SHIFT 2: Unleashed Review
Second gear.
Version tested: Xbox 360
By now, the Need For Speed brand has come to mean little more than 'EA-published video game featuring cars'. It's an umbrella term broad enough to encompass everything from the Burnout-inspired cops-and-robbers thrills of last October's Hot Pursuit to SHIFT, a simulation racer with its eye firmly on Gran Turismo and Forza Motorsport's trailblazing exhaust pipes.
With Need For Speed games tearing off in all manner of creative directions, it's clear that EA's plan in recent years was not to create a cohesive brand so much as a synonym for the term "Racing Game" that is specific to the company's output. Nevertheless, while the Need For Speed name is guaranteed to sell copies, in the case of SHIFT, it may have had other, less desirable effects.
This is clearly intended by developer Slightly Mad Studios to be a Serious Racer (TM), but it is now detrimentally associated with a clutch of titles that are anything but.
So Need For Speed: SHIFT becomes SHIFT 2: Unleashed for the sequel, freeing the game from the supposed shackles of its lighter-weight cousins. But with Forza 3 and Gran Turismo 5 both released following the original SHIFT's debut, it's going to take more than a tune-up of the name to help the sequel catch the pack.
1/6 Cut corners and you'll be subject to a speed-limitation penalty for a few seconds or, in the case of hot lap events, your time for that run will be disqualified.
The raw building blocks of the experience are solid yet familiar, because SHIFT 2's feature list almost exactly apes that of Turn 10's Forza titles. There is a slew of modern road and race cars to purchase, a mixture of real-world and imagined race tracks to drive them on, deep and involved tuning and decal options to customise them with and a stable of sequentially unlocked championships in which to compete while growing your collection of virtual automobiles.
That collection is never going to rival that of Polyphony Digital's latest. There are far fewer cars on offer here than in SHIFT 2's rival titles, but the limited catalogue supposedly reflects focus rather than stinginess. At least, it does according to the game's lead designer. And he has something of a point. In limiting vehicle selection to major manufacturers and their standout or iconic models (145 in total), the emphasis shifts from Pokémon-style collecting to the racing itself.
It's easier to familiarise yourself with the full range of models available in each racing class, to learn their idiosyncrasies and characteristics, and to tune each for the track and conditions set before you. It also means that all eyes are on the pitch and timbre of the racing itself.
As with its predecessor, SHIFT 2's cars have a twitchy, unruly feel in the hands. There's none of the slick grace of Forza's cars, nor the dry, studied realism of Gran Turismo's cast. There's still a great deal of oversteer, and cars will spin out at the slightest provocation. This certainly gives races a taut, sometimes fraught feel, but there's a harsh edge to the driving that takes some getting used to.
Hot Lap events let you try out new cars without having to purchase them.
Hit a barricade or slam into the bodywork of another vehicle and the screen drains of all colour, slipping into a disorientating blur. The intention is to penalise careless driving but it's an unsubtle, somewhat heavy-handed solution. In strange contrast, damage to the bodywork of vehicles, even in a head-on collision, is somewhat inconsequential in visual and mechanical terms.
Despite these reservations, SHIFT 2's handling (especially when played with a wheel or, if using a controller, tweaked to suit the input device) is wholly acceptable. What grace it lacks is made up for by the thrill of racing up to 15 other competitors and the creativity of championship design, which has you racing around Tokyo's docks at night in 1980s Japanese street cars one minute and taking on the tall endurance demands of the FIA GT1 the next.
But what causes SHIFT 2 to catch up with the pack are the innovations found in the metagame layer that sits over the basic racing. Autolog – the brilliant and engaging online competitive overlay introduced by Hot Pursuit – is present and correct, posting your best time in each and every event to a virtual wall, encouraging friends and rivals to top it.
As such, you are never merely racing against the other cars on the track in any single event. You're also racing against your friends list, and your and their best times become arcade-style high scores, with all the hustle and bustle of micro-competition that they demand.
Perhaps more profound to the second-by-second game experience, however, is the experience system, a prestige economy into which every positive action you perform in the game feeds.
Perform a slick start from the grid and you earn experience points. Overtake a competitor and you earn experience. Draft, block, stick to the green racing line marker on the track or slide with elegance around a corner and the gauge will fill. You earn points for where you place in a race, and how many of your friends you beat on Autolog. The sizeable experience gauge that sits in the centre of the top of the screen where the wing mirror normally would go may be a desperately unsubtle reward read-out, but it sure works.
Fill the gauge and your character levels up, earning money and unlocking new races, vinyls with which to decorate your vehicle, and championships. It's a system lifted straight from Dungeons & Dragons (or, to put it in car game parlance, it's Project Gotham's Kudos system taken to an extreme).
