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In Carbon Canyon, No One Can Hear You Sculpt...
By William Barker
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Need for Speed: Carbon tasks players with taking over the city, block by block
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The races in Need for Speed: Carbon can be remarkably rewarding at times, and it's often the close races that set the heart racing
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| This loser is the reason the physics engine is shot - I hate you digital man! Don't try and worm your way out of this - the damage is already done.... | 
| This is one of the boss canyon races, as you can see from the distance meter on the top right hand side of the screen | 
| And this is the AutoSculpt screen, where this SS is currently being given low profile tyres |
The
Need For Speed (NFS) franchise is not, in fact, about narcotics abuse,
but is indeed a game about an altogether different adrenaline pumping
past-time - that of motor vehicle racing. Need For Speed: Carbon
(NFS:C) is best described as a mixture between Saints Row on the Xbox
360, where your gang must take and hold areas of the city, and, um, a
racing game. With nitrous and drifting and car customisation. And
do you wanna know something? Well, here it is: I remember playing the
original NFS demo on my 486 PC back when my parents still wielded
control over me, and boy, was it sweet (the game, not the biological
prison). You could only drive the Dodge Viper on this one track,
but one of things that wowed me (at the time) were the realistic
physics and the randomness of the crashes. BAM! Have at ye Viper of
metallic contraptional becomings! Sadly though, this
simulation element of the Need For Speed franchise has been bled out in
recent times, replaced by a more newbie-friendly arcade physics model
that in my opinion is a little stifling, and while this game is cool in
many ways, this one aspect makes what could have been one of the most
innovative racing games ever made into a fairly hum-drum experience. Set
in Carbon Canyon, NFS:C starts off with the same high-res rendered
garbage that was part of the Most Wanted, which is nice to look at I
suppose (and with some half-decent cinematography), but is ultimately
useless. I ask you, well-fed and smartly dressed directors of the game
who drive a Lexus to work and only drink expensive coffee, why spend
money on this full-motion video shit when you could have made the game
better? What's that? Because you want mainstream approval from non-core
gamers, which will ultimately make more money than I'll ever see in two
lifetimes?? True, perhaps, but where's the dignity. There is none. It's
gone. EA has sworn fealty to its shareholders, not it's
customers, and that means we are simply the means to an end: making
money and returning dividends. Sadly, the core gamers who want
innovation and realism are left behind in this greed-driven capitalist
world... So, the story is fairly loose to begin with - and in
fact never really goes anywhere that you didn't expect - and centres on
Carbon Canyon, the glittering city below, and an arch nemesis who seems
to enjoy talking the talk. Simply put, you've got to start from scratch
and put together a 'crew' and take over the region, one slightly-flawed
race at a time. Progression through the main part of the game -
career mode - is fairly straightforward, and anyone who's been playing
videogames for more than a year will have no trouble making a name for
themselves in Carbon county. First things first, you must choose
a car. There's three categories - muscle, exotic and tuner. I like
exotic the best, but muscle and tuner cars are pretty good too: Muscle: good acceleration, average handling
Exotic: good top speed, medium handling
Tuner: average acceleration, good handling
Once
you've chosen a car from the few available at the beginning (you can
buy more later on, from a range of more than 40 speedsters, including
Mercs, Lambos, Fords, Dodges, Alfa Romeos, Mazdas, Mitsubishis, Nissans
and even the new Audi R8! drool...) it's time to take back the city,
which is divided into various territories. Each territory must be
conquered via racing different courses, usually about four races in
each territory, which range from drift races, to circuit races and the
mano-e-mano canyon descents that are a new feature in this game. The
drift races I hated to begin with - they felt too lose and I wanted to
have to use handbrake to initiate a drift, rather than just start
turning. So, accepting that the drift races are about as far from
reality as my nightmares about parachuting from the saddle of a giant
brown moth (his name is Mr. Moth), I actually ended up enjoying their
unrealistic style, as you can link various corner drifts together and
rack up some seriously cool combos in the process, and speed is also a
factor. The faster you go, the more points you'll accrue and the higher
the combo multipliers are. Circuit races are standard fare,
and pretty good fun, though the physics feel forced and the end result
is less satisfying than playing something like Gran Turismo, Forza, or
Project Gotham Racing. Still, each race win gets you cash, and with
cash you can buy stuff. Sadly, there's no machine guns or inter
continental ballistic missile launchers (ICBMLs), but you can buy new
cars, new car parts and hire crew members. Having a crew is
another new feature to the game, and during races you can get your crew
to block other racers, speed in front of you and help you enter the
slipstream and draft to gain more speed. It's a nice feature in theory,
and at the beginning of the game it's cool to target other cars to be
blocked by your buddies, and hear them chattering on what? Mobile
phones?? That's preposterous. It must be CB radios. Whatever
the case, they talk a fair bit during races, but by the time you've
spent a few days with the game you may find them more of a hindrance
than a help. Sometimes they even win races for you, which in my case
left me feeling empty and desolate, like I'd baked a sponge cake to
impress friends and family and then my mum said it was shit and gave it
to the dog. So I used gluten-free flour... Why is that a crime?! Each
territory is ruled by a car gang (because the Irish and Italian mafioso
are on holiday, it seems) and the gang leaders will make their presence
felt at various times. Once you've beaten most of the races in a given
territory, you'll compete with the gang leader, and if you win this
race your next stop is Carbon Canyon where the action gets pretty
serious. The idea is brilliant with these canyon runs (though
the execution is a little vague), and they encompass two stages. The
first stage, you follow your foe, and the aim of this one-on-one canyon
caper is to stay as close to your rival as possible, or even overtake
him. Then, on the second run, the roles are reversed. You start out in
the lead while the gang leader must try and stay as close as possible,
with a small meter in the top right hand corner of the screen
indicating the distance between you and your prey. At the end of
these pulse-pounding canyon races, which have very few straights and
very many esses and tight hairpins, the distances from both runs are
tallied and he who has the smallest distance wins. As well as being a
one-on-one race, the nature of racing through a canyon is decidedly
haphazard -- one wrong move and you'll careen off the side of a cliff
only to die (albeit spectacularly) on the canyon floor, as your soul
contemplates an eternity of failure as it rejects the physical body.
Oh, the shame! Woe betide us all.... So yes, it's easy to fly off the
edge because the barriers are weak and sloppy like an infirm mango. But
I will say that I got a feeling of the old NFS games coming back in
these instances, but sadly the physics are not quite tight enough to
make this a compelling game mode. What will compel you to keep
playing are the cool cars to unlock, the online modes, the engine and
bodywork mods to uncover and awesome AutoSculpt feature. This last new
feature is one of the coolest things I've ever toyed with since Tiger
Woods Golf let you create a completely unique player. First, you've got
to hire a scout, and then you can start to mould your own bodywork.
Each category of body kit - skirts, spoiler, front bumper, roof, hood,
exhausts etc - can be modified by way of a 100 unit slider. Take the
wheels for instance. There are four or five variables for depth, spoke
number, hub type, tyre profile and so forth, and each of these has one
of the 100 unit sliders. Zero usually being normal, and 100 being at
the opposite end of the spectrum, which may take the five spokes of a
20-inch alloy wheel from being really thick, to breakably thin, and you
can do some serious work to the bodykits too. All of the aero
bodykit work you do on your car via the AutoSculpt feature makes no
difference to performance, which is rather shite, because if you angle
the rear spoiler enough it should give increased downforce over the
rear end of your Ford Mustang GT. But no, it's purely cosmetic. Though
that's lamentable, it doesn't detract from the fact that there are few
other car games out there that can offer this sort of customisation.
It's a great feature, and will no doubt be cloned by all and sundry in
due course. So, this game is good, but not great. That much is
true. Like NFS: Most Wanted, there's cops and stuff, and free roaming
which adds an air of non-linearity. But deep down this game is flawed.
The crux of the NFS:C - the racing and driving - feels stifled, it
feels as though the cars are twice as heavy as they really are, though
I should say that the new muscle car class offers the most realistic
driving sensation, and some seriously tough-looking vehicles to boot. Graphically,
this game is quite good looking, and especially so on the PC and next
gen consoles. It moves at a decent 25 fps but ultimately the visuals of
the game were one of the least impressive aspects for mine. Considering
EA has such huge reserves of programmers to call on, I would have
thought this game would have had its gizzards optimised. It's flashy,
with good lighting and particle effects, but doesn't look as good as
Gran Turismo 4 on the PS2, and that's saying something. I thought it
would move at a higher frame rate (especially on the Xbox 360 version)
and look a bit better. Though the AutoSculpt feature is cool, it's kind
of hard to see your artistic endeavours in game, but this is mainly due
to the dark tone and entrenched night-racing elements. Online
play is a sweet bonus, though only the next generation versions get
this. While the PS2 and Xbox versions of the game both look good and
play very well, only the PC, Xbox 360 and PS3 versions of the game can
be played online. But, if you have one of these advanced systems,
you'll be pleasantly surprised by the various racing modes on offer,
including a range of co-op races (where your 'crew' of blockers and
drafters are now other human gamers, and this mode can be played
offline in split screen), Pursuit Tag and Pursuit Knockout, and in
these last two modes up to eight players can go at it. Pursuit
Tag involves one racer and the rest of the players as cops, and
whenever a cop busts the racer, he becomes the racer, and to win you
have to log the most time as the racer and avoid the cops. Pursuit
Knockout is a bit different, and involves the traditional "he who laps
last, will perish" mantra, on a standard circuit race with laps. But if
you are in last place after a given lap, you don't die like in normal
knockout races, but transform into a police car. And when you're a cop
car, your goal is simple - smash your enemies to pieces. Yahzee! Those
with next-gen systems or PCs can also download new cars and content
from EA website, which is a nice touch, and makes better bang for your
buck. If you were already revved about this title and enjoyed
both version one and two of NFS: Underground and NFS: Most Wanted and
are disappointed to read my somewhat distasteful words, fret not, for
as sure as the beard of King Neptune is covered in algae, you will
enjoy this game. Taken as a totally unique entity and not looking at
the back catalogue of the NFS franchise, it's quite a rewarding title
with some solid gaming in there and fairly long single-player game. But
this is the NFS franchise, and in my opinion it'll only return to its
glory days when the physics engine is made more realistic and when the
millions of dollars spent on hiring models and actors to appear in
worthless productions to further the story are cut from the game. They
are cancerous growths, in good need of some radiation therapy. Still,
it's a fun game with some nice innovations that almost hits the target
dead centre. Maybe next time... Game: Need For Speed: Carbon
System: PC
Players: 1-8
Online: Yes
Developer: EA Black Box
Distributor: EA
Rating: 70%

(Ratings
Key/Explanation)


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