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27 Years of Need for Speed | TechSpot
Casual open-world and track racing? In terms of car culture, there’s not much that the several dozen entries haven’t touched over the decades in the series. However, Need for Speed has also had its fair share of struggles, the kind any franchise of this scale usually suffers from. Like the only movie adaptation that it spawned in , most entries in the last decade have failed to leave a mark, while a few spin-offs just aren’t worth mentioning.
A new titles is also in development slated for as of writing. Fire up any early s racing game on a DOS emulator today and the potential for the genre to explode was clearly on display.
Cars had finally started to look more than just colorful matchboxes, even if they still handled like one. As with any other exciting pastime, it has always been about quick reflexes and adrenaline with racing games, not to mention the urge to keep that accelerator button pressed hard down for magically squeezing out some extra top speed.
Developed by EA Canada’s Pioneer Productions, the first Need for Speed game drove onto the scene with a small roster of exotic cars, a few point-to-point courses, circuits, and game modes. What set it apart though, was the attention to detail. RPM and Top speed, the only gauges that needed to work. Also, the game had a realistic cockpit view for every car, a core feature of racing games that — much to the frustration of NFS fans — has since made sporadic appearances in the series and was last seen in ‘s track-focused Shift 2.
Need for Speed’s simple menu took gamers straight into the action, allowing them to briefly take a Lamborghini Diablo VT over mph. It became an instant classic, whose success paved the way for an even better sequel. Need for Speed II’s intro featured actual car footage to give players a taste of the fast machines that awaited them.
The in-game visuals, expectedly, weren’t anything like the cutscenes, but no one was none the wiser. Players also had a choice of coating cars in one of several paint colors, with Rom Di Prisco’s trance music keeping it lively in the menus. If a Ferrari felt too mainstream, you could always switch to a racing dinosaur or an FZR For those with road rage tendencies, the game provided an amusing way to crash opponent cars with just a honk of the horn via cheat codes, some of which only worked on the game’s special edition.
Dart through the difficult corners of Nepal’s Mystic Peaks in a Lotus Elise GT1 or take a T-Rex through the Hollywood-based monolithic studios track, Need for Speed II had something to offer for every type of racer, making it one of the most memorable and beloved entries in the entire franchise.
Arriving just a year later, Need for Speed’s third entry improved considerably in the way of visuals, but the game’s Hot Pursuit mode was the star of the show, later turning into a staple element of the franchise. While the original Need for Speed did have police cars, trying to lose them was more exciting in Hot Pursuit. Rockstar’s Grand Theft Auto had also demonstrated how radio chatter and unpredictable cop chases made for engaging gameplay, and Hot Pursuit with its licensed cars and on ground experience made it feel a lot more realistic.
Players also had to avoid roadblocks and spike strips, or they could deploy them while playing as cops and issue tickets to other racers. Doing so would unlock additional pursuit vehicles, allowing them to switch from a Ford Crown Victoria to a Corvette or a Diablo. The sheer speed of vehicles would often push the graphical limits of the time, with some trees and hills in the environment still taking their final shape as cars scorched past them.
EA Canada’s Hot Pursuit was a resounding success and the studio’s next installment would take the stakes even higher.
The fourth Need for Speed carried over all the good stuff from its predecessor and added a new damage system. Players could visually see which car part — engine, suspension, body — and even handling would be affected by collisions.
High Stakes also added a bunch of new game modes, including the all-important Career mode. Although it was just a combination of the usual race modes like Knockouts and Tournaments scattered across tours, a High Stakes 1v1 race at the end of each tour would reward the player with the opponent’s car upon winning.
Drop the top of your Firebird, tune it, or see how it compares against other cars. The Career mode added a much-needed sense of progression, as players could now spend money earned from winning races to repair cars, apply a custom color, or install new body kits and performance upgrades.
For its next trick, Need for Speed would be cementing its position among the greatest racing games of all time by partnering with a car brand of equal stature: Porsche. Exclusive licensing deals usually maximize profits or give a business advantage at the expense of consumers. However, Porsche Unleashed was a rare, glaring example for when such an arrangement – that took place between EA and Porsche – also scored a win for racing fans.
