PLAY

Need For Speed: Undergroun­d

Every month we celebrate the most important, innovative, or just plain great games from PlayStatio­n’s past. This month we’re making like Paul Walker to revisit an age of mandatory neons and optional brake pedals

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Before Undergroun­d, Need For Speed had pulled up in a creative cul-de-sac. The exotic vehicle licences with which it made its name in the ’90s were getting played out by 2002’s Hot Pursuit II, and now the wow factor had worn off driving a low-poly Ferrari around prosaic countrysid­e roads, it turned out there wasn’t an awful lot else to get hot under the bonnet about.

EA’s solution was to hand the franchise to its Black Box studio, which had handled the critically favoured

PS2 port of Hot Pursuit II. It shifted the tone towards a tuner culture that was starting to seep into mainstream consciousn­ess thanks to The Fast And The Furious. Out with the Fezzas, in with Golf GTIs under layers of vinyl.

Which makes Undergroun­d not just a fantastic arcade racer with an unpreceden­ted story-led campaign and buttery handling, but a fascinatin­g time capsule that captures what was in our heads in 2003. Lil Jon and his Eastside Boyz hollering “Skeet skeet mother[blorp!]er!” in the main menu screen. Girls in crop tops and combats strutting past Nissans. Intense men in skintight vests telling you this isn’t a game in interstiti­al cutscenes. And, most importantl­y, customised motors.

That’s not to put down

Undergroun­d’s story. It was really something at the time, not because it holds up particular­ly well to scrutiny, but because of the purpose it served. You were a would-be street racer with barely $10,000 to spend on your first vehicle. A nobody with it all to do, and a mate called Samantha constantly taking the piss out of you. Compared to ‘Select Lamborghin­i, drive it in 25 circuit races, watch end credits’, this was an irresistib­le premise that gave meaning to your progress through the ranks.

What begins as late-night amateur hour action in sensible hatchbacks

YOU WERE A WOULDBE STREET RACER WITH BARELY $10,000 TO SPEND ON A VEHICLE.

that can barely break the speed limit gradually evolves into Vin-Diesel-worthy racing in tricked out Skylines, Supras, and Integra Type Rs that hardly ever dip below it. And it’s all the sweeter for those silly cutscenes, fleshing out the narrative that you earned it all.

SPOILER ALERT

Black Box’s smartest introducti­on, beyond the zeitgeist-infused soundtrack and the perpetuall­y damp moonlit streets showing off its lighting effects, was in putting car ownership at the heart of the game. It understand­s there’s pleasure in buying a Nissan

350Z instead of just selecting it from a menu, and in making it your own by applying body kits, decals, two-tone paint jobs and little stickers advertisin­g rim manufactur­ers. Everyone probably bought the Skyline by the end of the game; it was the best car. But it’s unlikely any two of them looked identical. Little touches like seeing your car on the cover of tuner magazines deepens this fantasy, both that the collection of polygons is a car you now own and have stamped your identity on, and that it’s powered your ascension through the ranks of Olympic City’s racers.

The formula was so successful that it informed the trajectory of Need For Speed for the following decade, and provided the reference point for 2019’s Rivals. But just as the Fast And Furious series is soldiering on despite its pop culture relevance having faded, modern Need For Speed titles can’t capture how edgy it felt to race around in modded Japanese hatchbacks instead of footballer-fodder supercars in 2003.

 ??  ?? Drifting was a neat change of pace.
Samantha, saying something playfully insulting.
Where are the police during all of this? Who cares?
Drifting was a neat change of pace. Samantha, saying something playfully insulting. Where are the police during all of this? Who cares?
 ??  ??

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