of these online multiplayer races, most of which seemed to drop me into “loaner cars” appropriate for the race, which meant I was steering rockets shaped like various dumbass Lambos and GT-STICKNUMBERHERE’s and Koenigsburger Lightning Plasma IIs and Totally Not A Batmobiles and whatnot. And still not seeing any progression beyond the money I’m racking up. Oh, look, I seem to be filling some level gauge towards level two. I wonder what will happen then?
I didn’t find out.
I obviously didn’t get far enough to appreciate whatever G they’ve supposed put into this caRPG, but I just don’t understand how Criterion keeps turning in these low-effort rocket-steering arcade simulators and passing them off as racing games, much less caRPGs. Is anyone actually buying these and playing them? They’re making money for EA? What poor suckers are ponying up for this retread? I would honestly rather go back to the barely remastered version of Need for Speed: Most Wanted, even junked up as it is with EA’s crassly jammed-in DLC.
I guess I can appreciate that they’re drawing little artsy graffiti effects onscreen to represent stuff like nitrous and drafting and big air. I like visual effects for gameplay that might otherwise be invisible. It reminds me of the wonderful visual aids in Agents of Mayhem, where there was a different effect for every boost or debuff. You didn’t have to flick your glance to the corner of the screen to check for the icon; it was right there, in front of you, built into the graphics! And a good driving game can benefit just as much from this sort of thing. Not that this Need for Speed is making very good use of the concept. I’m still having to look at the minimap in the corner to know where I’m going. But it does seem like one of these days, someone at Criterion might be on the verge of eventually figuring out how, at some point in time, they might be able to improve their interface. Hopefully, by that time, they’ll have figured out how to make good racing games again.