![]() ![]() It seemed like the car was taching out and unable to hit a higher speed, and without the ability to manipulate the gear ratios, there was nothing we could do. Well, the car did accelerate a tad faster, but its top speed wasn't any greater. We're talking a 15x and 9x increase for each, respectively, and we would obviously expect a pretty big boost. This jumped our speed rating from a 3 to 45, and our acceleration from a rating of 5 to 45. Hopping into our Volkswagen GTI, we tried the Tuner variant of the same race, and after failing, purchased the biggest upgrade available for its engine, plus a new induction system. That 2mph gain, which translates to a little over 1% actual improvement, obviously did little to help us cross the finish line first. Back in the race, our speed jumped from a high of about 167mph to a whopping 169mph. It took our speed rating from somewhere around 25 up to an even 50, which made us expect a rather significant gain on our speedometer. After failing to win a point-to-point race with a GT500 Shelby Mustang, we went and purchased the cheapest engine upgrade. However, its implementation currently leaves us with a lot to be desired. The driving line can help you get to where you want to go. This system isn't nearly as robust as what you'll find on the console versions, but the idea is good. You can replace a number of the parts of your cars with upgraded equipment, like swapping out your stock engine for a Level 2 or Level 3 upgrade. One element that we don't like so far is the upgrade system. Cars handle expectedly, and though the analog nub and use of the digital X button for gas doesn't give you the sense of control refinement of a console racer, it does the job fairly well. While it can be hard to see what's going on at insane speeds due to the blur, the controls work well, fortunately. This gets especially bad when you're racing a super car and everything in your view pretty much becomes a gigantic, ghosted mess. The game runs at a pretty nice framerate and looks decent to boot, though as you pick up speed you'll notice a blurring that is applied to almost everything in the game. ![]() If you damage one of your wheels, for instance, your car will begin to pull in that direction, forcing you to counter-steer for the remainder of the race while also having to deal with decreased overall performance. Rather than three simple levels of damage, you car can get worked in a number of spots, with your vehicle's status indicated via a blueprint in the corner of your HUD. ProStreet on the PSP features a damage modeling system like the console versions did, but it works a little differently here. This seems interesting, though we couldn't actually find a place in the game to look at our accumulated stats. Our first two upgrades each gave us +10 to our acceleration, for instance. Each level that you get to earns you a new stat increase of some sort. As you win events, you gain points that tally up to raise your Driver Intuition up through its various levels. Driver Intuition is essentially your "level" in the game. Speed King removes all assists and lets you test your total skill set, though it rewards you with the highest amount of money and Driver Intuition points. Adrenaline Junkie removes most of these assists but still does help you with braking and whatnot. Weekend Warrior handles a lot of the driving elements for you and offers a very high level of assistance. This is similar to the different difficulty levels that you'd find in the console game. When you first begin racing, you'll be asked to choose a Driver Persona. ![]()
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