Each of the game's 30-odd courses also has a completion rate, a stat that reveals how close you have come to mastering its corners and racing line. This statistic is persistent between sessions. So, for example, next time you return to Brands Hatch you have the opportunity to improve upon the 'mastery' rate for that course, literally ticking off corners on the mini-map as you successfully complete them, and colouring sections of the track green like de Blob on wheels as you take the perfect racing line through them.
More on Shift 2: Unleashed
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Face-off: Xbox 360 vs. PlayStation 3: Round 30
SHIFT 2, LEGO Clone Wars, Top Spin 4, Red Faction: Battlegrounds, MotoGP 10/11.
Hands On: Shift 2: Unleashed
"Our opposite is Gran Turismo."
Hands On: Shift 2: Unleashed
Through the win-shield.
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Screenshots: Shift 2: Unleashed
There will be those who baulk at all this RPG-ification of the racing game. But the core racing experience is robust enough that the constant stream of rewards and micro-challenges never feels like it's trying to make up for something crucial that's missing, so much as it's heightening the effectiveness of what's already there.
Besides, one crucial benefit of the system is that even when you're in last place it still feels as though it's worth persevering and racing well in order to net experience. For once it really isn't just the winning so much as the taking part that counts.
Online, the game has enough flexibility to allow players to set up matches to suit their tastes. Lobby owners can set the time of day, force particular in-car views and, of course, dictate the vehicle class and whether downloadable cars are permitted or not. If you want to get into car modification then the setup is identical to that of the Forza series, each car given a 'score' based on its power and potential, and then slotted into a class based on that number.
Once you've pushed a vehicle to the edge of a class you can then fine-tune its behaviour on the track, even saving out specific tuning setups for specific tracks and conditions and tweaking values live on the test track.
As an update to the previous SHIFT title, Unleashed is a significant draft forward. While the driving itself retains the boisterous character of its predecessor, there's been a considerable tightening of focus in the experience system, which makes every race feel meaningful whether you win or lose.
In a sense, the designers are following a general trend in game design, rather than defining it, but never before have extrinsic rewards been used with such determination and to such great effect in a racing game. Combine this with the brilliance of EA's Autolog and SHIFT 2 becomes a significant proposition.
Many will consider the game a third place to Forza and Gran Turismo's slicker, more exacting odes to motor racing, but in terms of its social features, SHIFT 2 leads the pack, even if Autolog really is a debt owed to the Need for Speed heritage it is so eager to pull away from.
8 / 10
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Comments (83) Latest comment 11 months ago
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and its another 8/10! some good games this year! The year of the 8/10!
too bad, too many race games latley, I can't play one race game after the other, need some variety.
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1/10 and no buy for me then. The end.
Edit: So while I'm getting negged for merely stating my opinion and purchasing decision I'll elaborate a bit more then:
I'm tired of twitchy controls, whether you can tweak them or not. A formula car can be twitchy but still that doesn't explain why people (see VVV's videos on youtube) can't keep a normal roadcar straight on a straight bit of track. That's not how cars behave in the real world, and given that the Dev's want to sell this as a Sim this is a dealbreaker for me. If this would handle like GT5 or Forza I'd buy it for the racing aspects, but in light of the comments and especially based on what I've seen on youtube, I certainly won't be burned again by an EA 'sim'.
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This is why I loved the original shift. This alone is what makes shift stand out from Forza & GT. Pumped for this!!
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Anyway, it looks cool, but ultimately pointless as Forza/GT are so far ahead in terms of handling, and that's what it all comes down to in the end. Still, I agree about not needing 1,000 cars in a game (especially when it turns out to be more like a hundred cars, with some small variations on each).
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Ask any racing driver, they try to make as few imputs on the wheel as possible. The aim is to get smooth lines through corners to maximise acceleration and traction and minimise oversteer and understeer which slows you down!
Why in the name of all that is holy didn't they just tone it down a little?! I know its a game and everything, but don't say its 'real racing' if its just, well, not...
Twitching up the handling is not a great way of making your racing seem more exciting... close AI battles, persistent rivals on track, AI making errors, consequence for your actions... thats how to make it exciting, in my opinion. Give the player something to lose and then winning is made much sweeter!
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"U SUCK BALLS"
"LOL"
"TROLOLOLO"
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lol @ Cryshit 2, i see what you did there. Wish i had your way with words.
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I know I'm going to get negged to oblivion for this, but this is one of the BIG reasons of piracy on PC. The dev can't be arsed to give us a demo? Well, with some games we can't be arsed to part with 60 notes without trying them first. If this was a game I was interested in (the review is enough for me to know I am not, I hated the handling in the first Shift), I am not ashamed to admit I'd torrent it first, and if I liked it, I'd buy.
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I was really surprised just how good the helmet cam is. Usually I hate using the in car views, but with SHIFT 2 its pretty much the only view I used all day.
I compared the handling of the MP4-12C car on SHIFT 2 to GT5. SHIFT 2 for me wins hands down. I really didn't have a problem with the handling of any of the cars. It's GT5 with added fun.
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That really would have been a game to hold its head up with Forza and GT
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I think he meant use the entire scale and rate poor games at 2, below average games at 4 and above average games at 6, scores of 8 and above should be reserved for only the best games
Personally I'm not a fan of review scores, I get my impression of a game from the reviewers words not an arbitrary number tacked on at the end
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Accidents are a part of racing and need to be modelled correctly when they happen, i was so disapointed at f1 2010s pathetic damage model, front wings made of granite and suspension that took 3/4 wall slams to break. I would rather race for an hour and accidently bin it on the last lap into a gravel trap or wall and get a DNF than have the game forgive me after a stupid mistake and bounce me back off the wall unharmed, i feel like ive cheated.
Ive taken to putting money id waste on console racing games and put it into an iracing.com subscription. Some amazing racing to be had once you get out the rookie leagues and a excellent community of people who want to race you hard, not spin you or use you as a brake into turn 1 like in gt/forza MP
edit: spelling mistake
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I think its a bit like the system Trials HD had, which going by the Eurogamer forums at the time, certainly got everybody playing, and added a lot to the game.
I think I have seen enough to pre order anyway
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anyone wanting some autolog action but doesnt take things to seriously (coz i am shit)add me,gamertag is zombie facelift
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GT5 sent me to sleep due to the terrible AI and lack of events forcing me to grind....hoping this is better!
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Of course this can ruin a game when you are using the crummy analogue sticks, but make it more fun if you have shelled out for a wheel.
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Laggy controls, twitchy handling, pointless graphical effects, all present again. Plus we have the completely ridiculous Autolog system (how many times? it's an online leaderboard, same as every game has, it is NOT 'revolutionary') and also now a stupid Kudos-alike system.
A racing game should be able to stand up on the strength of the racing alone, it shouldn't require novelties and distractions to keep you interested.
How does the AI compare to the first? Where it crawled around 60mph bends at 20mph? What about the much-vaunted helmet view? Does it still make everything impossible to see due to the stupid 'blurring' effect, including the interior of your own car?
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/goes back to GT5
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There's a guy now who shouts 'It's green go go go!' now at the start of races, it's a bit anticlimatic
Anyway reading this review it seems that this game has no original ideas at all, or am i wrong? It states that the only good things about the game really are Autolog (ripped from Hot Pursuit) and the experience system (ripped from the first game)...apart from that the game apparantly has dodgy handling and has copied forza's track list....so an 8/10?
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60fps on PC.. but that IF the frame rate not capped.... (some multiplatform game cap the PC frame rate to 30fps for no good reason...)
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Also, how can you get the track number so wrong (funnily enought Eurogamer.de also made this mistake)? Yes, it's 30-odd locations, but most have more than one course layout, so the actual amount is more like 90.
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My only question is do I get this now, or wait a few months?
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Thankyou
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As I blathered somewhere else, I don't think EA have it in them to really make a proper simulation. That's fine, but they should stop promising that they are.
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Hope for more of the same.
Apart from drifting which does not belong in a racing game.
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I bet this is gonna be a hell of a ride!
Buying it asap
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Thank fuck.
But I still can't believe I'm trading it in for a NFS title.
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Trust me, there are plenty of cars that will spin if you mash the throttle whilst pointing straight ahead. Youtube 'Renault Crash Dubai' for my favourite (and most expensive) example.
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WING Mirror? Are you sure?
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Come on eurogamer you can do better seriously!!
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@ steve: There probably are 145 printed on the disc and EA will gladly unlock the rest of them for $
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I hated autolog in the previous game, how it couldn't be turned off and slowed down the menu navigation. Geez, let me CHOOSE at the start whether I want MP or not and don't bother me with some "autolog" if I say no.
All these mandatory "social" things really start to get on my nerve lately.
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I should perhaps preface this by saying that I was among those who actually kind of enjoyed the severely flawed Shift 1 (certain cars at least) - where I played the PS3 version with a Logitech G25.
So far I'm having too major problems with the PC version that are pretty much putting me on the verge of just giving up and forgetting all about this game (and after I'm done writing this I'm going to do a bit of hotlapping in iRacing or netKar Pro to calm my nerves
1. The handling and force feedback, I'm playing again with a G25, is really just rather bad - which is admittedly only based on the two cars I've tried so far (a Nissan GT-R and an Audi S4). Sluggish and imprecise, and far worse than I remember from Shift 1, although I do suspect my memories of that game are probably more rose coloured than they should be. I imagine they are probably actually quite similar in terms of handling.
