Showing posts with label Racing games. Show all posts
Showing posts with label Racing games. Show all posts

Thursday, October 31, 2013

More Hands-on Time with GTA 5 - Review

More Hands-on Time with GTA 5

We return to Los Santos for two more missions, which reveal just how powerful GTA's character-shifting mechanics can be for the game's narrative.

What intrigues me most about Grand Theft Auto V isn’t jump jets or SCUBA diving, smoking weed or that mooted act of necrophilia, it’s Michael, Franklin, and Trevor – it’s the extremely bold attempt to weave a cohesive narrative using three very different perspectives.
In one sense, the characters are all tightly authored – the dialogue’s sharply written, mannerisms and back-stories carefully elaborated. Each lead has a very definite set of traits. But the second part of their characterization – what they actually do – is almost entirely entrusted to you. In GTA V you become omnipotent figure, able to invade the consciousnesses of three different characters. Los Santos is an incredible place, and you get to see it through three very different sets of eyes.



It’s a long-standing storytelling technique, but one rarely used by games. Changing point of view subtly alters your relationship with that character, emotionally and morally.
I think Trevor’s probably the best example of what I mean. He’s violent, unhinged, and extremely unpredictable. However, it’s possible to look past that soiled vest, presumably encrusted with his own vomit, and be very charmed by Trevor, and that really intensifies the moment you play as him. It’s weird, because you should revile him – he’s an irredeemable pervert and killer, after all – but you can’t. You are him, and I suspect GTA V’s character switching, ostensibly pitched as a mechanic designed to always keep you in the heart of the action, may secretly prove its most potent storytelling device.
As always, this sort of thing is best illustrated through examples. So here are two missions that Luke didn’t mention in IGN’s first hands-on with GTA V. I think they're both great examples of how switching characters exerts a subtle power on the narrative.
 
Urban Safari is the first mission I played in GTA V, and it starts outside Franklin’s house. He’s being hectored by his friend Lamar, who desperately wants his help on a drug deal. Franklin wants no part in such petty gang banging – it’s clear his ambitions lie far outside of the hood he’s been born into. Trevor suddenly appears, and is the absolute force of nature I always suspected him to be. He’s agitated, rambling, muttering about his messed up childhood, and hungrily looking for trouble. Unsurprisingly, a drug deal proves irresistible. (Interestingly, I started this mission playing as Franklin, but there was also the possibility to begin as Trevor, meaning open-world gameplay and missions can dovetail in slightly different combinations.)
With Trevor onboard, it’s harder for Franklin to cavil, and so I amble into the back of Trevor’s van, along with Lamar and his faithful Rottweiler, Chop. It doesn’t take long to reach the heart the hood – Franklin clearly hasn’t moved that far away. It’s a familiar cul-de-sac, intimidatingly fringed by rundown houses and shifty huddles of gang members – it’s Grove Street, the home of San Andreas’s protagonist, CJ. And the gang we’re negotiating with for a kilo of coke? The Ballas.



We jump out of the van and follow Lamar up to one of the houses. I can feel a thousand eyes watching my every movement. I don’t feel safe. The door opens suspiciously, and we’re presented with a white block wrapped in plastic. It’s cut open with a flick knife, and we’re allowed to sample the goods. Lamar takes a taste, and is eager to hand over a chunky wad of cash, but Trevor is tetchy. He asks if we can take a sample from the other side of the brick. The dealer refuses and starts to play hardball – do we want to make a deal or not? Trevor snatches the block out of the guy’s hands, and snaps it in half. It’s fake: a gram of blow hidden in a fake brick. We’re screwed.
The throbbing score violently ratchets up, as all hell breaks loose. Disorientated, I stumble into the nearest cover – a low garden wall. I feel genuinely unsafe, surrounded by seriously pissed off gangsters. Trapped at the bottom of Grove Street, we’re as good as dead. We all know it.
Our only chance is to pull together and fight our way up the street. I scramble from cover to cover, hiding behind parked cars, as bullets fly above my head. I can see Chop running around, barking, drawing fire, even biting. I’m pinned down behind the van, so I switch to Trevor, wondering if the ability to switch characters gets you out of jail should you find yourself running low on health, but he was taking just as much heat.



