By: Pseudo Nim
Need for speed... those words that come into mind every time we
see an exotic car on the street, and dream about how we could
realize that 'need' had we had a V12, 370 cu.in.,
627hp-engine-powered monster that believes it to be its right to
vandalize the state-maintained highways by ripping them apart
with its 17in tires at speeds of excess of 210mph. (For those of you
who don't know what I'm talking about, it's the McLaren F1, the
$1mil+ street-legal sports car manufactured by McLaren, the
well-known F1 team). However, not many of us have that $1mil to
spend, so we turn to PC racing games instead: and that is where
the likes of Need For Speed III: Hot Pursuit come in.
Electronic Arts has (blessed?) us with three Need for Speeds to
date (but then again, you probably know that lest you've been
living in a trailer park in a broken-down VW bus with a fluffy teddy
bear on the back seat). The first one, which I to date maintain was
the most original and well-executed one, came out way back in
'95. Then there was a Need for Speed SE [Special Edition],
followed by Need for Speed 2 with different cars and different
tracks. I should pause there for a moment and mention that, at
least in my view, NFS2 was the most horrendous Need for Speed
ever done - the car control was ridiculous, it felt like you were
driving a 2D prop car against a rolling drum on which the road was
painted. But it was a blast in multiplayer, so I suppose that slightly,
remotely compensates. Then, (surprise, surprise) there was a NFS2
SE which, as revolutionary measure, added 3Dfx graphics and the
Ferrari 550 Maranello. And now we have a Need for Speed III on
our hands [want to bet there will be a NFS3: SE?].
The first thing I must say about it is it's worlds beyond NFS2 in
terms of car control. The car feels so much better than before... but
still nowhere near the original NFS. But we're getting there. The
idea behind NFS3 is very cool, too - you can play the usual modes,
be that single race, tournament, knockout - but you can also play
Hot Pursuit, in which you can play using one of the three police
cars and actually chase [enemy? Action game terminology is
getting to me] drivers. I suppose I got a slight bit ahead of myself
here, but the rabbit's out of the bag - there are cops in NFS3 again,
which is a very welcome addition. Most of us chicken out to drive
160 in a 30 zone, but, well, payback time - the road's all yours in
NFS3. Well, except for the occasional Sunday driver... which
deserves a special mention.
In the previous Need for Speeds, Sunday drivers tended to be
slow-moving objects that you just swooshed by, sometimes swiping
them with an inadvertent cutoff in the semi [NFS2] or just plain
ramming into them and moving on. In NFS3 they're ravaging,
rampaging beasts that make it the point of their entire existence to
stop you from moving any further and, most usually, have you get
caught by the ever-vigilant police. Okay, maybe things aren't
that bad, but this is the problem: not only, on two-lane
roads, do they usually tend to get into the oncoming lane [i.e. the
one you're driving in], but when you subsequently make your way
in the middle of their radiator, you can't just brake and hope
Newton's First Law of Motion, paired up with inertia and negative
acceleration laws. I'll explain in simple words: when you hit the
oncoming car, braking and hoping you can turn right or left to pass
it won't work - it's completely, totally glued to your hood. The only
thing you can do is stop, flick the gearbox into reverse, drive back,
flick it into 1st, and only then pass the #$@%. That applies to cops
that set up roadblocks on narrow roads: in theory, and in any other
self-respecting driving game, if you hit someone in the side of the
car towards the trunk, it will spin in the opposite direction to the
one you're driving in - thereby not only giving you an advantage,
but letting you drive on, too. Well... in NFS3, you sort of stop. Yeah,
really, you just kind of stop and, if you try wiggling the car and
getting out of that situation, well, fat chance - I suppose the cop
inside knows where you're driving before you do, and switches
gears accordingly. Result? Caught, ticket. That's, probably, the
most annoying thing there is about NFS3.
