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.

Engaging nitrous oxide shifts the weight of the car and in layman's terms, your car will attempt to straighten out. Combined with speedbreaker, it is possible to take on almost any turn without an appreciable loss of speed.

In summary, Criterion's latest racer takes the advanced lighting of its predecessor, improves upon it still further and once again builds up a varied sandbox world around the premise of the original Need for Speed: Most Wanted. As an ongoing game of cat and mouse, the need to embed as much detail into Fairhaven as possible could so easily have been at odds with the blazing speeds at which you zip across the terrain. Fortunately, the world streams in smoothly on both consoles for this final build, with the only real blemish being the pop-in for reflected elements.

But much like DICE's Battlefield 3, it's the PC version of Most Wanted that ultimately serves as the reference point for technical design - even though powerful kit is required to show this game running at its absolute best. The console versions run at graphical settings equivalent to the PC's lowest in most regards, most noticeably with the pixellated alpha effects that crop up. The PS3 and 360 offerings are eminently playable, but more than ever, the challenges Criterion faced in fulfilling the game's visual potential shows a need for fresh, new console hardware.

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.

Running from the cops is the best action the game has to offer. Chases usually start with just one car on your tail. But as you resist, you might find 20 cars giving chase, in addition to a chopper flying overhead. Losing the cops gets tougher as your heat level rises. Level one heat results in the appearance of just your standard squad cars. But by the time you get up to level five, you'll be dealing with roadblocks, spike strips, helicopters, and federal-driven Corvettes. A meter at the bottom of the screen indicates how close you are to losing the cops or getting busted. Stopping your car--or having it stopped for you by spike strips or getting completely boxed in by cops--is how you'll get busted. To actually get away, you'll need to get out of visual range...and stay there. The initial evasion changes the meter over to a cooldown meter. You'll have to lie low and wait for that meter to fill up to end the chase. This is probably the tensest part of the entire chase, since you never know when two cops might blow around the corner and spot you, starting the whole process over again. It all sort of works like some sort of strange, wonderful cross between Grand Theft Auto's open city and Metal Gear Solid's stealth mechanic. All the while, you'll be acquiring heat on your car. This means that you'll have to keep a couple of cars around, because acquiring heat on one car lowers the heat on your other ones. Also, getting busted too many times can result in your car getting impounded, though you can avoid that by resetting the system whenever you get caught (if that's more your speed).

There's also a lot of racing in Most Wanted's career mode--almost too much, in fact. You'll engage in multilap circuit races, point-A-to-point-B sprint races, drag racing, checkpoint-driven tollbooth races, and speed trap, where the winner is the player that accumulates the most speed while passing by a handful of radar cameras spread throughout the track. The races are solid but not spectacular. The artificial intelligence doesn't really help things along, because most of the game is rubber-banded like crazy. We actually set our controller down for 20 seconds--then picked it back up and caught our opponents on the final lap. And though the AI will occasionally crash and come to a complete halt, it'll catch up very, very quickly. Later on in the game, you get a voicemail message informing you that things are going to get tougher. At this point, the computer drivers magically start taking every single shortcut, and the rubber banding only seems to work against you. As a result, catching up after a mistake is much tougher. If this difficulty had gradually sloped up, it wouldn't be a big deal. But flipping the switch from "drive like crap" to "drive like a genius" is really annoying. Fortunately, the racing action itself is entertaining enough to keep you going, and of course, you'll be dying to find out what happens next in the story.

Graphically, the game looks great, overall. But when you break it down, some parts of it look better than others. For the most part, the game does the large city environment quite well. The different parts of the city give a nice sense of variety, and the car models look sharp, especially when you start painting them with crazy triple-colored paint. The game delivers a pretty good sense of speed and seems to scale reasonably well to fit different PCs. There's a level of detail setting that gets the image quality up to around the Xbox 360 version's graphics, but when that and the resolution turned all the way up, you're going to need a really tough machine to get a playable frame rate out of it. The game doesn't have much car damage at all. You'll see your rear window crack up after a few good wrecks, but there's never any real damage to your vehicle. e24fc04721

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