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Almost ten years ago, my dad came bursting into our living room like a deep-space marine in Berserk mode. He entered at such speed that there may well have been nitrous leaving his rear end. 'Ronan,' he said in a voice nothing like Mario's, 'It's time you learned how to drive!' Three hours later, cursing F-Zero under my breath, I realised that games really couldn't prepare you for the reality of gear sticks and clutches. And irate fathers certainly don't match up to that blonde one from OutRun.

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Sep 7, 2014 - That is all articles Need for Speed Underground Rivals for android This time. Download James Cameron's Avatar: The Game PSP ISO/CSO. The MOVGAMEZONE is a special website for gamers here you can download PSP ISO s and CSO files, PPSSPP Games, MOD PPSSPP Games and get the Best PPSSPP Settings of game. The game Settings shared is tested and definitely works.

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Except, perhaps, in the arm-waving department. The point is, Need for Speed Underground Rivals reminded me why learning to drive is bothersome: controls. Or more specifically, the sense of control.

By now, we all know that current advocates of the racing genre tend to fall into two camps - the car lovers, and the thrill-seekers. The car lovers will often accept frustrating gameplay issues and tedium so long as the chassis is classy, much like Pro Evo fans accept its pinball effect in the face of the game's overall brilliance. The thrill-seekers, meanwhile, don't really care what the mode of transportation is, so long as the game excites them on some level, be it through speed, or decent AI, or weapons. Dragged down Rivals, like most of the Need for Speed series, straddles the line between those two categories, but in this case crosses the line on the issue of controls. Put simply, the analog nub is implemented badly enough to drag the overall game down, especially when compared to the likes of Ridge Racer or even WipEout Pure, a series in which controls have always been a stickler. Now, that's not to say that nub control in Rivals is appalling, because that's not the case.

It's just that when compared with other top racing games on the PSP - of which there are many already - the difference is noticeable, even when you upgrade your cars. Quickbooks 2016 license and product number crack registration. In Rivals, the dead zone is far too big and, naturally enough, detracts from gameplay as a result.

Thankfully, digital control is much more accurate, but surely the majority of gamers these days have no interest in d-pad driving? Issues of control and comfort are paramount to any racing game, but even more so in handheld gaming. The PSP's annoying influx of ports and established brands has been a blessing in disguise, because handheld games are judged (or should be) under very different criteria. A handheld game should always get the basics right, because players are likely to be limited to stop-start sessions in which immediate satisfaction should be the priority. I can honestly say that had Ridge Racer PSP been released on the PS2 instead, I would never have spent so much time with it. The same goes for the likes of Lumines and even Virtua Tennis, considering its age.

Cut to the chase Ah. The old 'drive around the track the wrong way' trick. On this level, Rivals does a lot of things right.

It drops the free-roaming city style of the other Underground games, along with the - ahem - story modes. It cuts through most of the pap and lets you get straight into the meat of the game. It offers a variety of modes, nearly all of which can be played for just a few minutes at a time, and it doesn't mess about with gangsta prankstas. The basic premise will be familiar to anyone who has played a current-gen racing game - you race, progress to harder levels, earn points and unlock new cars. In the case of Rivals, as with the Underground series as a whole, you also get to upgrade your cars both visually and practically.

While it's always pleasing to change the way your car looks, the impact isn't as prominent on the PSP, because the car models seem less detailed than on the PS2 and certainly aren't as visible on the smaller screen. Plus, visual upgrades can only be unlocked by winning races, so customisation feels somewhat restricted initially, although EA must be applauded for implementing such minute details as rims and pipes in an already, well, exhaustive process. Also, while the performance upgrade system is addictive and satisfying, it can take a bit of trial and error to discover all the effects each upgrade has on a car. You can safely guess, for example, that the 'engine' upgrade will affect top speed and acceleration, but options like 'drivetrain' or 'intake and exhaust' can take a little more experimentation. Thankfully, with only three basic car attributes to consider (acceleration, top speed and handling) that isn't too much of a problem. Circuit bored Are they headlights or EVIL EYES?