![]() The second was giving Carbon an identity. The pursuit felt tacked on, the characters felt insignificant and the story felt lackluster. The challenge that Black Box and EA faced wasn’t solely rooted in a lack of direction they actually had a fair idea for what they wanted Carbon to be.Ī free, open-world, hip arcade racer that would be a firm addition to a series that was on the rise at that moment in time.ĭespite that, the first problem they faced was deciding how to capitalize off the distinctly over-the-top nature that warmed fans to Most Wanted, and how to carry it over, along with the award-worthy pursuit system.īut as we have seen over the years, neither was achieved. Electronic Arts, coagulation who was well into turning a new corner in the mid and late 2000s into being a big time corporation, was deeply into setting up fancier, flashier new entries into each of their franchises.Īnd this kind of ambition would lead to last-minute additions, multiple unnecessary cuts, and revisions that would ultimately lead to the panning of Carbon.ĭespite that, we believe that it is a decent entry into establishing the signature Need for Speed language deeply embedded in embracing and exploiting the zeitgeist of import and exotic culture of mid-2000s America. What then, could Black Box have done to improve upon what is now seen as perfection?Īnd if the perfect blueprint was already with Black Box after the soaring successes of Underground 2 and Most Wanted, then what led to Need for Speed Carbon being reviewed as the middle child of the series by fans and critics alike? Sometimes even solid, actionable advice can be fruitless, since it cannot be properly applied. An important oversight in the world of sequels, prequels, and advancements in a series is the age-old “Don’t fix what ain’t broke.” ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |