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, yelling 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.

Police will spot you if you're ludicrously speeding (they mostly don't care under 100mph), driving on the wrong side of the road, or being excessively dangerous, but shaking off a single cop is a synch. Where it's much more interesting is during events. Races will have trigger points where the police get involved, meaning each time you play through it'll dramatically change the experience. Even though they're explicitly trying to stop you, they mostly don't spoil things like the stupid, STUPID NPCs do, but instead give the races a new dimension.

Another new feature is the rather odd decision to have all races be car specific. Whereas Paradise had a couple of uniques per car, but otherwise a general free-for-all to upgrade your license, in Most Wanted you're trying to up your way through the ranks of the eponymous list of felons. To do this you earn points by completing races for each individual vehicle, as well as through absolutely everything else in the game (brilliantly smashing barriers, speeding past speed cameras, doing good skids, evading the cops, etc, all add to this points tally), which unlock new races for spots in the top 10. However, the effect of this is to mean each and every car (and there are, I think, about seventy million billion of them) has to be individually taken through its five races, unlocking nitro and improved tyres, etc, for each one from scratch. It's a very odd way of going about things, and means you lose the sense of constant progression that becoming more wanted would seem to imply. Still, it's a ton of extra content, each with its own hilariously bad intro sequence (that you can, thank God, skip), and that's more fun to be had.

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.

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.

Almost everything you do in Fairhaven is cross-compared with your friends and other players, from highest jumps to how fast you fly past speed cameras. It's all updated in the blink-of-an-eye via Autolog 2.0, the second iteration of Criterion's social network designed to bring out your dark, competitive side.

Chases rise in tension and aggression until you either resort to a change of identity (by breezing through any street-side garage for an instant lick of new paint) or you find yourself surrounded and eventually busted by the police (a regular problem when they roll out the big, bad SWAT-style units), costing you your hard-earned Speed Points. Speed Points are Most Wanted's equivalent of XP: your means to rank up your profile and earn a shot at one of the game's 'most wanted' slots, which are occupied either by your friends or predetermined AI rivals. It may have a drive-anything, go-anywhere ethos, but there's a game here, a ladder to climb and a reputation to build, through cutthroat driving and bumper-crumpling bravado.

The cars themselves are all recognizable brand names broken up into major categories, such as GT, muscle, and sports. That's great news for car fans, but the downside to this is that you will never see one of them flip ass-over-teakettle on the track, nevermind explode in a blazing inferno. Some scratch on the paint, a dangling bumper, a spiderwebbed windshield, and a loss in speed are all you need to worry about when ramming another car head-on at 200 mph. That takes you out of the moment, especially in a game that's ostensibly steering away from the arcadey goofiness of the Asphalt series and towards some semblance realism.

But then witchcraft happened. I noticed that despite trying to garner its old audience some of the roots from the older games had crept through the cracks. Modding had been reduced to visual appearances only, while stupid spoilers and carbon bonnets and other junk were still there, they weren't needed for the game. The cars were fast, new and most had been on Top Gear, so I was somewhat attracted to what this game had for me to drive. Behind the wheel was something I had been missing. This game was surprisingly fun. 0852c4b9a8

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