The cops soon arrive on the scene to subdue the urban uprising. This is the distraction we’ve been waiting for. I hear Lamar shout from across the street – he’s found a way out. I follow him down a narrow alley that separates two of the slovenly houses, and instantly the thick claustrophobia of the Grove Street shootout dissipates. The world opens up again. The houses backs onto the Los Santos storm drain – a vast man-made river carved out of concrete. We run down towards the water. Bizarrely there are a group of girls in colourful bikinis dancing for a film crew in front of three jet skis. Is this a TV advertisement? A music video? Porn? I have no time to find out – there’s a police helicopter humming overhead. I push one of the girls out of the way and steal her jet ski. Trevor, Lamar, and I head for open waters – I guess Chop ran home – but we can’t escape. The helicopter’s still on our tail.
After skimming across the open water for a few minutes, putting distance between us and Grove Street cops, we land on a nearby coast. Trevor’s disappeared (I suspect he might do this a lot), and Lamar’s plain out of ideas. It’s up to me to get us out of his mess. The mess he drew me into. As the sun sets, I lead us up a steep path from the beach to the cliff top above. I have my machine gun raised at all times, picking off the cops that greet us.
We eventually reach the roadside and jump into one of the now vacant cop cars. We’re still being pursued, but I sense I can get away. I head off into the dark, down the web of dusty roads that lie far outside of the city. I break line of sight with my pursuers, and my wanted level drops. We’re clear, but finishing the mission as Franklin, I genuinely feel angry. I felt annoyed with Lamar, sat in the car next to me. I didn’t want him to be there. As fun as it was to play, I never wanted to get involved in any of this. It was all his fault. I didn’t want to go back to Grove Street. I get out and walk away into the night.

The second mission I play is entitled Fresh Meat. Michael has been kidnapped by the Triads, and from the faint cries I hear in the background of a threatening phone call, he doesn’t have long. I panic; I have no idea why Michael’s been taken, or where I should start looking in this vast, sprawling world, or where the hell Trevor is. I could really do with some help. But one thing is clear, though: time is ticking, and as Franklin, alone, I need to find Michael… quickly. I’ve heard Michael describe Franklin as the son he never really had, and now playing as Franklin, facing this situation, I acutely feel the weight of that accolade.

Fortunately, I have some help in the form of Trackify, an app on my mobile phone. Using the Triads’ call, it gives me a crude idea of where he might be. So I jump in the nearest car – I opt for an average saloon, quickly realising how much time is of the essence – and head off in search of the flashing marker displayed on my phone.
But this isn’t like the GPS that usually sits in the bottom left-hand corner, with its brightly-illuminated route snaking through the city’s streets, taking you to your destination in the least amount of time. It’s disconcertingly blank – the streets aren’t reassuringly outlined and there’s coloured line for me to follow, just a vague marker nagging in the distance. Feeling somewhat blinded, I miss turnings and find myself frequently heading in the wrong direction. But I’m also getting closer, and eventually arrive at a large factory.

I pull up round back, so as not to be spotted. I need get inside, though. Nearby is a ladder which takes me to the roof, where a narrow walkway leads to the front of the building. I move quickly but cautiously, since I know I’m going to be heavily outnumbered. As I reach the front of the building, I overhear two Triads down below; they haven’t noticed me, so I open fire with an automatic rifle. (In retrospect, it probably would’ve been more prudent to have attached a silencer, but screw it. It didn’t feel like a time for subtlety.) I scramble down the ladder and head into the darkened factory.
I know Michael’s here somewhere. I can hear him screaming.
 
It’s a meat packing factory, with freshly-butchered carcasses hanging from the ceiling and ribbons of blood staining the porcelain tiles. And some of it’s functional detail – those cadavers help break line of sight, a help and hindrance, and make surprisingly good cover, as I take out the Triads who are there to greet me. Around the corner I find Michael, strung up by his feet, seemingly destined to join the other swaying corpses. A Triad is pointing a gun at him, but I don’t hesitate, shooting the gang member who’s threatening my friend. But it isn’t a clean death – the gang member is pulled into some nearby machinery, and a fountain of blood instantly redecorates the factory’s interior.
But it isn’t a clean death – the gang member is pulled into some nearby machinery, and a fountain of blood instantly redecorates the factory’s interior."
I toss Michael a pistol, and I’m given the option to switch characters. I do so, and suddenly I’m upside down, as even more Triads burst into the room. I take them out with a couple of head shots, before lowering myself to the ground. Stripped to a bloody vest and gingerly holding his side, it’s evident Michael’s in a lot of pain and that we need to find a way out now. But playing as Michael I strangely feel more in control, like Franklin will defer to me.
Around a couple of more corners, I spot an exit and outside there’s a car waiting to be taken. We jump in, and tear off into the night. But it’s not over: the Triads are right behind us – they’re a persistent bunch, to be sure – in a Japanese tuner, pimped out in neon orange. I weave through traffic, as Franklin shoots out of the passenger window at the car that’s continually gaining ground. As good a shot as Franklin is, he’s ineffective, and I cut across oncoming traffic, thinking I might be able to disappear more effectively on the freeway. The tuner is gaining ground, though, and as I turn to take the slip road, I clip the Triad’s vehicle, which fortunately spins out and is pinned against a wall, where it bursts into flames. I’m free to join the freeway. We made it. Just.

Okay, it’s time for a minor confession. I died quite a few times while playing missions described above, but that’s not down to Grand Theft Auto V being unreasonably difficult. Nor am I terrible at games – really, I’m not. At the time, I thought it might be due to all the new controls and mechanics I had to learn. But then I thought more closely about the moments in which I died. What did these passings have in common? It was when I hesitated, when I didn’t know where to go, and I’ve concluded that fault lies entirely with me. Admittedly, GTA V doesn’t tell you where to go, but that’s the point. You can go anywhere. I died when I lacked both imagination and conviction. You see I’ve become awfully lazy when playing games that involve shooting and driving; I’m content to be pushed towards a mildly satisfying objective. So when I landed on the beach with Lamar, and he suddenly looked towards me for guidance, like a child who got mixed up in something he didn’t fully understand, I was overwhelmed. I could go anywhere, get away by any means I could find, but I died right there on the sand because I’ve grown acquainted to games that consistently underestimate me.
I don’t know if Grand Theft Auto V can stem the tide. It might. But after spending four hours exploring its world, I can safely say it’s revived my ailing faith in the big blockbuster game. There’s more to GTA V than just a land of unregulated freedom, though. I’m confident GTA V will receive attention for its technical prowess, swaggering attitude, and love of controversy, but there’s potentially a subtle approach to storytelling and characterisation here that shouldn’t be overlooked.
Passing between characters, identifying with more than one point of view, is sophisticated storytelling, and it provides GTA V with the machinery to tell an ambitious and nuanced story. And these character-based moments – being irritated with Lamar, as Franklin, for dragging me back into the hood – really stood out during my time with the game. I even started to play in a different way, depending on which character I was controlling. The game encourages this very gently with different character stats and special abilities – Franklin’s supposedly the best driver, for instance, so has the ability to slowdown time while behind the wheel. But it went beyond this, I found myself acting more recklessly as Trevor, more fatherly as Michael. I was performing. I actually think that might be the most unexpected and impressive thing I discovered while playing Grand Theft Auto V.