The franchise’s fifth installment could have easily called it a day by reskinning High Stakes and adding a few tracks and modes that only Porsches could drive on. However, Porsche Unleashed ditched the series’ arcadey roots for the first time and came up with an enjoyable racing simulator built on a completely new game engine.
Cars no longer seemed to float or bounce, and had a much more realistic damage model and cockpits. Porsche also had EA developers brought to Germany for test driving its vehicles, taking notes on the Autobahn and racing tracks. Drive past a corner and feel the body roll. Porsche Unleashed had sublime handling for its time.
All that hard work shone inside the game’s Evolution Mode, which gave players a fascinating, deep dive and drive into Porsche’s legacy. From the ‘s classic and the gorgeous A Spyder, to the ‘s legendary Carrera RS and the crazy Moby Dick, players had to handle their way across beautiful locales and claim final victory in a Turbo. It’s just a shame that we never saw EA properly capitalize on its year-long Porsche exclusivity beyond this game.
Who knows what a sequel or a remaster would have brought to the table. Nonetheless, the one big upside of this agreement terminating in late was more Porsches – and not RUF models – in more racing games.
Cop chases still had a lot of life left in them and a sequel to Hot Pursuit arrived in , taking Need for Speed back to its arcadey roots. Players could now max a Lamborghini Murcielago or a Ferrari Spider to blast past spike strips, while also avoiding explosive barrels dropped by the newly added police helicopters.
EA perfected the racers vs. Top-notch graphics, casual, enjoyable handling, tracks peppered with useful shortcuts, and running cops into oncoming traffic in exotic cars made for hours of non-stop fun. The idea worked so well for EA that it later had Criterion Studios reboot the formula with ‘s Hot Pursuit, which equipped racers with weapons for taking down cops.
The latter received yet another remaster in , packing an updated car roster and tweaked visuals. Beautiful vistas and dreamy supercars had filled everyone’s appetite. It was time for Need for Speed to deliver something fresh, another facet of car culture the series hadn’t explored before.
That turned out to be street racing and the tuning culture. Half a million-dollar exotics had suddenly lost their appeal in favor of more attainable, neon-lit, Japanese imports like the Nissan Skyline, Mazda’s RX-7 or the Mitsubishi Eclipse. The trend had already been put in motion by the still ongoing! Fast and Furious films and Rockstar’s well-received Midnight Club series. Need for Speed: Underground raised the bar though with a fantastic collection of cars, tracks, music and customization.
Underground’s wonderful take on tuner culture made the game enjoyable on and off the streets. Besides the usual racing modes, Underground added Drift and Drag races, alongside a story-driven career mode. Stories in racing games usually take a back seat, where its mostly about starting from scratch and racing yourself to the top. Underground was no different in this regard, but the game offered other tempting reasons for players to carry on.
It was all about customization and performance upgrades. Putting on the right set of rims, spoiler, exhaust tip, scoops, neon underglow and body kit for a nitrous-equipped blast down the fictitious roads of Olympic City, with Rob Zombie’s Two Lane Blacktop on the stereo. Underground became an instant hit with Need for Speed fans and gained a whole new audience of players. A sequel was pretty much guaranteed at this point and that’s exactly what we got.
Underground 2 built on the strengths of its predecessor and added even more customization and memorable soundtracks. For some fans, this entry remains the best Need for Speed to date.
The story once again faded into the background. Your faceless character who’d been wronged yet again had to rise their way to the top in the fictitious city of Bayview. Aside from new game modes like Outrun and Street X, Underground 2 also featured SUVs for the first time, and an abundance of modification options. Most of these customizations didn’t really add much to the actual gameplay, but posing for those magazine and DVD covers made all the effort worthwhile. Underground 2 also had free roam that allowed players to take a break from the action and cruise around the roads of Bayview at night, occasionally coming across AI opponents to trigger an optional 1v1 duel.
