Need for Speed World
Warning: following content is NFSW.
My first thought, as I start to jab happily at the cursor keys, is that it feels a little like the glory days of Midtown Madness - albeit with more people and buffing. Such idle nostalgic conjecture, however, throws few dice with Need for Speed World's creators - a dual-attack squad from Canada and Singapore tasked with creating Need For Speed in its very purest form. Their mission is to distil the essence of the franchise, cherry-pick their audience's favourite modes and maps, and then expand them into a free-to-play PC MMO they hope will be as unstoppable as a Toyota on the school run.
NFSW's lobby is a vast open city where servers full of petrol-heads can race around willy nilly, conversing while reversing into oncoming traffic. You can badger police cars until they chase you through the winding streets of the conjoined cities of Rockport and Silverton, or leap into instanced races with other players through said (strangely road-centric) conglomerations.
If these tracks are familiar to you, it's for a reason - if you've played NFS Carbon or Most Wanted you've thundered over them before. EA is essentially asset-stripping everything from the NFS back catalogue and either placing it within the game at launch, or prepping it for premium add-on packs that will be released every three months or so. In the same way that Battlefield Heroes and Battlefield 1943 repurposed fondly remembered material lurking on a dusty shelf, tracks, cars and game modes are getting a hefty dose of Mr Sheen. If it's ever had the NFS moniker slapped on it then it could well appear.

There are also great efforts being put into creating a game that matches the ambience of the franchise - a value given a somewhat ethereal quality when you're chatting with the developers. "We're going for that classic Need For Speed," explains producer John Doyle. "We're pretty much going back to what made Underground popular: stiff cars, tap-tap controls and great speed.
"Then from Most Wanted, which was one of our top titles, we've brought in a little bit of drift physics - making the cars slightly floatier and driftier. Then there's the cops that are in there for the full immersion, which were always popular. As for ProStreet, well, we're looking at what parts of the world to bring in from that game - and what modes made it good. We're basically taking bits from every NFS that we know are popular and blending them into a larger arena. It really is a classic Need For Speed."
First and foremost though, NFSW is an MMO - meaning that stats will grind behind your ongoing car shenanigans. In each race, or indeed solo endeavour, you'll earn Rep (cool-speak for XP) and whenever you level you'll be able to unlock power-ups from various skill-trees.
You can then purchase stocks of each one-use-only power-up to take into the fray by spending in-game cash, also earned by racing. There are different arrangements of power-ups to slot into numbers 1-4 on your keyboard for convenient in-race discharge, and if you save up enough cash you'll be able to splash out on a nicer, faster car to boot - although if you think a few go-faster stripes and a Hello Kitty face on your bonnet are all that's needed then you can do that in your 'Safehouse' menu screens for free.
The power-ups themselves, and specifically the way they cool down after use, are probably the closest the trappings of the traditional MMO get to NFSW - but their uses become more extravagant than the base-level nitrous 'go-faster-now!' ability. Emergency Evade, for example, helps when pursued by AI cops - blasting the cars in your immediate vicinity high up in the air, in a manner happily reminiscent of the spring attack in Carmageddon 2.
Traffic Magnet, meanwhile, makes the player in front irresistible to the cars and buses that were formerly tootling through their endless journey with few suicidal urges. Perfect Start and Extended Nos, meanwhile, are fairly self-explanatory - and due to be joined by many other race-enhancing factors come the time of the proposed summer release.
Where's EA's bucket of gold coming from in this venture then? Well, primarily through paid-for expansions as NFSW develops itself into new and exciting directions over what its creators hope will be a long and fruitful life. There will, however, be microtransactions sewn into the fabric of the game too - with your own hard-earned converted into a universal currency known as Boost. With this you can rent cars that are above your stature for a certain time, or you can stock up on power-ups without having to undergo the chore of earning cash through races. The actual process of Rep/XP-harvesting, however, will remain unaffected.
Quite whether NFSW is the pure seam of Need for Speed wonderment that EA hope it is remains up for debate. There's little doubt that it's an impressive construction, with some intelligent design work gently revving beneath the bonnet, but whether it nails the ethereal NFS vibe that's being touted is another matter.

NFSW is being touted as having 'the biggest scalability ever' - EA wants it to run on everything from a top-class rig to a toaster with an LED display - but when turned up to 11 the graphics lack the silky sheen that we've come to expect from modern driving games. What's more, when I think of pre-Shift and post-Underground Need for Speed games I habitually think of street racing, undercover cops, neon lights, women with pretty legs and music that I'm not cool enough to recognise.
In a former life these were all the reasons I criticised the franchise. Ultimately they're all unnecessary, but they're still worth mentioning in comparison to a world that (after a mere 20 minutes of play of early code, I hasten to add) does seem faintly airless and wipe-clean.
Need for Speed World looks like being another worthy free-to-play PC experiment from our gracious EA overlords, and another attempt to festoon our hard-drives with pirate-defying money-making schemes, but the jury remains out in terms of just how many hours (and coins) you'll want to pump into it. When we've had a deeper Nos through the beta we'll let you know.
Need for Speed World is due out for PC this summer. You can apply to join the closed beta at world.needforspeed.com.
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Comments (20) Latest comment 2 years ago
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NO SALE!
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What the hell does that mean? Firm anti-roll bars and stiff suspension? But that still leaves out those strange "tap-tap" controls.
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Made me think Not Safe For Work. Was disappointed not to see any tits in this hands-on.
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Release Porsche Unleashed 2 already.
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Racing games on a keyboard?! That's insanity
As for being an "oldschool racing pc-gamer" - I think the first couple of games in the NFS series back in the 90s might actually have been among the few PC racing games I've played on keyboard (I was definitely on a pad by the time the excellent Porsche Unleashed arrived).
Prior to that I can't imagine playing C64 and Amiga racing games with an old fashioned joystick can have been an entirely too fantastic experience either, although certainly still fun given the lack of alternatives.
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Monaco GP, Outrun and Chase HQ on the C64 beg to differ.
I played NFS2 on the PC using the keyboard so it should be manageable enough and there is that Korean MMO Drift City that was pretty neat for a Korean MacroTransaction MMO.
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Very excited for this one...reusing the maps of two of my favourite NFS games (MW and Carbon) is awesome.
@tossetaz
"Seems like it would be a better fit for the consoles though."
Don't underestimate the potential playerbase on PC. Apparently NFSW is very scalable too, so even people with older PCs should be able to play it at lower graphics settings. Also, MMOs don't fit well with the console business model.
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I do remember loving some of those old racing games on my C64 (the few I can name off the top of my head are Pitstop, OutRun and Test Drive), but I honestly can't remember how well they played with a joystick. But it's not like there was anything to compare those games to in those days.
Good or bad (and in terms of sheer fun they certainly were good at the time), I suspect the comparison to recent games probably is a tad ridiculous anyway. I sort of suspect I would have a bit of a hard time going straight from my afternoon iRacing training session in a Corvette C6R with a Logitech G25, to an attempt at playing an old C64 game I enjoyed over 20 years ago
Hell, for that matter it's hard going straight from a racing sim to a modern arcade racer - no matter the control method.
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Then you'd be thinking of the bad Need For Speed games.
Re: tap-tap control, the first two Gran Turismos were both eminently playable with digital gamepads, and I believe you can play even the PS2 ones like that. Some games with analogue joypad control, too ape the digital control style with the analogue push distance just affecting the speed if the turning if the steering wheel rather than absolute steering values.
If I recall correctly, while I was working on late PS1 racing games (for EA as it happens), we needed 3 steering setups, digital, dualshock and D-Con, the interface used by Namco's horrible twisty control pad, but also by all the decent PS1 steering wheels.
I think it stands to reason a game like this will do similarly.
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Is that part of Newtonian physics or Quantum physics?
Anyway, just use Porsche Unleashed physics or this will suck.
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