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::PUBLISHER::
Electronic Arts

::DEVELOPER::
Slightly Mad Studios

::GENRE::
Racing

::RELEASE DATE::
09/22/09

::PLAYERS::
1-8

::LIVE::
Xbox Live play, Leaderboards, Downloadable Content

::COST::
$59.99

::FEATURES::
720p/1080i/1080p, In-Game Dolby Digital

Good: Amazing Visuals, Great Leap for the NFS Series, Great Cockpit View.
Bad: Soundtrack, Difficulty, Too many variations in the NFS franchise.
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Need for Speed Shift Review
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Need for Speed has been through more changes and revamps than Joan Rivers; this time bring a authentic approach to the series. NFS Shift combines real physics, tracks, amazing car models to bring a whole new approach to the series.
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Let me start out by saying that Need for Speed: Shift can arguably be the best Need for Speed game ever made to some. To me, I think it’s a very nice and giant leap from what has been pumped out these past couple of years. This time around, EA has gone with a total new approach for Need for Speed by bringing the brand over to developer Slightly Mad Studios. Need for Speed Shift doesn't play as good as it looks, and doesn't matter if you're looking for arcade or sim mechanics, you might get disappointed. While the first couple races are pretty impressive, soon you'll realize they are quite repetitive. And then there's the drifting.
The game layout is exceedingly simple, as it should be. Its lack of involvement in what you need to do is a refreshing change. You start out with nothing but a little cash, start with one car, and race your way to the top. A nice and easy setup that lets you pick which events you'd like to participate in at your own pace in whatever cars you happen to like. Your early races are on variations of famous tracks, but you'll soon be racing on some of the world's more popular Gran Prix tracks. All the real-world tracks are very faithful recreations of the originals, which is kind nod to the simulator crowd. Some absolute classic circuits are included, including Silverstone, Spa and Road America. If you have no idea what any of those are, you're probably already at a disadvantage toward understanding this game.
Car selection is impressive, if not a bit small. About 60 cars in total, options range from daily-driver basic sporty coupes such at the Scion tC and Honda Civic Si until you reach the top which is occupied by the world's most absurd hypercars, and everything in the middle. At the top end, you'll be zooming about in the infamous Bugatti Veyron, Zondas, Lamborghinis and the like. An exciting thought to throw down on some great tracks, to say the least. Each car (besides the end-game hypercars) is upgradable in a normal game style, allowing you to improve different aspects of the vehicle. Tuning options are ridiculously vast and include a massive range of settings, including variations to parts that 90% of players will never have heard of. How many people know what adjusting the position of a bump stop does?
There is a ‘quick tune' option instead of digging into every detail, but the effects on the car are rather vague compared to digging into the details yourself. At no point, however, does victory completely hinge on being able to dial in a car to its limits. This can be seen as either a good or bad thing. Some of the vehicles, on top of their normal string of upgrades, have a special tuning option, which is the “Works package” conversion. The idea being to turn what was left of your street car and turns it into a track-carving beast; it completely eliminates whatever civility left in the drive in the name of speed. It can certainly be fun to see something like a Nissan GT-R turn into a car that you'd see in the Japan Super GT series.

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