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5

Vagrant Gamers #5 – Guild Wars 2 First Impressions

Welcome to Vagrant Gamers Episode #5!

This week I’m joined by my good friend Gavin Townsley and we discuss all things Guild Wars 2. The beta weekend just ended and I couldn’t wait to talk about it. What made it an especially productive weekend and show is that there is no NDA on the Beta Weekend Events, so we can talk about anything we experienced first hand.

We hit on all of the major aspects of the game:

- Races

- Professions

- Leveling and Questing

- Combat

- Structured/Instanced PvP

- WvW

-And plenty more!

Give it a listen and let us know what YOU think of Guild Wars 2.

You can e-mail the show at Podcast@vagary.tv.

You can follow us on Twitter at @JerWG (Jeremy), @VagaryTV (Vagary.TV Account), and our guest @GavinFYG (Gavin).

Also, please leave us a review on iTunes!

Note: This was our first live cast, so it’s possible the quality may be slightly lower than normal, I am working to correct this issue in the future.

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2

Vita Review: Disgaea 3: Absence of Detention

For those that don’t know, Disgaea 3: Absence of Detention is the re-release of Disgaea 3: Absence of Justice combined with all of its DLC. The original game was for PS3, and is largely considered to be one of the best RPGs available on the system. Even though I had never played a Disgaea game before this one, I was looking forward to taking a crack at it because of all of the hype from the others.

I have to say, that I don’t normally get into Strategy RPGs, mostly because I don’t like the Grid-based combat. Final Fantasy Tactics and all of its incarnates have been exception to the rule for me, as the story far outweighed my general distaste for the gameplay. After all of this time, though, I have finally found another series of this type that I cannot wait to devour fully.

The main story of Disgaea 3 is one that will blow your mind. You are a Demon (bad guy), who wants to become a Hero (good guy), so that you can kill and overthrow your father, and take his seat as the Overlord of the Underworld (head bad guy), all because he erased your 4 million hours of save data for your favorite game. While normally, this frame of thought in a serious story would not work well, in Disgaea’s parody based world it makes perfect sense. And hilarity ensues.

While the story is actually extremely enjoyable and what made me want to keep going through the game, the humor really took me by surprise. It wasn’t what I was expecting, and was an extremely refreshing change to the very dark and gritty games that seem to rule the gaming market now-a-days.

The game has a ton of replay value as well, since when you reach max level, you can actually start over at the beginning with higher stats. The only frustrating part to this start-over system, is that if you lose a battle at certain parts of the game, you are forced to start over from the beginning at that point. While you do keep your level, gear, and abilities, this really took me by surprise. I really wish that this was explained to me early on in the game, as I was a bit mad at first, thinking that I had lost all of my progress. Luckily, as I said, that was not the case and I learned to actually come to a love-hate relationship with this system. The good part is, it made me start playing smarter.

The story of the game is told through the viewpoint of Mao, who seems kind of like a spoiled brat at the beginning of the game, but turns into a character that you will love. The majority of the narrative is played out through anime-inspired vignettes that are fully voice acted and will keep you enthralled throughout. For the most part, which was also refreshing, the voice acting was actually well done, with some familiar voices that anime fans will definitely recognize.

Having never played the PS3 version of the game before this, I couldn’t tell you exactly what specifically the DLC added to the base game, but from what I’ve been researching, it is a good deal of content that wasn’t in the original game, as well as a cameo by some characters from Disgaea 4 (which I can’t wait to start playing myself now).

I feel that if I talk too much more about it, I may give away spoilers, so I will end it at this: If you are an RPG Fan, Strategy-RPG Fan, or just love a good game, PICK THIS GAME UP! It is worth every penny, and then some.

Pros

  •  Hilarious Story
  •  Fun characters
  •  High Replay Value with the Start-Over Feature
  •  A Strategy-RPGers dream game
  •  Tons of Geek Culture references

Cons

  •  If you lose certain battles, you have to start the game over
  •  A niche game, with its SRPG elements and Grid-Based combat system

Overall Score: 5/5

This review was performed on the Playstation Vita system, with review materials supplied by the publisher.

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All is not awesome as Awesomenaut publisher goes bankrupt

It seems everything is not awesome as Awesomenauts release reels around this week.

The publisher for the digital only game DTP Entertainment filed for bankruptcy this sent other game news sites to speculate the game wouldn’t see release for either PSN or XBLA as first planned this week (or possibly ever according to some sites).

Luckily the developers for Awesomenauts stepped in to clear up the confusion.

“We have just confirmed that the game is coming this week. We cannot comment on the exact situation any further right now, but rest assured that you can all play Awesomenauts this week!” said Joost, a Ronimo Team Member on their Awesomenaut forums.

This probably comes as double relief for Sony seeing as they won’t have to scramble to find a replacement free game for PS plus users.

How DTP’s insolvency has effected any post launch updates for the game remains to be seen, but for now at least the game is coming out on schedule.

1

Just In Bailey: Say “Fuzzy Pickles”

Once a year, the Chicagoland area is overrun with a totally different breed of people.  Grown men dressed as Sailor Moon are hanging around with girls dressed as Cloud from Final Fantasy VII.  It is truly a sight to behold.  What makes the sight even better are the looks on the faces of people who just don’t get it.  So, what is this magical event?  Why, it’s Anime Central, or ACEN for short.  ACEN is a three day event that pops up between April and June every year at the Donald E. Stephens Convention Center in Rosemont, a town just outside of Chicago.  What makes ACEN so special?  Follow me on a short journey if you will.

ACEN is a convention that showcases not only anime and manga, but video games as well.  The convention has several components.  There’s the exhibition hall, which is the area where merchants hawk their wares.  You’ll find tons of cool stuff to spend your hard-earned cash on.  There is a wide variety of graphic t-shirts to buy.  Forget Hot Topic.  If you want something cool or witty or just plain geeky to wear, this is the place to get it.  You will also find all sorts of replica weaponry to buy.  The only issue with that is you need a place to store it once you buy it.  ACEN is extremely strict on their weapon policy.  The hall also has toys, books, movies, and even import video games.  It’s a very dangerous place for your wallet to be as you could easily spend a grand and not realize it.

Another cool area to visit is the artist alley.  Independent and starving artists inhabit this area of the convention.  The talent here is pretty amazing.  What’s even cooler is that for a small fee, you can commission an artist to draw something of your choosing.  Ever want to see Link and Cloud locked in combat?  All you need to do is just ask.  Not only will you find some pretty sweet drawings, there are also handmade plush dolls, articles of clothing and more pins than you can count.

A lot of the pictures you can buy are prints.  Most of the original art can be found in the auction area where you can place bids or purchase pieces outright.  Just like the exhibition hall, the artist alley is another place where you can drop a great deal of money in a short period of time.

When you aren’t spending time and money, you can visit one of dozens of panels during the ACEN weekend. These panels are open to anyone and each has a specific topic.  Sometimes they are run by professionals in the anime or gaming worlds.  Other times, the panels can be run by just passionate fans.  We went to a panel this time that was Professor Layton themed.  The folks running it put together a puzzle competition.  There were 4 rounds of 10 minutes each.  The participants split into groups and each group received a packet of puzzles.  Every puzzle was worth a certain number of picarts (the points in the Professor Layton games).  The group with the most picarts competed in a final round.  The winning group received a small Layton doll and the grand prize was a larger doll.  These panels allow for great times with people and some even allow for quality discussion.

 

What makes ACEN such a great convention isn’t the art or the merch or the discussions.  What makes ACEN an experience is the cosplay.  It isn’t just Wookies and Storm Troopers here.  That isn’t to say you won’t find one.  The ACEN cosplay covers all areas of pop culture.  We saw people dressed as the White Power Ranger, Cloud, Mario, and even Doctor Who.  The article would go on and on with the different cosplayers we saw.  They even have photo shoots for like-dressed individuals.  The first year I went to ACEN, I dressed as Solid Snake and was part of a shoot with all kinds of Metal Gear-themed cosplayers.

People who don’t understand the anime or video game cultures may think ACEN is just a bunch of dorks dressing up like fools.  I think they can learn a thing or two from the convention.  What I love more than anything, what makes ACEN such a cool event, is the excitement and acceptance.  You can be anyone — or anything — you want and people will treat you no different.  Actually, the more unique you are, the more people will stop and ask to take your picture.  ACEN is a shining example of how tolerant people can be if they choose to.

So, if you live in or around the Chicago, or even if you’re from Alaska, I urge you to check out ACEN if you can.  It’s not just a typical convention.  Bring your craziest costume and get into character.  Bring your cash and your credit card.  Bring your camera.  And if someone stops you to take a picture don’t forget to say “Fuzzy Pickles.”

Just In Bailey –an homage to the secret code from Metroid, which allowed you to play as Samus Aran without her suit– is an editorial column at Vagary.TV brought to you by Joey Alesia. What started as an alternate perspective on different parts of video games has since become a more wide-ranged look at the gaming industry from a gamer’s perspective with over 25 years of gaming knowledge and a twisted sense of humor.  Follow Joey on Twitter (@wrkngclsswrtr) or email him at Joey.Alesia@Vagary.tv.

 

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Coming to Stores: May 1st Edition

I’ll be honest. I ALMOST didn’t do a release list this week. Don’t get me wrong, the two games coming out look great. But two games are coming out this week. Is that worth making a new post, doing some format changes, trying to find some music to listen to, looking for that “killer pic” and then sending it on to be edited? In short- yes, it was. Enjoy the light week; it picks up in a few.. ~ Don

Please note dates are subject to change, and these do not account for digital releases, which can sometimes be as important as retail releases. Don’s personal picks are highlighted in red.

Console

Multi-platform:

  • Tuesday, May 1 ~ Sniper Elite V2 (PS3 & X360)

Store shelves won’t be bulking up this week, but what is lacking in quantity looks to making it up in quality with the one release coming out. Sniper Elite V2,  a sniper-centered game (shocker, right?), takes place during World War 2. Instead of running around with guns blazing, V2 is focuses on precision. I found a nifty gameplay video to share, so enjoy.

Handheld

Sony Playstation Vita

  • Tuesday, May 1 ~ Mortal Kombat

We’ve covered the latest Mortal Kombat game twice now, and there are never enough good things to say about it. Now, the story-driven fighter finds its place on the Vita. Taking advantage of the hardware and packing more unique challenges, this edition lets you take the MK that everyone raved about last year with you anywhere. FINISH HIM!

Are you buying either of these? Why/why not? Let us know in the comments below!

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What’s Up With Vagary #10

While the Vagary staff is comprised of a large group of like-minded individuals, that group has an eclectic range of tastes. What’s Up With Vagary is a chance for a selection of our staff to fill you in on what is sucking up the majority of their time during the past week.

Kyle Baron – Editor in Chief

 Pinball Arcade is the reason my World Gone Sour review was in late and it’s also why I finally GET pinball after a childhood spent playing Space Cadet Pinball for windows.

The tables in Pinball Arcade are all authentic real-world pinball tables, and the incredibly smart designs attest to this; even the most crowded tables, like the trapdoor and magnet laden Theatre of Magic table, have enough visibility and well placed nooks and pathways so that no lost ball feels cheap.

Simple tables, like the 1980s Black Hole, have so much empty space that you’ll quickly teach yourself why it’s important to use tilt to make sure your ball doesn’t fly straight for the gutter.

Oh, and did I mention that Black Hole is a pinball table with a mini pinball table in it? The four tables included in the console versions (six tables, if you’re using an iPhone or Android), all have really cool features like this that give them character, complete with a written history and a snapshot of the flyers used to advertise them back in the day.

Additional tables are to be released as DLC, though the smart phone versions are already ahead on DLC. The PSN version also includes a free Playstation Vita. Not too shabby.
Pinball Arcade serves as both a history lesson on pinball and an excellent assortment of masterfully designed classics that feel just right.

 Don Parsons – Publisher Relations Liaison and Review Staff

 I’m not a fan of the Planet of the Apes movies; none have interested me, until I saw the preview to Rise of the Planet of the Apes. This prequel sets the stage for the rest of the movies and does it well. Franco, the male lead, did a fantastic job of selling the emotional bond between himself and the catalyst-primate. I won’t spoil the plot too much, though anyone who is even familiar with the series can probably guess the details. I highly recommend it even if you never wanted to see any of them before; I personally loved the movie.