On the gameplay side, it's a definite blast. But then again, nothing
less is to be expected from a Need for Speed - it's fast-paced
driving that stresses your control skills to the max. The
environments didn't pass by with the same smoothness and sheer
speed as they did in Motorhead [which is a truly great example of
how an amazing arcade racer should be done - cheers to Digital
Illusions for making such a good one], but, on the other hand, they
were more complex, so I suppose computer speed plays a decent
role here. Also, I still find hitting grassy borders of the road should
NOT make metal-screeching sounds and generate sparks, but
heck, I suppose that's style. Neat effects were sand clouds on a few
spots on one of the desert tracks and a plane flying overhead on
one of the tracks, which, actually, got sort of annoying after it flew
in the same trajectory over the four laps [and made me think of
Moto Racer]. Ramming cars off the road works somewhat well,
though, inexplicably, it works much better with police cars rather
than normal ones. When you try to ram something with a normal
car, in my experience, anyway, I got screwed over more often
than the other guy.
The graphics are very nicely done. The track detail, surroundings,
everything's pretty nice... except for the actual car models, Sunday
driver models, and a few clipping problems. For one, wheels don't
seem to turn on some cars, which could be just a slight visual
glitch; also, although headlights and taillights are probably the
nicest I've seen so far in a game, when not turned on, they just
don't look like they can possibly be transparent. And clipping
problems occur a LOT - especially when playing the Hot Pursuit
mode. When you stop the car in unusual circumstances, such as
flipping it over or running it off the road into the ditch, very weird
things start happening. And the car chrome... let's just say the
environment maps used to generate the 'chrome' effect don't
always seem to match the environment you're IN, such as pine
silhouettes on the desert tracks, which looks fairly strange. Also,
what happened to a dashboard? For those of you who see it, don't
rejoice - everyone should infinitely bash EA for including it only
for... 12MB Voodoo2 cards, and AGP accelerators. Points off for
that, that's so bad words cannot describe it. They should've just
made the minimal requirements be a P2-400 with an SLI Voodoo2,
and have it display a message that'd tell you to get lost if you had
anything less. Tsk, tsk, tsk.
On the subject of the AI, since I thought of it, when the oncoming
police cars turn around to chase you... they do very weird things.
In the demo, they'd run off the road, hit into the mountain, then get
back on the road and drive. In this, it's not much different - they
take all means necessary to turn around, even if it involves
unorthodox methods that wouldn't really work in real life, to put it
mildly. And since I'm whining about the AI, I still have to see an
intelligently placed roadblock or, for that matter, a spike route -
roadblocks are plain useless in the game and spike routes will get
people who are drooling at the scenery and aren't paying attention
to the road, which is what I did at the beginning. Catching drivers
in Hot Pursuit mode on spike routes is not totally trivial either,
however, the annoying thing is that 'Central' doesn't give a flying
#$% about the fact that you're pursuing someone going 115 in a 30
zone - you get absolutely no support from your fellow police
officers - you're completely on your own.
The car choice is very varied. You get three groups of cars, named,
very originally, Class C, Class B, and Class A. Class C is the 'slow'
group, with the likes of the Mercedes Benz SL600 or the Aston
Martin DB7 and its sibling, the Jaguar XK8. Class B has, among
others, the Lamborghini Countach and Callaway Corvette C5. The
Class A is the 'elite' class, with the Ferrari 550 Maranello, and the
insanely ugly but fast Diablo SV, with an insanely ugly 'SV' painted
on the side of it in exactly the reverse color of whatever you pick.
Yes, you can change car colors. But you'll be hard-pressed to find
one that cancels out the ugly 'SV' on the Diablo - it's about always
the exact opposite in the color spectrum. There's also a few bonus
cars, of which I picked up one... and this might be a spoiler, but
boy oh boy does it suck - it drives like a loaded 18-wheeler down a
50° slope - that is, in a straight line it can do incredible speeds, but
even with the most tweaks it can't really turn. Well, it can, but you
sort of lose any advantage you may have gained in the straight
line blitz. And also, why does it have to be that when the car starts
to flip over, there's not a single Force of Nature that can push it
back to its wheels, almost? Even in some insane situations, where
nothing in normal life would flip, the car still does, with the flames,
fumes, and sparks. Effects showoff? I don't know, but I hate it.
