
Damage modelling, too, is done extremely well, with bumpers hanging off, bonnets getting mashed and as much crumpling as you've seen anywhere other than Burnout or your washing basket. Not only can you buy and pin tons of upgrades to your various cars - altering driving characteristics in the process, and even doing clever things like testing downforce in a wind tunnel - but you can record your preferred set-up as a "blueprint", which you can then share with friends. Visually the cars are generally pretty, and there is a tremendous amount of customisation to be done for those so inclined, which is of course where a lot of ProStreet's depth really lies. You can draw all over your car, which is fair enough. The other camera options aren't really worth exploring - there's a bonnet cam instead of a bumper cam, which makes things feel floaty and slow, and a closer third-person effort, and for some reason the driver's-eye view feels more like you're pinned to the windscreen somewhere above the dashboard, so it's a bit like playing as a tax disc. As a result, going fast is a precarious feeling, and the game's best moments involve threading your delicate, hand-built racers at pace through networks of long but slight opposing corners. Strangely it's all best played out in the wider third-person view, which pulls back as you accelerate, because this accentuates what speed you have and couples well to a physics model that really drags at your tyres if you let a wheel slip off the track into the dirt, and won't let you get away with mowing down sign-posts or anything like that, either. It's not that difficult to master the cornering once you accept these rules (and there are three degrees of Driver Assist options to help you if you struggle), but being proficient at ProStreet is more like being good at scouring pans than being good at, say, dancing. As soon as you hit the first corner you lose it, because turning further than 10 degrees at anything faster than a crawl isn't going to happen, leaving you to pump the brake for ages and ease almost completely off the accelerator in order to get the nose round anywhere near far enough. Things start off badly as you sit on the grid holding down the accelerator while your car visibly fits in front of you, bouncing around like a washing machine while a negligibly attired stripper pouts you down to the start. Which is an apt description, since you basically can't steer. This one isn't though - this one's about street racing kids going straight. Need For Speed was, on and off, about running away from the law.


Ridge Racer let you drive sideways round corners. Driving games have done a lot of odd things over the years to get noticed.
