Need for Speed: Most Wanted is a 2005 racing video game, and the ninth installment in the Need for Speed series. Developed by EA Canada and EA Black Box and published by Electronic Arts, it was released in November 2005 for PlayStation 2, Xbox, GameCube, Nintendo DS, Microsoft Windows, Game Boy Advance and Xbox 360. An additional version, Need for Speed: Most Wanted 5-1-0, was released in the same year for PlayStation Portable. The game focuses on street racing-oriented gameplay involving a selection of events and racing circuits found within the fictional city of Rockport, with the game's main story involving players taking on the role of a street racer who must compete against 15 of the city's most elite street racers to become the most wanted racer of the group, in the process seeking revenge against one of the groups who took their car and developing a feud with the city's police department.

While the concept of players being engaged by police had been a feature of most entries in the series since the first Need for Speed title, the development of Most Wanted saw the gameplay mechanic enhanced and firmly introduced into the series through the employment of a complex system. When players become engaged in a police pursuit, usually from conducting a traffic offence (referred to as "Infractions" in the game) in sight of a police unit (such as speeding), their aim at this point is to escape from the pursuit by either evading or taking out pursuing vehicles. The game's on-screen HUD is modified during a pursuit, including highlighting pursuing police units on the mini-map, displaying the vehicle's heat level, and adding a Pursuit bar at the bottom detailing the number of police units in the pursuit, how many have been evaded, and how many have been taken out. The pursuit system calculates how the police handle the player via the heat level accumulated against the player's current car. Heat accumulates from committing offences and continually evading capture by the police, with higher levels of heat causing the police to be more aggressive, from employing additional tactics and tools (such as roadblocks, spike strips, and police helicopters), to involving stronger, faster police cars such as police SUVs and Federal units. If a player has only one car actively pursuing them, reinforcements may be called in and arrive after a period of time.


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Cross soon arrives with backup to arrest the Blacklist before they can flee. Before Razor and the others can be arrested, Mia tosses the keys to the player, allowing at them to run. Cross subsequently demands the entire RPD go after the player, who is now the most wanted street racer in the nation.[9] As the RPD begins a citywide manhunt for the player, Mia contacts them and informs them of an escape route out of the city by jumping a derelict bridge on the city limits, the M3 being fast enough to make the jump. The player successfully evades the cops by jumping the bridge and escaping Rockport. In a post-credits scene, Cross creates a national-level warrant for the player and his BMW M3 GTR, adding him to the National Most Wanted List. This event leads to the sequel, Need For Speed: Carbon.

The Bad

- Plagiarism

This game is so obviously discount Burnout Paradise it pains me. The UI looks like Burnout but with a speedometer; there isn't even a tachometer. The collectibles are the same. Certain map landmarks (such as the bridge in west Fairhaven, complete with the same four billboards) are reused. Takedowns are a mechanic. You have to take down each most wanted car to unlock it and drive it. The game doesn't funnel you in the right direction during races (not often anyway), forcing you to memorize/constantly look at the map. Come. On. If you thought HP2010 was a Burnout game, buckle up.

- Physics

There's a reason HP2010 was mostly flat, wide, sweeping roads. It's to prevent this game from happening. Brake to Drift is back, even heavier than ever, and in a much tighter map. Cars love to catch air, especially when you want them to do literally anything but that. People give Ghost shit for the clipping problem, but just like HP2010's speed problem, that didn't originate with Ghost. This game is to blame.

- Map

Fairhaven is tiny, boring, and has a part of it locked behind a paywall. There are also a lot of offroad sections, in a game where there is no reason to engage with them. Some races happen there, but it's so few that it makes me wonder why they're even here. The only somewhat memorable landmark I could tell you about off the top of my head is the bizarre modern art piece you can drive on. I couldn't tell you where it is tho; it's not that memorable. Reminder that I did in fact play this game as a kid.

