Need For Speed: Pro Street

Metalspree

Skilled
***NEED FOR SPEED: PROSTREET GAME INFORMATION***

Due Date:31 October 2007

This is all available information on Pro-Street including vehicles, customization, race modes and career progression. A freindly reminder that this thread is not for suggestion and speculation, but for feedback on available information.

So, what's all this Need For Speed Revolution hype all about? What is ProStreet? ProStreet represents the culture and style of pure adrenaline packed street racing at its highest level of world-wide competition. I'm sure your all anxious to know many of the features present in the latest installment in the ground breaking Need For Speed franchise.

This time, your no longer some punk trying to own your local turf, or trying to make a name for yourself. There is no imaginary city, there is no free roam and there are no cops! In ProStreet, you are the best, and your taking it to the next step. Your going worldwide. You'll start off by trying to qualify for an ORG body called Battle Machine. Here's where you'll start your professional street racing career by competing in Race Weekends held by the ORG. After conquering the events hosted by Battle Machine, you'll eventually be picked up by React Team Sessions. Repeating your performance there will earn you a spot in Super Promotion, the top of the chain for the ProStreet multi- disciplinary ORG bodies. After you've doiminated all of the events for Super Promotion, you'll earn a shot to take out the Showdown King.

Now, you won't have to win every single race at each event to advance to the next round of competition, but winning has rewards. I'm not quite sure what they are at this point, but I, like all of you are eager to find out.

There's no "free restarts" this year either. So, if you mess up and think you can pause the game and click restart, your wrong. You can still restart a race, but if your car is damaged, you'll need to repair it, or drive it as-is. With no warranty I might add.

There are also four separate and more focused ORGs that exist sort of like side missions. If you win enough races in any one single particular race mode, for example Speed Challenge, you'll be invited to compete in these special events hosted by the respective ORG body. Keep winning at these events to earn a shot to take down each of the four specialized mode kings. Defeat them all and the Showdown King and you will be crowned the Street King.

The customization of Pro Street has been greatly refined this year. You'll be able to customize your car with literally thousands of aftermarket parts from real world manufacturers. This will enable you to create specific purpose-built cars for the games four race modes. No longer can you dominate with just one car.

Along with all the refined performance tuning comes additional benefits. One of these is that different aftermarket parts from different brands will have different effects on you car. I dont know exactly what they will be like, but, I assume it's something like, this brand of Engine mod grants more Torque, and this other one grants more Power. Once you install one of these perfomance parts you'll unlock the brand's decal so you proudly display on your car what's inside. So, if some kid shows with all kinds of decal on his car, you can be assured he's got it all under the hood. No fake wannabes in ProStreet.

You'll be able to bring four of your performance tuned rides plus one extra backup car with you to each race weekend with you, so tune them well. And make sure your backup car is tuned for your weakest area for if your horrible at drift and wreck your drift car, your speed challenge tuned backup won't be much good.

Now you've built a solid car, but you want to experiment a bit. But if you mess your car up with all this new advanced tuning, how are you going to remember what you did to it in the first place? The answer is simple: Blueprints. Blueprints are in- game saved data that records each individual modification you've made to your car so you can tweak each detail of a car without losing your progress if your new setup turns out to be worse then the original.

On of the more awesome things about these blueprints is that you can trade them to your friends online. You know, in case a buddy of yours can't quite grasp the concept of tuning. When you do this however, your friend can't see what you've done to your car. So you get to keep your little upper hand in the tuning department. Now say that same friend after a while gets pretty good with that setup of yours. In fact, he got so good he took a ton of leaderboard times. What do you get out of the deal? Well, your name will be right there next to his. As the tuner. That's right, leaderboard times display not only the driver, but the guy (or girl) who tuned it as well.

Autosculpt appears again this year in ProStreet and has been greatly enhanced as well. This time around, everything can be autoscultped. Even stock parts. These parts can also be converted to other materials like carbon fiber. Many were also wondering if Carbon Autosculpting affected a car's performance, well the answer was no. This year, the answer is yes. Autosculpt affects the aerodynamics of your car. You can test your results in ProStreet's all-new windtunnel to maximize vehicle efficiency. Combine this with the return of the Dyno, which actually simulates a lap around a real course, and you can create a truly amazing performance machine.

Nitrous is another popular topic among many, but it is not the familar N2O system of the years past. In ProStreet, you'll need to install a number Nitrous Shots on your car. The amount of shots you install is the amount of shots you get. The N2O also works like it does in real life. Once you use a shot, you need to wait for your system to recharge before you can use it again. It also doesn't push your car down to the ground like Carbon did, meaning if your travelling really fast around a curve and hit the NOS button instead of gaining insane amounts of grip you'll fly out of control all over the road in sync with the sudden increase in Horsepower. Nitrous is also the only gameplay perfomance booster this year as there is no Speedbreaker.

