![]() ![]() It's much better to simply pause the game and choose your next race from the menu. The surrounding city isn't all that exciting, and while you can search out hidden crates and such, it just feels tedious to do so. There's barely any traffic at all in the game, almost to the point that when you see a car it's a common thought to think, "Oh yeah, there's traffic in this game." As well, there really isn't much to see. But while it works, that doesn't mean it's fun. Own the City's open world works quite well in a strictly technical manner, never hitching to load an area and running smoothly at most every turn. So really, it's exactly the same cake as last year, but with differently colored icing. You have to take over each district in a pre-designated order, and complete a number of smaller races in order to convince the leader to race you. This setup sounds somewhat different than what we saw in last year's Most Wanted and its wanted list of racers, but in practice it's almost exactly the same. After his mysterious death, other crews took over the various districts of the city, so it's up to you to take these areas back in order to find out what happened to your brother. The game's story is focused around the death of your brother, the leader of a racing crew called the Lucky 7s. There are of course some back alleys and such that'll require that you tap on the brakes here and there, but for the most part it's the same wide-open, and frankly boring, track design we've seen for years. Roads are generally extremely wide and twist and turn slowly, allowing you to floor the pedal throughout most races. The track design is, once again, classic Need for Speed architecture. It's not that the driving mechanics are broken in any way - they're quite responsive, quick and fairly well refined - but the formula hasn't changed in forever, and there really should have been more variance by now. The reason we think EA hasn't messed with this design is that it indeed can be fun to fly down highways at insane speeds and quickly wind around slow turns. All this means is that it feels like you're driving stats rather than cars. Of course, they vary in speed, acceleration and handling, but one car that's been modded to have the same stats as another will pretty much feel exactly the same. The biggest issue here is that individual cars still don't feel all that different. Cars feel both agile and loose at the same time with a very arcade-heavy tilt towards the controls. The series' physics system hasn't changed much in a long time, and it's yet again remained the same in Own the City.
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