Need for Speed: ProStreet is a 2007 racing video game developed by EA Black Box and published by Electronic Arts.
[2] The player assumes the role of Ryan Cooper, a former street racer who enters a series of showdown events run by several racing organizations.
[6] Most races take place in real-world locations such as Texas World Speedway, Portland International Raceway, Mondello Park, and Autopolis.
[9] Cars and aftermarket parts are grouped into four tiers that represent performance levels, which are gradually unlocked as the player progresses through the game.
[6] In addition to the game's main career mode, ProStreet features a number of predefined and stand-alone events where the player can race against computer-controlled opponents on any track without the consequences of having to spend cash to repair cars.
[13] Unlike its immediate predecessors, which focused on the contemporary illegal street racing scene, ProStreet was conceived as an interpretation of where the culture was heading.
As a result, the development team had to strip down graphical features to make it run on less powerful hardware such as the PlayStation 2 and Wii.
[14] This was the reverse process of what the team used to do with previous games, which were primarily developed for the PlayStation 2 and original Xbox and then ported up to their successors with higher fidelity.
[14] Although cars behave in a realistic way, visual aids and systems such as anti-lock braking, stability management, and traction control, which can optionally be turned on, were developed to make the game accessible to players who are not racing enthusiasts.
[15] An audio team of 12 people spent several months auditioning cars to record the loud sound effects the game required.
For example, crashes were recorded in multiple layers, combining car drops from cranes and metal hits in the studio, and then edited in post-production.
[18] Although musician Junkie XL was hired to compose the score of the game, ProStreet features a large number of songs from international artists.
[26] Shortly before the game was released, a demo was made available for download on Xbox Live and PlayStation Network,[27][28] and on the Internet for Microsoft Windows users.
[29] In the United Kingdom, advertisements for the game appeared on The Sun's Page 3 site, featuring topless models posing with a Ferrari.
[32] Multiple downloadable content packs for the game were released between November 2007 and February 2008 on Xbox Live and PlayStation Network.
[42] GameSpot described ProStreet as a solid racing game, but remarked that it misses most of the features that made its predecessors interesting.
GamePro praised ProStreet for its high-definition graphics, solid online features, and rewarding career mode,[5] while 1Up.com highlighted the game's sense of realism due to its new physics engine.
[46] GameRevolution praised the smooth graphics, but remarked that the lack of elaborate cityscapes makes the track environments less interesting than those of its predecessors.
[50] GameSpot highlighted the detailed car models, especially when they are damaged,[4] while Edge felt that the event meetings between races give the game a suitable atmosphere.
[50][1] GameRevolution felt that the game's navigation aids were too distracting and unintuitive,[50] while IGN remarked that the driving physics were not realistic enough, stating that cars feel very reluctant to want to turn.
[48][4] Eurogamer explained that each involves completing several rounds of heating up car tires before starting a race that only lasts for a few seconds, resulting in players losing interest quickly.
[48] The Xbox 360 version was condemned for its monetization practices, which allow players to alternatively upgrade and purchase cars with Microsoft Points instead of in-game cash.
[50][4][5][12] Critics noted that the flexibility of options, leaderboard system, as well as the ability to create events and share blueprints, make the game a highly social experience.
These adaptations differ greatly from their console and computer counterparts, offering simpler gameplay mechanics and a reduced amount of features.
[70][31] In addition to the game's four race modes, the Nintendo DS adaptation includes a rhythm mini-game where players must show off their car's hydraulics system by tapping buttons to the beat of a song.
[67] The game features a multiplayer mode that allows up to eight players to compete against each other via a single-cartridge Download Play session or a multi-cartridge Wireless LAN connection.
[67] Critical reception was slightly more positive than that of its console and computer counterparts,[71] with IGN describing the game as a successful conversion for Nintendo DS standards.
[73] The game introduces an assist tool called Driver Intuition, which temporarily gives players an acceleration and traction boost if they keep their car on an ideal driving path.