I have had my reviews caught up for the past week, so I decided to take the plunge into Mass Effect 2. Yes, Mass Effect 2- not Mass Effect 3. I was interested when it came out, but never got around to playing it. Now that I am 20 hours deep, I am hitting myself for not partaking in this space odyssey sooner! I am constantly amazed at the characters and story-telling Bioware presents. The high points of brilliance are so frequent that it is really hard to moderate my playtime to a just few hours a night. On the flip side, everything is so perfectly paced that I can sit down and play through a mission and stop to do something else that night. I could go on and on and on and on… but I’m sure you’ve all felt the same connection, so I won’t.

Chris Scott – Reviews Editor

This week saw me visit with two of the masters of horror in two different mediums. I first spent some time with Stephen King and his return to the world of The Dark Tower and his latest release, The Wind Through the Keyhole. Considered to be The Dark Tower 4.5 by King, Keyhole reintroduces readers to the Gunslinger Roland and his ka-tet as they journey along the Path of the Beam. After so long away, I worried that maybe I had moved on from the Tower but shortly into the book I was once again fully invested. King’s writing is the best it has been in the last eight years and it has left me hoping he has more tales to tell in Mid-World.

The second master of horror I spent time with was Edgar Allan Poe but it was not with his heralded works of gothic literature that I spent time with but rather John Cusack’s personification of the poet in The Raven. Cusack is solid as Poe but the rest of the movie leaves plenty to be desired. While my review is coming this week, my short take on it is that you should probably read some of Poe’s works, many of which can be obtained for free, instead of spending money on this film.

 So that is what we have been up to, what about you? Fill us in by dropping us a comment.

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Review: World Gone Sour


The visual fidelity doesn't match up to the art design, but the music is bumpin'

By the end of World Gone Sour you will have fought a tennis shoe, thrown your allies into deep fryers for points, and watched Method Man rap about Sour Patch Kids and the dangers they pose when left uneaten.

Developed by Beefy Media and Playbrains, World Gone Sour seems like it’d just be a phoned-in game built to advertise candy. Booting up the game brings this into question, as you see Sour Patch Kids scampering across the dimly lit start screen playing with each other one minute and brutally murdering one another the next. It doesn’t take all of the four or five hours of the game to finally realize that World Gone Sour is actually a competent platformer with all the clever art design of a twisted version of Toy Story.

The story, introduced by the first of many well animated cutscenes, follows the tale of a Sour Patch Kid who was dropped in a movie theatre. Candies go insane when they aren’t eaten, apparently, and the nooks and crannies of the everyday human worlds you explore are made sinister by all of the traps and hazards added into the environment by the Sour Patch Kids and other members of the candy community that have gone insane. Usually it’s quite obvious, like yo-yos that crush you or evil pieces of bubble gum that use bottle caps for helmets; sometimes it’s more subtle, like seeing evil Sour Patch Kids torturing their brethren with pencils or trying to saw apart the ledges you use for platforms.

The boss battles are creative and never work to sour the experience. Sorry.

The hazards, be they deep fryers and spilled soda in a concession stand or table saws in a shed, are smartly designed with the progression of your abilities in mind. Safety pins stuck in gum serve as grapple points you can swing from, while popsicle stick barriers are only breakable with a ground pound. The enemies follow suit as well, with the nefarious blobs of bubble gum adopting spiked helmets that you have to knock off by throwing other Sour Patch Kids like bowling balls.

That brings me to my next point, you’ll see a lot of sour patch kids die by the end of this game. Heck, there’s a trophy/achievement tied to sacrificing 1000 of the little Sour Patch Kid candies that rally to your side when you rescue them. The game encourages you to do so, as you get bonus points at the end of each level for having your hapless buddies meet their ends by being melted, crushed, flung into orbit, burned, impaled, chopped up – you get the idea; it’s a bit like playing the Grape Escape board game from the ’90s where it was an every grape for itself run to the finish past saws and rolling pins.

A game about candy may seem like it’s geared towards children, but the T for teen rating ends up feeling partly in tune with the difficulty and not just the comically morbid ends of animate candy people. This difficulty comes from a couple tricky platforming sequences, especially if you want to go for all of the collectibles. The bad part comes from jumping physics that, although competent, never feel quite up to the precision of Mario Bros or the floaty forgiving leaps of Super Meat Boy. Also, the wall jumping feels like it works most of the time, rather than whenever you think it should; there were many times when my co-op buddy and I would leap towards a wall, only to have one of us slide uselessly into a pit of spikes. The game hands out extra lives generously, but this doesn’t make the occasionally finicky precision negligible.

