Two or more riders compete over a simple straight in an attempt to push their car engines over the limit. The purpose? Arrive early at the finish line or in the case of Standing Mile events, determine the maximum high speed.
Essentially it is therefore very simple events, but there remains that find their way around it requires patience and dedication, especially as regards the right to use the engine of your car. Thanks to careful how valuable implementation, developers are able to ensure that events potentially boring and too simple are especially rewarding and stimulating ... in some cases even more of the traditional ones.
The key to this success, at least for myself, was the imposition of manual transmission (manageable with the right analog stick like a sequential gearbox) in order to encourage us to "play", in the sense of the word, with the engine of our car.
Speaking about the relationship of the speed we can in fact choose to wager everything on acceleration at the expense of a lower maximum speed, or if you find a good compromise between speed and progression, which can bring us a good boost cos initial and sustained pace throughout the short race that there is going to face.
In most cases our victories will depend on the power of the engine, with cars exceeding 1000CV for a speed exceeding 400 km/h. How to read an old spot, "the power without control": an engine too powerful to be s sbandi your car at the time of departure and that it is more unstable even in the face of light steering wheel movements. We say that, as well as in fact, you'll have to learn to know your vehicle before you can make the most of its potential.
Such speed not only represents a fascinating novelty for the product itself, but at the same time enhances one of the best and most characteristic feature of the experience, i.e. the subjective view, a real must to taste the real charm of these new disciplines.
Travel at an average of 300 km/h shoulder to shoulder with their opponents and their eyes fixed on the odometer, makes the extremely intense and exciting races, by perceiving the mile or, as in Drag, the quarter mile, well more long than it in fact. Do you have any idea how much this distance may be "infinite" if it runs alongside an opponent that doesn't seem to lose ground no matter how we try to push its own engine? an experience worth trying!
Overall, the events are unfortunately numerous (7 for each of the two types of race) but to make it all more interesting there are 14 new cars, including two unlockable cars, 6 unreleased tracks, different stylistically but structurally the same, and of course the implementation of the abovementioned two types of race even in multiplayer online. In short, even after the end of the two new leagues, you will have more constant stimuli to continue experimenting with the car at your disposal and their related structures.
Ultimately the Speedhunters Pack proves to be a content guardstones whose main merit to propose, through two disciplines dedicated experience guide basically unedited except for the old fans of the series (Most Wanted, Underground 2 and Pro Street Drag Racing brought in fact).
The singleplayer there terr unfortunately occupied for more than a couple of hours but there are concrete possibilities that, after dominating both disciplines, you continue to run and experiment in an attempt to get better times, especially, as mentioned, online. Because let's face it, ultimately the motor does not rotate perhaps around this?
The Speedhunters Pack available on Xbox Live for 800 Microsoft points and on the PlayStation Network for 9.99.
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