- Pursuits

Pursuits in this game are like a butchered version of that of MW2005 and Carbon. Heat levels are back, but Pursuit Breakers and Hiding Spots are not. As such there is no real strategy to escaping the cops here; just sort of drive around as trickily as possible and hope for the best, then find a place that seems unlikely that the cops would drive into. Roadblocks and Spike Strips appear mid race now, and the latter don't affect your opponents (because that's how to make a game fair). Cops also drop spike strips behind them like in HP2010, but there is no audio cue anymore, making it impossible to react to them. Engaging with the cops in this game is just a bad experience all around. This also makes Ambush events, in which you must escape the cops as fast as possible, a nightmare. I just avoided them entirely.

- Progression

This game barely has progression at all. You start with every car unlocked except the most wanted cars, and can do any of the races available to any of the cars at any time from a menu. Collectibles exist, but they just give you speedpoints, which races do too. So no reason to collect them, since there are more than enough races to get you to the top of the blacklist. Pursuits also only give you speedpoints. Every single thing you do simply adds to that value, directly correlating to your progress, with races being the most effective; which means, just like Carbon, there isn't really any reason not to just fast travel to every event. And again, nearly every car and every race in the game is available right from the start. This does mean that you can play how you want and still progress, but let's take a poll. Would you rather race or wander around smashing security gates? Yeah. Thought so.

- Performance

The game runs horribly, at a bad frame rate that still dips occasionally. Now, that might be because they fried the Wii U to a crisp just for those "PC quality textures", but either way. I don't have experience with any versions except this one, I'm calling it as I see it. It runs like ass.

- "Customization"

No visual customization besides color. No in-depth performance customization. Only these weird parts that you unlock for finishing races that are moreso "alternate options" than they are "upgrades". Things like offroad vs track tires, or long vs short gears.

- Event types

There isn't a whole lot of variety here. Circuit races, sprint races, ambushes, and speed runs (which track your average speed across a route). That's it.

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When the action is on the HDTV, your options open up massively. Touch-screen controls essentially give us a god-mode; six giant buttons pop up which allow Fairhaven to be manipulated in various ways. Besides toggles for traffic and light, it's possible to hop into any car without needing to fish them out from the urban wilderness. For those being pursued by cops, a giant map also comes in handy for spotting upcoming speed cameras or security gates, with an option to disrupt cop radars at the ready. This doesn't upset the balance of the game too radically; rather, it simply peels away the attention of one vehicle. Being followed by a very short cooldown, use of the ability also has to be timed well for it to serve any real advantage in your escape.

Pursuit Breakers, marked as triangles in the city map during pursuits, are road-side objects which are designated to collapse when you use your car to knock down its support, damaging or disabling following police cars. This feature is the best way to cut down the number of police units chasing you, as it is far more effective than evading the police units with speed, which will not always work. However, take note that you will need police units to be close to you and behind you when using Pursuit Breakers. Obviously, police units in front of you may not be affected by the collapsing debris, and police units far behind can easily avoid the falling objects. Each Pursuit Breaker will be replenished after a certain amount of time. On a side note, Pursuit Breakers may also be use in the same way to crash racing opponents.

The game's subtitle alludes to a list of Fairhaven's ten "most wanted" racers, and you'll have to work your way up by challenging the other drivers for their spots. Once you've beaten them on the track, you'll need to take them out for good to earn their rides. These races act like boss battles, with superpowered concept cars that require finesse and fast wheels to outrun, and are a thrill to drive once you get your hands on them.

Your climb up the wanted list is perhaps the most structured part of this largely freeform game, and the open-world philosophy extends to vehicle selection, too; most cars are yours right from the start, while others become available as you find them hidden around town at 'Jack Spots'. There's a huge collection of licensed cars to chose from, including modified sedans and coupes, classic objects of desire like Porches, Maseratis, and Lamborghinis, and even the all-electric Tesla Roadster. Car lovers will be over the moon, but you don't need to be a piston junkie to appreciate the variety - each model handles differently, and has its own set of races to run and upgrades to win. e24fc04721

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