I hated Need for Speed: Hot Pursuit at first. I hated the handling, the fact that the cars had a sense of weight and seemed slow to respond. It seemed like bad design, why make it possible to crash into traffic then give me an unresponsive car? I hated how the specs for some cars were “classified.” I was afraid to use them, worried that I’d be tricked into using a slower car. I hated the shortcuts that weren’t actually shortcuts, and the lack of damage compared to Burnout. In short, I hated it because it wasn’t Burnout. But I kept playing.
Eventually it won me over. Once I reset my expectations and took the game on its own merits, as a Need for Speed game and not a Burnout game. Also, I unlocked faster and more responsive cars, so now the game actually does feel comparable to Burnout. It struck me as odd that Criterion would hide the best cars behind a dozen hours of lesser gameplay, hadn’t developers learned not to do this? Super Street Fighter IV had no hidden characters, and Battlefield: Bad Company 2 has a “short cut” pack that you can buy to instantly unlock all weapons and gadgets. Yet racing games still force players to start with the slowest cars and work their way up. However, despite my frustrations, the more that I think about it, the more that I agree that this system works for racing games or at the very least for Hot Pursuit.