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Tri-City Bay, which is based on Miami, Florida, is just a small city (Palm Harbor, Sunset Hills, Gold Coast Mountains, and Port Crescent), not a big city compared to Palmont (from Carbon) which was a very large-scale city. (You can partly fix it using the Task Manager in the Information tab by telling it to not use CPU 0.)
#Nfs undercover wii Pc
The patched PC port suffers from random frame drops, even on a powerful machine.At least popped tires can be fixed with a glitch by turning off car damage in the pause menu and then turning it back on again.It's unavoidable when the AI drives you into spikes upon activation. Unlike this game's predecessors, game moment cutscenes can't be turned off (or at least not without mods).Due to improper physics implementation, driving through incline doesn't feel any different from driving on a flat surface, if you use the brakes, the car stops very quickly, handling is very floaty and there's no proper weight implementation for any car, meaning you can take down a Rhino SUV very easily with a Lotus Elise 111R!.Keller's "Very dangerous!" is so cheesy that it has become a popular meme in the fanbase. Weak story with a number of clichés and cheesy, underwhelming, and untalented acting, even from Maggie Q.The graphics are terrible even by 2008 standards with its horrid lighting effects, thanks to the overused bloom effect, broken LOD, and the game world being coated in yellow.Then there are slow and confused-as-hell racer/thug AI in job missions that, combined with boring cops, makes these missions very easy. Also their spawn rate is so low (1 upon 60 or even more seconds) that you will actually fail pursuit events for this, making the chases repetitive, boring, and frustrating. First, the cops are notably weaker than in previous games such as Most Wanted (2005). Speaking of AI, they are extremely stupid when they're not racing.It also gets worse in the patched versions where they are buffed to oblivion! Unusual difficulty spike: you start with ridiculously easy gameplay, then it ends with a nonsensical difficulty where everyone outruns you, even if you use your NOS to get a boost, the AI gets faster and faster until their cars crash.This is also covered by the fact that EA wanted a yearly Need for Speed game to be released every November and a lot of early concepts not making it into the final game. In other words, NFS Undercover was extremely rushed. Sometime around 2007, EA split Black Box into three teams, (one to develop Undercover, another to develop ProStreet (which EA needed to also make a filler game for 2007), and one to develop the Skate series) which caused problems for development and likely lead to elements and certain cars having to be left out due to the development time.
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