Review: Need for Speed: Undercover
Posted by Adam MacDonald on November 21, 2008
Just before I start, NfS: Undercover is on the following platforms; DS, iPhone, iPod Touch, Mobile, N-Gage, PC, PlayStation 2, PlayStation 3, PlayStation Portable, Wii, Xbox 360. Phew.
That list is not there to use up some words. It is there to highlight the main problem with the NfS series, and in fact, most EA games. It’s what I like to call the ‘High School Musical problem’. If any game is marketed enough, it doesn’t matter how bad it is, the people behind it will make money, just like
Despite the fact that the development team have had 18 months to put Undercover together, as EA Vancouver have been split into two teams, alternating release years, it is undeniable that this game sucks.
While last year’s ProStreet took the series off the streets and into the confines of race tracks, in Undercover, the racing is back in an open city. However, since you can access races by selecting from a map, there’s little incentive to explore the city.
Not that there’s much to explore. It’s dull, repetitive and monotonous. There are hardly any other cars. Or people. Or any redeeming features whatsoever. Not that the graphics help any. There’s horrible jaggy edges and fuzzy textures all over the place, the cars don’t seem to be gripped to the road at any time, making them look as if they are sliding around. The selection of cars available is extensive and they’re wonderfully recreated but the other aspects of the game let them down badly.
There is a levelling-up system, which I assume EA thought would add another layer of gameplay, but it’s so samey that it results in tedious, droning grinding. And that’s not fun for anybody.
Judgement
Yet another dire offering in the Need for Speed series. Unfortunately, since people will keep buying it, EA will keep making them as bad as this. If you have a conscience, I implore you, so not buy this. 62.