Tuesday, August 13, 2013

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Moto Racer 3 Gold Edition Compressed PC Game Free Download | DESCRIPTION:- All the thrills on two wheels are back with Moto Racer 3 Gold Edition. The Gold edition presents a wide variety of brand new game modes, circuits, bikes and bonuses for extra challenges, thrills and life expectancy. Moto Racer 3 Gold Edition gives both seasoned players and beginners alike all the high-octane thrills of the track, for up to 8 players.
Building on the success of earlier PC games as well as the PlayStation's contemporary Moto Racer: World Tour, Delphine Software International's Moto Racer 3 offers six racing styles and 15 diversified venues featuring Grand Prix, touring, indoor and outdoor tracks. Familiar modes of street, supercross, motocross, freestyle, and trial racing are joined by the new traffic mode, which lets you run the streets of downtown Paris, France.
Race 32 new bikes on courses based on actual tracks in France, Germany, Japan and Australia with special controls for trial bikes, traffic mode, SX/MX, and freestyle racing. Race types include practice, time attack, competition, and "friendly" runs with adjustable settings (speed, AI, time outs, and so forth). Three difficulty levels (easy, medium, and hard) are geared to each of the racing styles and allow for customization by both novices and veteran moto-racers.
As in earlier versions, Moto Racer 3 provides fully adjustable settings in the areas of gear ratios, tires, suspension, engine electronics, and tilt (for jumps). Bikes include the GP 500cc and GP 250cc classes, as well as the Cross 250cc and 125cc, with the latter pair emphasizing acceleration more than speed. Multiplayer action is available for up to eight players over the Internet or a LAN.

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Monday, August 12, 2013

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Knight Rider 2 Compressed PC Game Free Download | From Sep 1982 to Aug 1986, Universal Television aired Knight Rider 2, an action-based adventure starring David Hasselhoff as a field operative for the Foundation for Law and Government (FLAG), intent on helping the "innocent, helpless, and powerless" against the criminal element. The real star of the show, however, was a futuristic-styled Pontiac Trans Am, the Knight Industries Two Thousand (KITT), featuring a talking computer. Netherlands-based developer Davilex Games resurrects the characters, cars, and action of the 1980s series, putting the player behind the wheel of KITT in Knight Rider 2: The Game.
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Tuesday, August 6, 2013

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Friday, August 2, 2013

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The latest title in the RIDGE RACER franchise, RIDGE RACER Unbounde dgears to carve their own path of destruction by a new generation of arcade races. Ridge Racer Unbounded brings an unexpected dimension to the series, delivering an original blast of ferocious racing adrenaline.
Join the race Unbounded gang, led by Kara Shindo, and test your driving skills against rivals in every street and alley of Shatter Bay. Prove your worth, get respect and expand your territory. Crash through
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OS: Windows XP, Vista SP2 32-bit, 7
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Thursday, August 1, 2013

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Wednesday, July 31, 2013

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As you progress through the game "Super bike Racers" options you need to get started with the most basic is full of so many challenges, are open. There you need it, even if there is an option to change the difficulty level, and everyone will enjoy the sounds of the game.

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Tuesday, July 23, 2013

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Continuing the series that began in 1994, Papyrus Design Group brings the 1999 NASCAR season to players craving a need for speed with an offering of both Winston Cup and Busch Series stock car racing. Featuring all 28 tracks, a host of NASCAR drivers to play as or compete against, and a competitive AI that will race four-wide when necessary, NASCAR Racing 3 incorporates nearly every aspect of weekend racing. From pit strategy and practice runs to race strategy and skill, players can experience the thrill of racing the likes of Dale Earnhardt and Dale Jarrett to the finish line at Daytona or Talladega to the frustration of a multi-car pileup at the half-mile Bristol Motor Speedway.

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New features include an enhanced physics engine, sway bars, and grille tape
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Compete in single races or a full Championship season utilizing all 28 tracks
Choose between arcade or realistic racing styles

MINIMUM PC REQUIREMENTS:
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Pentium 166MHz Processor
32MB RAM
100MB Hard Disk Space
2X CD-ROM Drive
SVGA 800x600 w/64K Colors
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This fourth evolution in the granddaddy of Sim series offers state-of-art presentational updates as well innovative features and fresh aspects of play. Though revisiting the series' basic challenge to design, establish, and nurture a balanced, living community of virtual citizens, SimCity 4 players are able to mold their microcosms as never before.
New landscape creation tools allow players to build mountains and valleys, rivers, and forests, so they can create an ideal environment even before the first street is laid down. The SimCity is now part of a larger community, along with other cities in the region, and once neighboring cities are connected by transportation networks they can trade (or compete) for important resources.