Gameplay of ProStreet also varies quite a bit from the more recent NFS titles. It is much more realistic but is by no means a simulation racer. Now granted there is more then enough data and specifications programmed into ProStreet that it could very well be a simultaion, but hey, this is Need For Speed. And Need For Speed is not your boring simulation game. Need For Speed is a fun and revolutionary driving experience. After testing the game this time I realized it felt much better and faster then it did back in May.

There will be various assists to help you manage your car. The generic ProStreet assists not unique to any specific game mode are ABS, Traction Control and Stablity Management. And I'm pretty sure they don't need much explaination except for there is a drastic difference with the way your car behaves with them turned on and off.

Now, onto ProStreet's race modes. There are four this year: Grip, Drag, Drift and Speed Challenge. Each game mode is unique as as mentioned above will need a car custom tuned specifically for the race type. Each of these styles will also feature many unique variants to help make your experience a lot more fun.

I'll start off by covering Grip. When I tested this game mode, I got to drive the Nissan GT-R PROTO around the Autobahn circuit. Grip racing is the same old circuit racing you all remember with a some new improvements outside of the physics engine. First there's the assists. There is a braking line assist to help you figure out proper racing lines through the turns around a track. Many Need For Speed players never use the brakes so this will be a good way to help those people learn where and how to brake. And for those who still don't want to brake after that well there's a brake assist that will brake the car for you. All you'll need to do is drive your line. The course I drove was incredible, in both the design and graphics departments. I particularly enjoyed the sublte little details the made the course feel very unique. It was extremely fun to drive and I'm positive the other tracks will provide an equal entertainment experience. For those of you who are wondering, the Nissan GT-R PROTO did handle quite well even though I would not prefer the car. It's not my style and I don't like AWD.

Next, I'm going to cover the brand new Speed Challenge mode. I drove a Mazda RX-7 on the Nevada Speed Challenge course. Speed Challenge is not very techinical in course design but it is extremely difficult to master. The variant I played was similar to Speedtrap but by no means was it the Speedtrap you remember. Each of the eight drivers entered start at different intervals to give them time to gain some distance between each other so they don't get in the way of other drivers as the slightest mistake on Speed Challenge results in disaster. This doesn't mean that you can't catch up to them but passing them can be quite tricky. The points system varies a bit too, the totalled speed you clock through all check points is your final score. It doesn't matter if someone finishes before you, your not losing valuble MPH. The best part of Speed Challenge is it's fast. Real fast. All the time. It was so excited to hear the air slam into the hard tuned RX-7. The course I drove was just as detailed as the Autobahn and I felt like I was in the desert, primarily becaus eit was long. Very long. And I'm told there's a longer version of the track!

Next, Drag Racing. All I will say is WOW! this is truly the absolute best drag racing I have ever played in a video game. I drove a monsterous Plymouth Hemi Cuda on the Autobahn Drag Strip. My first experience of drag was watching this car with it's evil beast motor rumbling as it pulled up to the line where I would start my traditional Drag Racing burnout. This is done in ProStreet as a little minigame where you heat up your tires to improve your Perfect Launch window as well as your grip. After heating my tires I readied my car for launch. A girl walks into the center space between each lane and raises her arms. I starting revving up my engine to try and hit a perfect launch. Then she dropped her arms and I shifted into first gear slammed the gas. The Cuda took off violently as its chassis twisted, its front wheels rose and it torque streered all over the road. I struggled to hit my shifts and keep control of the car down the half a mile drag strip. I crossed the finish line with a lack luster time this time, but I would improve it later. What an experience. More then any other game mode, I got to experience the raw power of an automobile in ProStreet. Simply amazing. I will be spending lots of time in Drag. Anyone who thinks drag is simple straight and easy are in for a shock. There are plenty of drag variants and yes, there is 1/4 miles as well.

And that brings me to Drifting. And I can still not provide much information as they did not allow me to play around with this game mode. It's a shame to because I was eager to try this mode out. I know that you will need to counter steer and there will be an assist, the line assist, so you only need to worry about your speed and angle. From what I have gathered Drifting is very difficult in ProStreet and I beleive many will find theirselves using line assists.

Your AI opponents have undergone severe changes as well. They will try to block your passing attempts and captialize on your mistakes. They also will make a few mistakes of thier own. They is no more rubber band AI either. They feel much more like real drivers as opposed to preprogrammed drones. One particularly interesting moment I had was in Speed Challenge. I was approaching two AI drivers on the my left and attempted to pass them both as they weren't moving very fast. As soon as one noticed, it aggressively cut me off and and forced me to make a brake check. Well, I failed and slammed into his read bumper then totalled my ride.