Co-op lets you ham it up with a friend for sizzling excitement. Sound pun to you?

The sound design, like the atmosphere and art design, is effective.  The grunts, gasps, and squeaks of the Sour Patch Kids play colorfully overtop the growls of enemy bosses and the searing death rattles that all of the hazards draw out of their victims. The music helps too, with every world having its own catchy meld of hip hop beats and elevator music. No, really, it works. It makes it more of a shame that my [mostly] co-op playthrough saw a few glitches where the music and sound effects cut out for a few seconds.

The sound cutting out only happened two or three times, but the long load times were always a bit out of place. There were times when I was sitting around for 30-45 seconds wondering whether the game had crashed or if the bouncing-Sour Patch Kid loading screen animation was just taking a break.

Technical grievances aside, I was pleasantly surprised with World Gone Sour and I recommend it to anyone looking for a competent platformer with a sadistically comical atmosphere. Also, the end credits are tied in with a music video that has Method Man rapping about candy.

Pros

  • Good soundtrack
  • Clever art design
  • Unlockable video where Method Man gets angry and raps about candy
  • Funny narration
  • Good cutscenes and an overall effective atmosphere
  • It costs five bucks

Cons

  • Some sloppy looking textures
  • Wall jumping sometimes doesn’t work
  • Long load times
  • Two player co-op is local only

4/5

Note: The Playstation Network version of World Gone Sour was used for the review and was provided by the publisher. The game is also available on PC and Xbox Live Marketplace

0

The Perfectly Sane Show Ep. 93: So Excited!

The guys are excited to talk about a ton of games this week including, The Witcher 2, Risen 2, The Walking Dead, Fez, Trials: Evolution, Journey, Dragon’s Dogma, Ninja Gaiden 3, and Diablo III. They also talk some news and give varying degrees of helpful career advice.


Also, join us in the forums to discuss games and other stuff we like.

Music in this episode:
Strike of the Devil’s Axes OC ReMix by CarboHydroM & LuIzA

E-mail comments (or questions) to perfectlysane@vagary.tv or follow us on Twitter.

Tony – iamnapoleon1066
Jeff – JustSomeDude899
Cyrus – FozioAuditore
Chris – kariyanine

Perfectly Sane Show

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1

Review: The Walking Dead

I met Robert Kirkman at a comic signing shortly after The Walking Dead launched. It was a nice little shop attached to a dingy little shopping center in Levittown, PA. As much as I loved the comic at that moment in time, I never would have thought that his little black and white comic book, published by a second tier comics company, focusing on the zombie apocalypse would spawn into the cross media sensation it has today. But that is exactly where we are. AMC has brought the adaptation of the comic series to television with astounding success and now Telltale Games brings fans its own vision of the series in the gaming space.

At the first mention of Telltale developing an episodic game based on the series, I was apprehensively optimistic. Telltale after all has a history of developing great adventure games and making The Walking Dead into an adventure game made perfect sense because of how much exploration and character interactions play a part in the series. However, the content of The Walking Dead was so unlike anything they had ever done before that I could not help but worry.

While zombies are the catalyst for the events taking place in the world, The Walking Dead is really about the character interactions and choices that are made by those that are still living. Telltale completely understood what makes the series tick and nails it from the opening moments of the game. Instead of focusing on the zombie outbreak, the beginning of the game is just a simple conversation during a car ride out of Atlanta. The whole thing lulls the player into a false sense of security and because of the underlying premise, players know something bad is going to happen, it is just a matter of when and the tension mounts as the climactic delivery is waited on.

Building and maintaining tension consistently is something The Walking Dead had to do especially well, fortunately with a solid combination of good writing and smartly designed gameplay, it is able to deliver it throughout the episode. The gameplay system The Walking Dead utilizes is a hodgepodge of design elements from other games. The dialog system in particular is very reminiscent of Alpha Protocol’s timed dialog wheel, while the navigation and environmental interaction pieces seem strongly influenced by Heavy Rain, albeit heavily modified.

These design choices give the biggest boon to the game via how Telltale has implemented the action sequences in the game. Forgoing generic third person scenarios that would have lost the feel of the series, action sequences are built around disorienting the player and making them feel uncomfortable. These scenarios generally have an easy solution but ,whether it is through visual manipulation, making it hard to see what needs to be done, or by presenting to the player a choice that needs to be decided immediately, The Walking Dead makes it hard on the player. And doing something or failing to do something can have major repercussions down the line.

