I definitely spent the majority of my time doing this, not only because it was far more fun than the races tended to be, but because it was also capable of giving you more rep and money. There will be many, many times when you have an opening to escape and simply because the meter was too close to full, you'll be 'busted' before you gather enough speed to make the meter go back down. ![]() Once it is full, you're 'busted' and penalized financially (though you still get a little rep). Basically, the closer a cop car is, the higher the meter fills. The car AI is decent enough, although the method of being caught via a filling meter down the bottom of your screen can be infuriating. The fourth mode – which is also the most gripping and entertaining of them all – is pursuit, in which you basically flee the law. When a player gets enough rep (and there is no obvious indicator to tell you exactly how much that is), they level up and unlock new races, cars, customization options and a skill point. Win or lose, players are rewarded with cash, which lets players buy cars and customize them, and rep, which acts as experience does in other games. That said, they also don't at all resemble anything that would exist in a real city. The courses are well designed and frequently have interesting turns and scenery. They're all pretty linear, with a couple shortcuts that, if you want to win, you have to take. Races are all instanced and isolated from the city proper by magic arrow-covered glowing walls that prevent you from taking alternate routes to the finish line. Racers need to contend with traffic, and the machinations of other players and their dastardly power-ups. Sprints are a race from point A to point B, and circuits are a series of laps. ![]() The next two gameplay bits are Sprints and Circuits. Exploration is really just how you get from place to place, although even that can be circumvented by simply using the game's map to teleport to a race location or join from a distance, leaving the mode almost entirely without purpose. The first is exploration, where you can drive around the game's city and…well, that's it. Gameplay in Need for Speed World is broken down into four parts – at least according to the power-up menu. ![]() That would probably be enough under most circumstances, but NFSW is a racing game, and as such has no real cooperative mode, so grouping up becomes pretty much useless. You can talk to them, compare your stats, invite them to a match or a group, and that's about it. The ability for you, the player, to interact with other players in this open world is minimal. The world is indeed open, and as you drive through it you'll see a great many players, but that is where the ties to the MMO genre seem to end. The game purports to be massively multiplayer and open world, and in some sense it is both of those. When it's not about racing, it's about avoiding the long, wheeled arm of the law. NFSW is an online street-racer in the same vein of other games in the Need for Speed series. In situations like this, the question is what lies beyond that magical barrier that makes it worth twenty bones? In the case of Need for Speed World, the answer is not much.
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