Speaking of totalling your ride, I'm sure your curious about the damage system. There are three levels of damage: Light damage that has a small effect on your car. Heavy damage which has a huge effect on your car. And finally, we have Totalled. Take a guess what that means. There is also a host of cosmetic damages (such as spoiler/bumper loss) which only effect your aerodynmaics. The detail was incredible, watching all the peices fly off of your car in slow-mo was sweet. You will need to pay to repair any damage your car suffers during a race. But it doesn't need to be right away. If your car is still drivable, you can choose to wait it out and race your next event.

Graphically, at this stage (Alpha Pre-Beta) ProStreet was very impressive. And it should be as there was much attention to make the environments and the vehicles look and feel very realistic. 10.0 in that department. All the areas and cars I saw were incredibly detailed in many respects. Such as the detail of Carbon Fiber components, little imperfections in the road's surface, and reflection of light off of the automoblies and roads. Hats off to the artists.

Another interesting minor detail was that roads are not perfect and flat. For example, there may be a small bump to the left on the other side of a small hill that causes your car to lose control a bit. This is much better then Carbon's boring and flat roadways.

You may also be interested to know that thanks to your feedback, you can see what is now being refered to as "heat shimmering" emitting from the hood and exhaust of your car.

And finally, there's the car of ProStreet. There are lots and below I have listed a few. ProStreet's car list will feature cars that are very influential to the street racing culture. The car list will feature 40 years of automotive inginuity and is the most diverse and unique list as well as the largest list ever to grace the Need For Speed series. There are only eight supercars in this list as the focus of ProStreet lies in tuning street machines to perform beyond there limits as oppossed to being some rich guy with a really fast whip.

***NEED FOR SPEED: PROSTREET VEHICLE INFORMATION***

Confirmed Car List:

* Nissan GT-R PROTO

* 1970 Plymouth® Hemi® Cuda

* 1995 Mazda RX-7

* 1999 Mitsubishi Eclipse

* 2006 Audi S4

* 1986 Toyota Corolla GTS AE86

* 2006 Mitsubishi Lancer EVOLUTION IX MR-edition

* 2006 Volkswagen Golf GTI

* 2008 BMW M3

* 1999 Nissan Skyline R34

* 2006 Lexus IS350

* 1989 Nissan 240 SX (S13)

* 2006 Acura RSX

* 2006 Porsche 911 (997 Gen) Turbo

* 2006 Lotus Elise

Unconfirmed Car List Speculated Via Images and Videos:

BMW M3 (E46)

Chevrolet Camaro SS

Chevrolet Chevelle SS

Ford Escort RS

Ford Mustang GT

Pontiac GTO

Mitsubishi Lancer Evolution X

Nissan 350Z

So what's going to be the best car this year? Hopefully there won't be one as there is much effort to ensure that there won't be one ultimate car. Keep this in mind: cars in NFSPS can perform as good as your can tune them be.

With that said I think I'm going to end this very lengthy and hopefully informative review of Need For Speed: ProStreet. If there's any questions you have please feel free to ask away.

Source Internet
 
With that said I think I'm going to end this very lengthy and hopefully informative review of Need For Speed: ProStreet. If there's any questions you have please feel free to ask away.

is this game out yet or is this a preview not a review??

thanks for the extensive info though.
 
yes indeed thegman the info what i have provided is true and even i wondered y theresnt merc lets hope it is introduced on the release day
 
Need for Speed ProStreet may will need the following PC system requirements. These are not the official system requirements.

OS: Windows XP/2000

CPU: 1.8 GHz or higher

RAM: 512 MB RAM or higher

HDD: ~2 GB free disk space or more

Graphics: 256 MB or higher, DirectX 9.0c

source : NFS-Planet - Need for Speed Carbon, Most Wanted, Underground Serie, Hot Pursuit 2, Porsche

bit i think 1 OR 2 gigs of RAM with a good 7 series or 8600 GT will be good enough to play at medium/high settings and most of the eye candy on..

i just hope this one's not a resource hogger like the earlier NFS carbon.
 
^

NFS carbon literally hogged on my Pentium D 3Ghz and 6600GT 256 even after turning major eyecandy off... while I could play NFS MW at 1280x1024 at highest settings.

I'm going to give Carbon another drive on new system, but I hope Pro Street isn't hog like that one.
 
The XBOX360 Demo was released recently and here are a few first impressions:

- Graphics are slick and the environment has a more realistic look to it.
- Damage models are nice. No more nudging other cars to get ahead...u will get damaged too.
- The demo had two modes, grip race ( 2 lap race with the GTR proto) and speed challenge ( a speed trap race with the e92 m3)
- Controls seem sluggish compared to earlier nfs games. Maybe this is EAs idea of making the driving less "arcady". I rammed the analog stick lef and right and yet the car refuses to turn unlike earlier versions of NFS.
- The audio is spot on..cars, music, everything sound great.

took a video of the game, but too embarassed to post it :p
overall, the demo has been fun and the game will be out on nov14th, cant wait to get it :D
 
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