Miami Vice was one of the most popular TV series of the '80s ,taking millions of viewers on under-cover missions through the streets of Miami with characters like the cool Sonny Crockett, his trustworthy partner Ricardo Tubbs and the demanding Lieutenant Martin Castillo. The Miami street scene, the atmosphere of the series and the thrilling adventures of the detectives give an ultimate setting for sensational gameplay. Play Sonny Crockett and/or Ricardo Tubbs in this action-packed third person shooter, spanning 14 missions. Players fight, engage in shoot-outs, collect clues and evidence, break in and solve puzzles to complete each mission. The ultimate goal of these famous detectives is to dismantle the organization of drugs lord Ortega. Features include 14 different weapons and a unique partner AI system.

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Minimum System Requirements:
Operating System: Windows XP, Windows Vista or Windows 7
Processor: Pentium 3 @ 800 MHz
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Monday, July 22, 2013

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Races consist of a series of checkpoints, represented by columns of light. In some races, the order in which the checkpoints must be cleared is prescribed. In this case, a transparent, glowing arrow points to the next checkpoint. In other races the checkpoints may be cleared in any order. In that case, the arrow points to the nearest checkpoint.It is up to the player which route to take from one checkpoint to the next. There are no artificial barriers in the game’s open world environment that force the player to stay on a specific course. Any area that is drivable or jumpable in the free-roaming cruise mode between races may be used to get to the next checkpoint.
System Requirements!
Windows Xp,7,Vista
Ram:128MB
Hard:1.6GB
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Wednesday, July 17, 2013

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Friday, July 12, 2013

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Need for Speed: Rivals will feature similar gameplay to 2010's Need for Speed: Hot Pursuit title in the Need for Speed franchise with exotic cars and high-speed police chases. Players take on the role of a racer or a cop, with each side of the law offering its own set of challenges, risks and rewards. Rivals will feature eleven upgradeable gadgets such as EMPs, shockwaves and the ability to call in roadblocks. The game takes place in fictional Redview County, an open world area that's host to scraps between cops and robbers. The open world will feature a similar set-up to 2012's Need for Speed: Most Wanted, with several jumps, speed traps and unlockable cars.Need For Speed The Rivals 2013 Game For Boys.Latest Need For Speed The Rivals 2013 Torrents File.Top Car Racing Game Free Download.Car Racing Game 100% Free Download.
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Need for Speed: Underground (NFSU) is the seventh racing game in the Need for Speed video game series developed by EA Black Box and published by Electronic Arts in 2003.
Underground remakes the series' formula completely with a heavy emphasis on tuner culture and a storyline-driven career mode. All races take place in a generic city at night. Rather than exotic cars, Underground featured vehicles associated with the import scene. Underground was commercially successful, and inspired a sequel.
 Need For Speed Underground: is a fast paced street racing game. Speed around Olympic City with a variety of different tuner cars. This game features three new play modes - Drag, Drift and Sprint. It also has a bit of a back story for gamers who want more than just a frenzied race around a virtual landscape.
If the car designs look familiar, that might just be because Need For Speed Underground features aspects of the import tuner culture made popular in movies and subsequent games like The Fast & the Furious. There's also a huge variety of tuning options in Need For Speed Underground, sure to satisfy any true race car fan. Some of these include widebody kits, spoilers, rims, window tints and decals. You can also upgrade your car's performance when it comes to the engine to make street racing through Olympic City even more nail-biting.
The only real criticism fans of this game might have is that there are no cops features in Need For Speed Underground. Slower computers might also have difficulties running the game without a few hiccups in gameplay.
It's hard to talk about an import car racing game without mentioning the movie The Fast and the Furious. The movie put as much of a spotlight on tricked-out cars as it did on its cast, and the resulting effect caused a huge surge of interest in the import racing scene. In the wake of the film, a number of other properties have risen up to try to claim a piece of the lucrative scene as its own. Need for Speed Underground is EA's attempt to get involved, and it's mostly a success.
A driving game is only as good as its handling and physics model. In this respect, Need for Speed Underground does a pretty great job, though it's by no means a realistic simulation--nor is it trying to be. It's definitely been designed with accessibility in mind rather than focusing on realistic simulation aspects. In fact, the game probably controls best with an analog, console-style gamepad. As a result, the game is quite easy to pick up and play, though some portions require a little more finesse than others. Driving with finesse earns you style points in a system similar to the one found in the Project Gotham Racing series for the Xbox, though this one is much more lenient and awards points for the simple acts of powersliding, drafting, and catching air. Style points accumulate regardless of the mode you're playing in, and you can unlock rewards each time the style points meter is filled.
Need for Speed Underground contains a decent-sized car roster. Right off the bat you'll find a Honda Civic, which is one of the more popular rides in the scene. But the inventory doesn't stop there. You'll also find a VW Golf, Acura Integra, Toyota Supra, S2000, Ford Focus, Dodge Neon, Mazda Miata, and a few more. Though the different cars are rated in handling, acceleration, and top speed, in practice the cars don't drive all that differently, especially once you've purchased some upgrades in the career mode.
The import racing scene is heavy on modifying cars with aftermarket parts, and Need for Speed Underground duplicates this aspect pretty well. The car upgrades are broken down into visual and performance upgrades. Performance upgrades come in multiple levels and must be unlocked before you can purchase them. These upgrades include turbocharge, better engines, weight reduction, enhanced braking, computer-chip tuning, nitrous oxide boosts, and so on. The game contains a lot of actual aftermarket brands for its parts, so when you purchase an upgrade, you'll have limited control over which brands you're buying, but the brand makes no difference--all the brand packages perform equally well.
The visual upgrades also have a positive effect on your car. Purchasing spoilers, body kits, replacement hoods, neons, headlights, taillights, or window tinting for your car, or making other major changes to your car's appearance, increases your reputation rating. As your rating gets higher, the multiplier bonus you get on your style points increases, which lets you unlock other rewards more quickly.