And one last complaint... what's up with roads? Why do they all
have people driving in the wrong lanes, no proper traffic
separation, totally screwed up oncoming traffic? Normally, a
yellow divider line means a two-way street, and a white means
one-way, but, um, let's just say it doesn't work here, up to the point
where a highway separates into a normal road on the left and a
tunnel on the right, and you STILL get oncoming traffic in the
tunnel. Very, very, very screwed up - note to EA, budget cuts in the
texturing department?
In any case, though, despite all the whining and the whimpering
that you may, or may not, have noticed above, NFS3 is a great
game. It's still not as good as the original NFS, but it's so much
better than NFS2 that it almost makes up for the difference. It's
incredibly fun to play, the multiplayer modes are a blast with
high-speed chases, police chatter and a great music soundtrack.
This is definitely one of the better titles of '98. If you're willing to
forgo the sometimes-annoying glitches, which, I'm sure, can be
eventually patched, definitely pick this one up.
Highs: pretty good graphics, fun gameplay, original police chase
idea;
Lows: ludicrously bad collisions, absolutely fake sprites, AI is pretty
bad at times, system requirements are much too high;
Graphics: 16/20
Sound: 13/15
Gameplay: 27/30
Fun Factor: 18/20
Multiplayer: 5/5
Overall: 8/10
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By: Ned
The Need For Speed series from Electronic Arts has become
something of a gaming institution. Ever since the first Need for
Speed, gamers have looked forward to the sequels for the best in
racing action. NFS2 came out a few years later but it lacked the
improvements everyone expected. Then NFS2 Special Edition
came out and everyone's expectations were fulfilled. But now it's
been a few years since we've had a totally new NFS - and it's
finally here.
It's getting hard these days to impress people with the graphics in
games. What NFS3 does is to try to make everything look as
realistic as possible given today's limitations. The horizon and sky
graphics are more detailed than past racing games and you never
stop and think, "boy that sky looks kind of fake". Instead it's just
there and you accept it as being a real sky. The road and terrain
graphics are the same, NFS3 uses the clever X pattern of putting 2
sprites together to make a 3 dimensional tree, I can just barely tell
it's like that but only if I stop driving and really look for it. An actual
polygonal tree isn't possible with today's technology but they
manage to do it effectively with sprites. Comparatively, Ultimate
Race Pro and Moto Racer use the "wall of trees" trick which is
basically a flat polygonal surface painted with a texture that has
trees in it. It looks ok but it's pretty obvious that it's fake. The cars
are fairly well detailed but pale in comparison to the preview car
graphics. When you setup your car in the pre-race menu the model
for the car looks fantastic. The in-game car is a toned down model,
unfortunately, but it's nothing serious. I'd have liked the option of
having those super detailed models since many of us have the
hardware to pull it off. Even if it slows the game down too much, at
least the option would be there for later, when even faster 3D
boards and CPU's come out. Weather is really cool in NFS3. On
most of the courses it equates to rain, lightning and thunder
whereas on the snowy tracks it shows as a light snowfall. The rain
actually beads up on the windshield and dissipates over time from
the wind, just like the real thing. The lightning looks a bit
"stick-like" but I still like it. Another huge bonus to NFS3 is a
DASHBOARD. NFS2 had no bloody dashboard when driving from
the In-car camera. Without a dash it feels like your just this floating
camera. With the dash it's like being at the wheel of a car. I've got
one major gripe with the graphics though, and it all involves the
night driving. First of all, the dashboard is not illuminated. This is
totally disorienting. If you don't think so, wait 'til it gets dark and go
for a drive, turn off the instrumentation lights and see how much
you like that. The headlights are also a problem, they don't project
far enough even when using the high beams and the light they do
cast is too harsh. In certain tunnels the reflections from the walls
make it virtually impossible to tell where you are going. For me,
these two problems make the night driving mode basically
unplayable. What a shame. There are a few other cool touches as
well, such as actual leaves being thrown up from car tires and
colored lighting from the police cars' sirens. Overall NFS3 looks
way better than any racing game available.
