The notion that playing games is awaste of your time is nonsense, of course, but unluckily Need ForSpeed: The Run lets the slope down. Squeezed with a procession oflong-winded loading sequences, protracted menu flipping andundroppable cut scenes, it often feels like there’s as muchwatching as there is playing. Time wasted, in other words.
The Run’s troubles are manifold, andloading is just the most acute. In one player, every stage needsa loading display of pretty over a minute, the gap from one race tothe next a yawning chasm. In multiplayer things are worse: loadingcan bring anything up to 5 minutes, and frequent easily affords upaltogether and remains in limbo. This is on a pieced retail copy, andunimaginable to fight. Like one online compatriot mumbled while LasVegas loaded: “You could drive there quicker as compared to this”.Purely in terms of the respect it has for its players’ time, TheRun is a failure.
Regular framerate falls and glitchyphysics plus to the common funkiness, and also Auto log is muffed.Its incorporation in The Run produces previous year’s chic andslick innovation look as an irritant, wheezing for till yet moreminutes among races though connecting quite as compared to tellingyou anything useful. As well snubbing these many technical failings,and contempt an great concept, The Run however falls far short ofbeing a good game.
The idea is a non-stop race acrossAmerica: San Francisco to New York, taking in Vegas and Detroit,against more than 200 other drivers. The reality is a series of shortA-to-B stages that mix up their objectives but never rather strikethe right balance, a disjointed introduction that turnspromising-sounding stretches as The Great Lakes into disconnectedvignettes.