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NEED FOR SPEED 3

Bo and Luke Duke go nineties in EA's Need for Speed III: Hot Pursuit, as fine a sequel as has ever come barreling down the pike. NFS II occupied dozens of evenings in our offices, and when we learned that NFS III would feature police pursuits, we were ecstatic.

The basics of gameplay are the same. You have your choice from thirteen souped-up supercars like the McLaren F1 and a Ford Mustang GT. There are eight road courses modeled from real-world stretches of road, in varying environments such as cities, mountain passes, and forests. The cars have individually tailored characteristics, the most prominently different ones being top speed, acceleration, durability, and handling, and the different environments present different hazards.

It's pretty much meat-and-potatoes arcade racing, which is just the way we like it. NFS III is the ultimate LAN racing game. Outmaneuvering opponents through tight turns is second in pleasure only to angling them off the road with well-timed bumps. Opposing cars flip and roll with blissful abandon, and in NFS III they actually explode sometimes, as well, which takes the unfortunate explodee even longer to recover from.

Night driving adds a nerve-wracking twist to the proceedings, as you switch to high beams just to try and find the road in the forest darkness. Weather effects really send the game into overdrive, particularly when accelerated via 3Dfx; the rain effects are the best I've yet seen in a 3D engine, with water on the blacktop being sprayed up in a mist behind the tires and splattering your windshiled just the way real cars do to you on the freeway. Your tires don't like weather, either, and the hydroplaning and fishtailing feels eerily true (not that I've hydroplaned or fishtailed much, whistle whistle) and with force-feedback support, there's a lot of sweating to do.

But the big MacGuffin, the real reason for sequel hoopla, is the addition of police pursuit. This option introduces tricked-out police cars that will be trying to shut down the joyride. Depending on the difficulty level (there are three), your headaches may include just a single patrol car, multiple cars coordinating speed traps, or even tire spikes stretched out on one lane of the road (this is flat-out rad; nothing beats the thrill of being chased by several smokeys and spotting those tire spikes up ahead, then swerving from the spikes and regaining control of your car). If you do get run down and pulled over, the ticketing process sidelines you for a while-usually long enough to make the race unwinnable as your opponents blow by you.

If you want, you can even take the wheel of the police pursuers and go about shutting down the fun. The most engaging multiplayer configuration for NFS III is to get about six guys into the race and then have everyone rotate turns as a police car. While he tries to shut down the race, everyone else goes for broke.

NFS III is a ridiculous amount of fun, particularly over LAN where the lag is nullified. The game plays over modem, but is noticeably slower-and in a racing game, any moment's slowdown is a momentum killer. Get some friends to bring their systems over, spawn a big game, and you can have fun all night. Even if you don't have a Daisy Duke cheering you on.

SUMMARY:

Almost endlessly fun arcade racing, with thrilling physics and awesome visuals.

TIPS:

-Anticipate the turns and begin sliding through them early. If you get the timing down, you can powerslide through some vicious turns without losing much speed.

-There's no rules against bumping. At high speed, it just takes a well-angled nudge to steer a bad guy off the road. Try tapping a rear corner from a forty-five degree angle and watch the fireworks,

-On the other hand, bumping a bunch of opponents right out of the starting gate tends to be counterproductive. You usually want to get off the block fast before entering into a nudge campaign.

                                

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