The sound section of my reviews is usually quite brief, most games
have just the standard sound effects and music required to serve
their purpose and that's it. Not so with NFS3. You get a full set of
realistic sound effects for engine revs, crashes, bumps and just
about anything you could think of for a racing game. Then you get
music, several songs are available with techno, rock and pop
designs. You even get menu music of several choices. Most games
just let you sit in silence while choosing options but even here you
get some beats to jam with. Last, but not least, you get full speech.
In Hot Pursuit mode, all of the police radio chatter is heard and it
really adds to the experience. Just the wail of sirens wouldn't be
as exciting as hearing "permission to setup roadblock, permission
granted" and just ahead, Boom! a police roadblock! But you knew
it was coming so you have that extra little bit of time to swerve
around it and escape the law.
The modes of play are fully fleshed out in NFS3 with the single
play options of Single Race, Tournament, Hot Pursuit and
Knock-Out. All of the modes are fun and you can do all of those for
multiplay as well which supports IPX, TCP/IP (Internet or LAN),
modem and serial. The control really blows me away in NFS3. In
NFS2 there was a serious lack of control over the cars, even when
driving manual transmissions. When a sharp turn came, no amount
of braking and gearing down was enough to stop you from bashing
into the wall, in NFS3 you can just let off the accelerator and tap
the breaks, and you will usually be able to smoothly corner most
turns. With a little tuning of the car you can even force your car to
do slight fish-tailing in turns if you like that type of control. This
improvement in the control lets you really "push the envelope"
when racing a course instead of driving conservatively in fear that
the next turn will wreck you. More speed = more fun. There are 8
tracks to choose from plus the extra Empire track which you earn
by winning the knock-out. I like most of the tracks except for the
Empire track which I found to be really fake looking and not fun at
all to drive. The other tracks are all fun, except for the odd
sections in some of them which really annoy me. One weird thing I
noticed is that portions of certain tracks seem to reappear in other
tracks. The start and end section of the Hometown track is used
also in the Summit track except that it has snow on it. It's very
obvious though since the section has 2 distinct covered bridges
which you immediately recognize. The computer AI is fairly good
overall except for the odd things they do. On some portions of a
track they will wildly swerve from side to side as they drive which
looks strange as well as making a pass nearly impossible. In turns
the computer follows a racing line a bit too much even if it means
smashing into you or other cars. If a computer car actually passed
on the outside of a turn I'd be really surprised. One thing I really
enjoyed was the fact that computer cars actually spun out when
the weather was turned on, instead of driving perfectly as if there
was no rain, they will actually screw up and start to hydroplane on
the wet pavement. One thing I would have liked are straight
tracks. All of the tracks in NFS3 are loops. This makes the Hot
Pursuit mode kind of stupid since you tread over the same territory
repeated times in a race which really makes no sense. NFS1 had
both looping and linear tracks and I wish NFS3 had a few of those
as well. At the end of it, NFS3 is really a blast to play which I can't,
haven't and won't say for most racing games. It's in the rarified air
with the likes of Moto Racer, Need for Speed 1 and Grand Turismo.
I can hardly wait to see what Need for Speed 4 will be like.
Good stuff: awesome graphics, fantastic control, great sound, music and speech,
tons of play modes, a blast to play;
Bad stuff: night driving is useless, reflection on the cars is fake looking,
predictable AI.
Graphics: 19 / 20
Sound: 13 / 15
Gameplay: 27 / 30
Fun Factor: 20 / 20
Multiplayer Play: 5 / 5
Overall Impression: 9 / 10
Tested on:
Intel P2 400 (c266)
Abit BH6
128 MB SDRAM
4 MB Matrox Mystique
Orchid Righteous 3D 2 - 12 meg
Creative AWE32
MS Force Feedback Pro joystick
Altec Lansing ACS-48
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