EA Black Box was firing on all cylinders and ruling the streets with its Underground series. However, there was still plenty of fuel left in the tank. The success of Underground 2 proved that Need for Speed fans had quite the appetite for an open-world racing game where they could customize vehicles to their heart’s content.
Add police chases into the mix and it was yet another eureka moment. Most Wanted wanted players to take its story a bit more seriously, with a blacklist of 15 drivers that needed to be written off.
The game featured full-motion video cutscenes with over-the-top characters that were an impressive sight technically, but a bit cheesy and uneasy to watch. Although Most Wanted dropped quite a few customization options from Underground 2, it effectively made up for them with amazing cop chases in the superbly designed fictitious city of Rockport.
A Grand Theft Auto-like wanted system ramped up the difficulty as the player caused more wreckage and gained higher heat levels. Police SUVs, aerial surveillance, roadblocks and spike strips kept pursuits intense, while radio chatter and gripping music filled the background. It was totally up to the player if they wanted to lose the heat, which they had a better chance of doing by crashing into one of several Diggy’s donuts shop or a water tank to disable cops and then hiding in a cooldown spot.
Or, they could ramp up the heat level and try out their luck escaping police Corvettes. The original Most Wanted and Underground games remain cult favorites to this day. It’s hard to choose between them, but that just goes to show how good Need for Speed was during its golden era. An era where the series would keep its split-screen mode on consoles for just one more installment. A solid entry in its own right, Need for Speed: Carbon had its shining moments in the dark, gloomy streets of Palmont, but it wasn’t a complete home run.
Thankfully, car customization moved forward with the new Autosculpt feature. Players could now spend hours fine-tuning the shape of various body parts like scoops, rims, spoilers, bumpers, and exhaust tips. It just felt right most of the time to have the slider on percent for maximum effect.
The new AutoSculpt feature enabled endless pimp potential. Carbon carried over Most Wanted’s story to a new location, once again not taking long to separate the player and their M3 GTR. They’d start from the bottom with either an Exotic, Muscle or Tuner class car, form a crew and take down rivals controlling parts of Palmont City. Unlike Most Wanted, where a modified RX-7 could compete against a Porsche Carrera GT, Carbon’s 3-tier system for its 3 car classes meant players eventually had to leave their favorite low-tier car as they progressed further for a final duel with Darius in his Audi Le Mans Quattro.
It had now been a fairly long run with open-world, mildly story-driven arcadey racing games that firmly put Need for Speed on the map. In the quest to deliver something fresh, the series headed off to the track and came up with ProStreet. With the bar set so high by consecutive, hugely successful entries year after year, the pressure on ProStreet was larger than ever.
ProStreet’s attention to detail for a track day festival was authentic in all the right and wrong ways. Cars had a proper damage model and could now be customized according to race type, with blueprints available for various game modes. Carbon’s Autosculpt feature played a larger role in ProStreet, allowing players to not only tweak visuals but also aerodynamics for improved performance.
For an authentic feel, players had to warm up their tires before a drag race. What didn’t sit well with most NFS fans though, was ProStreet’s stiff car handling, mediocre track selection and an announcer that blasted their voice throughout the game’s career mode. ProStreet didn’t come with all of Need for Speed’s existing strengths cops, open-world, great soundtracks , and the new features it did bring failed to combine a simulator-like experience with a decent car roster and customization features.
ProStreet was a misfire for many fans, who craved for the series to return to its roots. As it turned out, the game’s next installment would be yet another disappointment, even with the inclusion of cops, and an open-world with a plot. An overly serious story in an uninspired open-world were the deal breakers in Undercover. Although EA brought all the ingredients for the tried and tested Need for Speed recipe, Undercover lacked the delicate balance that had previously made Underground, Most Wanted and Carbon irresistible.
Covered in some sort of sepia filter, the world of Tri-City Bay provided little to no incentive for exploration, save for some decent cop chases. The cars’ floaty handling was also a weird mix of arcade and simulation, and the visuals appeared to be a downgrade from ProStreet. A ‘Most Wanted’ game in spirit, less so in execution.
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