2. No matter my in-game or driver settings - including lowering screen resolution, turning off AA and Vsync and changing all the graphics settings between high, medium and low - I'm completely unable to get framerates higher than 30-35 when I'm on track, and it was as low as 22 during the initial race.
I've tried running Rivatuner in the background to monitor temperatures and fan speed, and my GPU barely even gets warm and the fan stays at its usual quiet 40% operation mode I usually only see on the desktop.
So a CPU bottleneck perhaps? Well, it's not state of the art, but I am running an Intel Core 2 Quad CPU, plus 8 GB RAM and a Geforce GTX 260.
Edit: A graphics driver update from 260.89 to the latest official 266.58 took care of my framerate issues. I can't recall ever seeing such a massive performance increase with a driver upgrade before - from an unstable 30ish fps at low graphics settings to 45-60 (vsynced) at higher settings.
Well, I guess GT5 will have to remain my best option when I want to drive road legal supercars - which I would be perfectly fine with if it wasn't for the mostly anemic engine sounds in that game. They really spoil the experience for me.
But for now I'm gonna load up netKar Pro to relax a bit with proper car physics and high framerates
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After solving my severe framerate issues with an upgrade to the latest Nvidia drivers (I'm getting 40-60 fps now at 1920x1200 instead of barely 30), spending some time (and I'm probably not quite done yet) fine tuning the force feedback of my G25 in the Logitech Profiler - including taking the suggestion made by people on the NoGripRacing forums to take the rather unusual approach and uncheck the "allow the game to modify settings" options - and last but not least installing a small mod someone has already released that tweaks and improves tyre physics a bit, I actually find the driving quite enjoyable in the cars I've tried so far (Nissan GT-R, Audi S4, Alfa 8c, Aston Martin V8 Vantage and a Porsche GT3 RS).
Input lag is the main problem that remains, but the actual input delay isn't quite as severe as the animated steering wheel in the cockpit would make you think, and I'm too busy looking at the road ahead to pay much attention to the steering wheel anyway.
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I have however, just come off the back of playing metal gear solid 4 and that has an awesome story. I know you can't really compare them but for me I feel like I have gone from playing something with a massive amount of soul to something with no soul or very little soul. It's just the feeling i get from the game.
I also don't really like the new helmet cam. It turns awkwardly and it just makes for a strange game mechanic in my opinion. For me I felt it detracts from the game where as when helmet cam was introduced in the first game it seemed to add to the experience.
I am hoping the 2nd game will grow on me as I play it more.
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I have however, just come off the back of playing metal gear solid 4 and that has an awesome story. I know you can't really compare them but for me I feel like I have gone from playing something with a massive amount of soul to something with no soul or very little soul. It's just the feeling i get from the game.
I also don't really like the new helmet cam. It turns awkwardly and it just makes for a strange game mechanic in my opinion. For me I felt it detracts from the game where as when helmet cam was introduced in the first game it seemed to add to the experience.
I am hoping the 2nd game will grow on me as I play it more.
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I have however, just come off the back of playing metal gear solid 4 and that has an awesome story. I know you can't really compare them but for me I feel like I have gone from playing something with a massive amount of soul to something with no soul or very little soul. It's just the feeling i get from the game.
I also don't really like the new helmet cam. It turns awkwardly and it just makes for a strange game mechanic in my opinion. For me I felt it detracts from the game where as when helmet cam was introduced in the first game it seemed to add to the experience.
I am hoping the 2nd game will grow on me as I play it more.
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Not a fan. In fact I dislike all the NFS releases.
But I gave it a go and have to say it's a great racing game. Forza seems sterile, F1 2010 makes me fall asleep now.
Shift is, in a way, what I was expecting from Race Pro... With steroids. Great game!!
Flaws on the 360: input lag - plz solve it. My wheel, porshe gt2, randomly looses ff. Tires should be louder. Aside from that, And I happily ignore it - my racing game of preference, by miles, on the xbox 360. This on Elite - racing model and with zero aids on - the only way I played it - onthe other modes I can't tell you anything and I'm not even curious to try.
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I have also had my buddies try it and they also find it difficult to use…I would go so far in describing it as unable.
I also have the original Need for Speed Shift which is a great game and controls correctly.
I would recommend they try a normal range of XBOX 360 users and see how they get on with it…
I have done some searching on the web… and I am not the only one having problems
I was also told in Game the UK store that many are returning this game and buying something else so they have many pre used Shift Unleashed 2 limited Edition for sale.
How did this get past test? And quality of insurance?
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