
The offering is pretty standard-fare, but should more than satiate the basic needs of the car enthusiast. The career mode has players completing various challenges in each course. Many trials involve crossing the finish line first. However, there are a couple of modes that keep things interesting. There's Speed Trap, which has players attempting to reach the highest speeds possible at each checkpoint. There's no need to be in first: rather, players must smartly approach each gate in a way that'll allow them to get the highest speed. Sometimes, that means cutting corners, or taking turns in rather unconventional ways. It's an interesting mode that takes advantage of a different kind of strategy.
Unfortunately, that's pretty much the only mode that strays from the norm. Other modes, such as Gate KO, simply eliminates racers that trail behind at each checkpoint. The strategy you take to each race won't vary much than in the traditional Circuit: get to first, and stay there. Time Attack, Lap KO and Sprint modes don't really change up the formula much either.
One of the big focuses for this year's Need for Speed is the "Persona" that can assist your driving. The entry-level persona is the "Weekend Warrior," and it will not only offer the best lines to take throughout the course, but will even adjust your speed during turns. The middle option, "Adrenaline Junkie," will offer lines, but will not adjust the handling of your car. Finally, the most difficult option turns off all assistance. This is a really unique way of approaching difficulty, and really helps players learn the course and the controls. After a few races playing with "Weekend Warrior," players will really get the feel of things, and will definitely start playing at "Adrenaline Junkie." The tools are well executed, and the scaling rewards for those using the various persona encourages players to replay each level with less assistance.
At the end of each race, players are awarded with experience points and cash, depending on the amount of assistance used. As always, experience points are always addictive to collect. Leveling up rewards the player with added acceleration, and is rather easy to do at first. Cash can be spent on what every car junkie fantasizes about: new cars for the garage, and new parts for their cars. One of the more satisfying aspects of the game is to buy one of the later cars, tweak and tune it, and then go back to an earlier stage and simple tear apart opponents.

There is a very noticeable difference between the way each car handles, and that's very important for a racing game. The tuner cars will feel very different from the sports and muscle cars, and even within those classes, there are a number of very real differences. On the PSP, the developers have done a good job of making the game very playable. However, don't expect the same kind of realism you'd find in a game like Gran Turismo. The physics might not be accurate at all times, but this is still a much more simulation-oriented game than some of the previous Need for Speed games.
On a basic level, we're satisfied with what the game has to offer, but it doesn't do much to really "wow" us. Visually, the game is rather dull. The car models look very good, but a motion blur effect is used ... rather poorly. The game simply looks blurry, akin to many N64 games (which featured much-too-aggressive anti-aliasing). The backgrounds are bland, static and lifeless. If only there was something that was animated in the backgrounds – crowds, perhaps? Another disappointment is the lack of cars on the track: there's only four at once. While the aggressive AI will offer a good challenge, the limited number of AI opponents really does make the game feel that much more barren.
We also had a problem with the default camera. The "Near" view is still much too far away from the car, which seriously reduces the sensation of speed whilst racing. Considering the title, it's a bit ironic that the game never feels fast, even with some of the later, faster cars. There is a first-person view (by pressing Up on the D-Pad), but for those that like playing from third-person, the camera position will be a bit underwhelming.

There are a number of features EA should be commended for. For example, there's Infrastructure multiplayer. (Unfortunately, we did not get a chance to test this mode out before this review was written.) Not only that, there's a fair bit of content in the game, with 16 courses to go through. Each course has a number of variations, so there's plenty to race on. With the multiple modes, collectible cars, and customizable parts, players will get a lot of racing out of this title.
There's also custom soundtracks, but unfortunately, the feature is rather moot. The game will read every MP3 in your PSP's Music folder (no need to create a special folder for the game, like Wipeout Pulse). The ease of using the feature is much appreciated, but the game will only select tracks from your Memory Stick when in the main menu. Music whilst in a race is strictly limited to whatever's on the UMD. Boo. The soundtrack isn't bad, but it is disappointing to see EA almost get custom soundtracks right. Perhaps next year.
A few game-ending glitches affected us throughout our time with the game. Sometimes, track textures would simply disappear, so we'd end up driving in white space. Other times, the game would simple freeze at the Loading screen. Considering this was a retail copy, we're pretty sure these glitches will be discovered by the public at large. Fortunately, there is auto-saving, so players won't have to worry about losing progress. However, it is annoying to have to quit to the XMB and restart the game once in a while.
Ultimately, Need for Speed: ProStreet does what it needs to do. It doesn't innovate or excite in the way that other racing games have, but for many racing fans, that's not really a major concern. ProStreet offers a solid racing experience with a good amount of content to keep racing enthusiasts satisfied. But, with its fair share of flaws and glitches, this is far from what the PSP can truly offer.
PSP Fanboy score: 7.0
Reader Comments (Page 1 of 1)
2-19-2008 @ 9:15PM
Brello said...
Since the backgrounds and stuff do look rather bland, does it at least run at a smooth 60 framerate? I'll look past graphical shortcomings for full framerate (though the freezing and texture glitching sounds ridiculous.)
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2-19-2008 @ 9:19PM
emaxximus said...
Custom soundtracks for the menus only is lame. Thats the same thing they did in Carbon. Why even bother? So the game still occasionally glitches and freezes? Its good to see that they kept consistent quality between all the platforms.
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2-20-2008 @ 12:28AM
Rodrigo said...
hi..... i want to buy beats from the playstation storebut im not from the US im from el salvador can someone tell me how to download it and put it on me psp please
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2-20-2008 @ 10:31AM
HAAS599 said...
pandora battery, then 3.80 M33-5, then fake region US, then Download Beats
2-20-2008 @ 1:39AM
Jeremy said...
Speed trap races were in Test Drive Unlimited, so while they might be new to the series, they aren't particularly innovative
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2-20-2008 @ 3:43AM
alpayerturkmen said...
I was very anxious on this new release of the NFS series. After reading the review I am still rather disappointed at the lack of a nice and enjoyable racing game in the PSP arena.
http://www.pspport.com
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2-20-2008 @ 7:05AM
Alien said...
Well 7 is not that bad ... I think ...
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2-20-2008 @ 4:47PM
theMediaman said...
NFS:Carbon was glitchy too. It was a regular thing that road textures wouldn't load and I'd be driving on 'air'. They're probably just using the same game engine. They should rebuild it from scratch.
With no difficulty settings, NFS:C was also too easy at the start, and too hard at the end to actually finish. I'm glad they've added a difficulty setting so I can see the end of the game.
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2-27-2008 @ 10:03PM
Ricky said...
As the first person stated...
I too am curious about the frame rate issues?? For instance, the frame rate was fine in Most Wanted, but then dropped for some reason in NFS:Carbon. All I really care about also is a smooth racing experience. Another example is Midnight Club... while that was a great and wonderful game, it could have been one of the best (if not the best) racer on the PSP if it had had upwards up 40FPS! Frame rates matter so much in racing games, I think more so than in almost any other type of genre, especially on the PSP's small screen. Anyways, if anyone can report on this, I would greatly appreciate it. Thanx!
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