Cause and effect are two major players in The Walking Dead and seeing how my choices played out in the game was emotionally draining. Unlike something like Mass Effect where my decisions are recorded and played out over the course of three complete games, to varying degrees of satisfaction, The Walking Dead delivers on player choice. If I neglect to do something it could be the difference between a character living or dying. If I seemingly insult someone that person could very well hold it against me causing me potentially irreparable harm down the line. While it is true that some of the decisions are purely cosmetic because the story has to be directed down a certain path but most of them have weight, making the game quite satisfying to play.

Due to the nature of the content, The Walking Dead will not be for everyone. However for fans of the comic and television series, for fans of the horror genre, and even for those just looking for a mature take on mature content, The Walking Dead is a treat. It is too bad we have to wait a month before episode two.

Pros

  • Decisions matter.
  • Smartly designed gameplay.
  • Excellent story dealing with mature topics.
  • Visual style is eye catching.

Cons

  • We have to wait a month for the next installment.

5 / 5

Note: The Walking Dead is an episodic series, this review was done using the PC version of the first episode of the game. It is also available on Playstation 3 and Xbox 360.

0

Bring It Back: Need for Speed Underground Edition

What it was:

Need for Speed Underground was the series’ departure into the tuner world. Released during the Fast and the Furious craze, Underground aimed to give would-be tuners a way to deck out Civics, Supras and Integras without going out and blowing all their hard-earned money. Street racing was now more mainstream than ever, and Underground gave people a way to enjoy most of the perks in the comfort of their home. Decals, rims, performance parts, paint jobs and bodykits; these are the great things about Need for Speed Underground. The tight, arcade physics helped settle the game as firm fixture of my racing game collection.

When Need for Speed Underground 2 came out with even more customization options and allowing players to freely roam the city, the series grew in great ways. While sound systems and Escalades were far from what the street racing genre needed, just having the options was great. Sadly, the series kept cranking the dial towards “story-driven” instead of “customization”. Need for Speed Most Wanted dropped customization greatly, allowing five whole bodykits to be picked from. This was the great decline, and it never really picked back up.

What it could be:

Need for Speed Underground 3 would focus on customization, much like it’s two predecessors. The over-arching story would take a back seat, but be relevant in the scope of unlocking new areas. Multiple bodykit pieces would return and in grand fashion. Dozens upon dozens of pieces to pick from. Car selection would be vast and as per typical Need for Speed, you would start with bottom-tier cars; only instead of focusing on top-end cars, Underground 3 would focus on middle-class cars. Some high-class cars will be available, I assure you.

Physics will also return to form. Not to say new Need for Speed games are lacking in that department, but a slight arcade-bias would allow easier drifting for racers of all types. Drifting would also be a-focal point, with just as much drifting as racing. If you don’t like the open-city model, you could quickly start events from the menu. Why force players to play a particular way when they don’t like to, right? But those people would miss out on the highway races against random opponents.

One of the series’ greatest innovations is the Autolog. If you’re a competitive gamer and haven’t experience this feature yet, you’ll be glad to know Autolog brags for you and rubs it in when other people beat your times. It doesn’t get old and honestly keeps me playing old tracks just to stay on top. The XP boost for beating someone is a great resource, too, so a level up mechanic to unlock parts  and cars would be in place.

Online racing would be an obvious feature, allowing people to race their tuned cars. The new hook to Underground 3′s online play would be “Car shows”.  Daily and weekly shows with different guidelines will allow people to submit their tricked out rides  and vote on other peoples’ cars. This would play into the focus on customization and cement the game as a true step forward for the series.

Why it should happen:

There has been a lack of customization in street racing games lately, and none of them compare to the Underground games from a car tuner’s perspective. If it offered a more robust selection of parts than even Underground 2, the third Underground game would certainly mean business. While the last Need for Speed game (The Run) really proved a story-driven racing game could work, returning to the street-racing days of Underground is what I hope Need for Speed does next.

“Bring It Back” is a semi-regular column where writer Don Parsons takes a look back at some of his favorite games throughout his extensive years as a gamer, and dreams of having a follow-up. New games, old games.. none are off-limits.