Need For Speed Payback Hands On: No Surprises Here

Need For Speed Payback Hands On: No Surprises Here

Need for Speed is nothing if not predictable. It’s predictable in a good way, sure, but you always know what you’re signing up for.

It was always pretty obvious to even a casual observer that a faux-F&F, baddies-versus-more-badder-baddies story was the direction that Need for Speed has been heading in for some time. The Underground series has huge cultural cachet with a certain racing game-playing age group, and the Furious movies’ phenomenonal box office success makes it a no-brainer for the racing game to dip its toes back in the water.

You’ll recognise the Payback story, too, as a melange of various Fast & Furious tropes. Boosting cars from trucks on the freeway, a group of rough and tumble I-don’t-got-friends-I-got-family going up against a legitimately evil cartel, regular cameos from a host of strong-willed and interestingly-motivated characters. You get all the storyline you need from the intro video above.

When it comes to actual racing, it’s telling that EA demoed Need for Speed Payback PC with Xbox controllers hooked up rather than anything more serious — like, say, the racing wheel you’d use on a semi-sim like Project CARS or a full-on sim like iRacing. It’s an arcade racer, and that should come as absolutely zero surprise to anyone that’s played any of the recent titles in the series.

That’s not to say at all that it’s not enjoyable, though. Need for Speed Payback is definitely enjoyable. It’s just less nuanced than it could be in its car controls — and that means you’ll have those moments where you’re heading towards a wall or car or other obstacle and you realise you’re going to hit it, and there’s nothing you can do about it. It’s that frustration that twitchier racing games don’t have — although you could argue they’re harder to play in the first place.

The racing is classic — well, modern classic — NFS. You’ve got your nitrous and your handbrake, and liberal application of both will get you around the track/road course/ the fastest. You’ll bounce off walls with not even a hint of cosmetic damage, you can smash your opponents around, and you can take the odd risky shortcut to give yourself an advantage. The fundamentals are solid, unsurprisingly so with EA’s years at the wheel of previous games.

By default — and there wasn’t the option nor the time to fiddle in settings, since the demo was very much on-rails — the Mustang’s steering was decidedly doughy, which meant a lot of full-lock steering left and right and on-off accelerator and brake to compensate for that. And those inevitable wall-riding crashes. It’s just that kinda game. It’s always been possible to remove some dead-zone and make NFS handling a little more enjoyable for driving enthusiasts, so my fingers are crossed that remains. The few seconds of high-speed Koenigsegg Regera racing I got, too, felt a fair bit tighter.

It was interesting that throughout the demo, the story progressed with the NFS equivalent of QuickTime events. Driving up to the back of the truck I was chasing unlocked the next segment, driving alongside it for my passenger to jump out onto the bonnet and climb the conveniently placed ladder alongside unlocked the next, and so on. It worked well — I missed filling the second-long progress bar on one, to the chagrin of v everyone involved, which felt real — but I think sparing use of it will be important to stop Payback feeling simple and repetitive.

I’m looking forward to playing more than a couple of minutes of Need for Speed Payback. If the story plays out with a bit of human interest, if the customisation is as extensive as EA promises — and has built its rep on from previous games, if it’s actually fun to play throughout the inevitable mission or level grind, then it’ll hopefully regain the spark that made the original Underground great.


  • Sometimes it’s fun to relax with a spot of brainless smashy crashy.
    If you want serious racing buy a serious racing game.
    I just want steering wheel support for the consoles this time.

  • I didn’t play the most recent NFS game, but did enjoy the 2012 Most Wanted by Criterion. But even then, it felt like a sanitised Burnout Paradise.

    Rivals didn’t really hold my attention for long, with the large open world feeling kind of barren, and the attached story took itself way too seriously for what the gameplay entailed.

    It’s hard to tell what this game will be like, but the story might be enough to keep engaged.

  • NFS is like the McDonald’s of the video game world. It’s never going to be great, but you know that any time you pick up the controller it’s going to be satisfying.

  • To be rather honest I find the comment concerning the lack of steering wheel support to be rather ignorant considering everybody drives a car with the steering wheel and not with a joystick. When you go to an arcade you drive with the steering wheel not with a joystick. When we come home to our consoles which is bringing the arcade experience home we expect to have that complete experience. This review left that game was ready to purchase in the store on the shelf where it belongs. There should be some sort of regulatory organization that set some sort of standard for racing game it is blatantly obvious that every racing game unless it’s a toy cart game which could still have basic wheel support.

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