![]() A predictable mystery, but still! I'm not looking for an epic or a masterpiece of writing in a racing game, but I am looking for something unique and unintrusive, and Carbon delivers that.ĭue to the career being very short and the car classes being so different, Carbon is easily the most replayable NFS of them all, and it isn't even close. How often do you see a racing game with a mystery story?. It's not intrusive, it's not the focus, but if you pay attention it is entertaining and unique. At least, that's what I would say if Ghost still existed. Not since UG1 have I had no major gripes with an NFS game's presentation. Of course, it doesn't look all that great today comparing it to later Xbox 360 titles gets a bit iffy but for an early 7th gen game, it's excellent. If you pay close attention you can notice some draw distance hiccups and a couple of frame drops, but they don't take away from the experience whatsoever. Every part of the UI and HUD looks extremely distinctly Carbon. The game also absolutely oozes style, just like UG1. From the lighting to the reflections to the colors, this is exactly the standard I expected the first NFS game made specifically for 7th gen to look like. Now that we've established all of this, let's start with the review proper. Now I know it's a bit weird to start the review with this, but believe me when I say that these three aspects are absolute game changers, and the nuance regarding how they work, what the devs were going for, and how they could work if done better, is absolutely insane. There are three types of crew members Blockers, Drafters, and Scouts. As you progress through the game you unlock some friends that join your crew, and you can pick three to have active bonuses at once and one of those three to accompany you in races. Beat the first three to unlock Silverton, the fourth and final. ![]() The first three districts are dominated by a crew driving a specific car class, and you start your career in the district dominated by a crew driving your car class. Each district must be claimed by winning the majority of the events there, after which the player faces off against the district boss in the canyons. Palmont is a very curvy city, split into 4 districts. The game's career is experienced by picking one of those three classes and sticking with it to the end, which generally only takes a few hours. Muscle cars have ridiculous acceleration, but turn like boats. Exotics have high top speeds, but low acceleration they have a lot of inertia to them and heavily punish mistakes. Tuners have low top speeds, but absolutely dominate the corners. First of all, Carbon features 3 car classes (Tuner, Muscle, and Exotic), each with exaggerated differences even more than your average arcade racer. It's important to establish a couple of things that make Carbon unique before I can really discuss what it does right and wrong. And uh, I don't know where else to say this, so I'll just tack it onto the end here: I played through Carbon on Xbox 360, and don't have any experience with the many, many other versions. ![]() So I'd like to go over both what Carbon is. It absolutely reeks of being rushed, but what people don't realize about Carbon is how much sheer potential a lot of its ideas had. ![]() If you ask me, however, I'd argue that the NFS I know has a bit of an identity crisis, and as such so many of the games are "different" that I don't see any of the "different" ones as anything strange. Usually it's one of the "different" ones Prostreet, Shift, Nitro, maybe even Most Wanted 2012. If you ask people what the black sheep of the NFS franchise is, you'll likely get a variety of answers these days. For a game literally called Carbon, isn't it weird that only your hood, roof scoop, and spoiler can be carbon? ![]()
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