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#Need for speed underground 2 psp upgrade
You can safely guess, for example, that the 'engine' upgrade will affect top speed and acceleration, but options like 'drivetrain' or 'intake and exhaust' can take a little more experimentation.
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Also, while the performance upgrade system is addictive and satisfying, it can take a bit of trial and error to discover all the effects each upgrade has on a car. Plus, visual upgrades can only be unlocked by winning races, so customisation feels somewhat restricted initially, although EA must be applauded for implementing such minute details as rims and pipes in an already, well, exhaustive process. While it's always pleasing to change the way your car looks, the impact isn't as prominent on the PSP, because the car models seem less detailed than on the PS2 and certainly aren't as visible on the smaller screen.
#Need for speed underground 2 psp series
In the case of Rivals, as with the Underground series as a whole, you also get to upgrade your cars both visually and practically.
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The basic premise will be familiar to anyone who has played a current-gen racing game - you race, progress to harder levels, earn points and unlock new cars. It offers a variety of modes, nearly all of which can be played for just a few minutes at a time, and it doesn't mess about with gangsta prankstas. It cuts through most of the pap and lets you get straight into the meat of the game. It drops the free-roaming city style of the other Underground games, along with the - ahem - story modes. On this level, Rivals does a lot of things right. The old 'drive around the track the wrong way' trick. The same goes for the likes of Lumines and even Virtua Tennis, considering its age. I can honestly say that had Ridge Racer PSP been released on the PS2 instead, I would never have spent so much time with it. A handheld game should always get the basics right, because players are likely to be limited to stop-start sessions in which immediate satisfaction should be the priority. The PSP's annoying influx of ports and established brands has been a blessing in disguise, because handheld games are judged (or should be) under very different criteria. Issues of control and comfort are paramount to any racing game, but even more so in handheld gaming. Thankfully, digital control is much more accurate, but surely the majority of gamers these days have no interest in d-pad driving? In Rivals, the dead zone is far too big and, naturally enough, detracts from gameplay as a result. It's just that when compared with other top racing games on the PSP - of which there are many already - the difference is noticeable, even when you upgrade your cars. Now, that's not to say that nub control in Rivals is appalling, because that's not the case. Put simply, the analog nub is implemented badly enough to drag the overall game down, especially when compared to the likes of Ridge Racer or even WipEout Pure, a series in which controls have always been a stickler. Rivals, like most of the Need for Speed series, straddles the line between those two categories, but in this case crosses the line on the issue of controls.
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The thrill-seekers, meanwhile, don't really care what the mode of transportation is, so long as the game excites them on some level, be it through speed, or decent AI, or weapons.
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The car lovers will often accept frustrating gameplay issues and tedium so long as the chassis is classy, much like Pro Evo fans accept its pinball effect in the face of the game's overall brilliance. Or more specifically, the sense of control.īy now, we all know that current advocates of the racing genre tend to fall into two camps - the car lovers, and the thrill-seekers. The point is, Need for Speed Underground Rivals reminded me why learning to drive is bothersome: controls. Except, perhaps, in the arm-waving department. And irate fathers certainly don't match up to that blonde one from OutRun. Three hours later, cursing F-Zero under my breath, I realised that games really couldn't prepare you for the reality of gear sticks and clutches.
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"Ronan," he said in a voice nothing like Mario's, "It's time you learned how to drive!" He entered at such speed that there may well have been nitrous leaving his rear end. Almost ten years ago, my dad came bursting into our living room like a deep-space marine in Berserk mode.