Title: Download Need for Speed Underground Game Full Version
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Wednesday, July 10, 2013

Overspeed - High Performance Street Racing Game

Overspeed - High Performance Street Racing Game
Overspeed - High Performance Street Racing Game

Overspeed: High Performance Street Racing offers the player a chance of taking part in illegal street-races within the USA - the tracks invite you to hurry down the L.A. avenues at night-time. a large scale of tuning choices is one among the foremost vital game components. Climb the ladder of the underground hierarchy and become the new king of L.A. Overspeed puts you within the seat of 1 of ten stock import cars. like NFS

The streets of L.A. The birthplace of illegal streetracing. Here, the drivers of the fastest and most showy cars are the legends of the night. The competition is cut-throat. Modify your rides, take up challenges and win. Climb the ladder of the underground hierarchy and become the new king of L.A.!

Overspeed will put you in the seat of one of 10 stock import cars challenging you to seek out random street races at nighttime, earning parts and cars. You will slowly mold your vehicle into a finely tuned racing machine, capable of taking anything on the streets, but it won’t be easy. There are many other racers out there with these same aspirations, willing to do whatever it takes to get the checkered flag. The player will still be able to disassemble, repair, and upgrade their vehicle part by part. From bumpers to sway bars…nearly every possible part that is found on an actual vehicle will not only be present in Overspeed, but removable, damageable, and upgradeable. A detailed city will resemble the feeling of Los Angeles, with diversified roadways, corners, and intersections that made the dynamic street races a possibility.

Minimum
  • OS: Windows XP/Vista/ 2000
  • CPU: Intel Pentium III or an AMD Athlon
  • RAM: 256 MB
  • HDD: 1 GB Hard Drive Space
  • Graphics: DirectX 9.0c compatible 64MB hardware accelerated video card (ATI® Radeon™ 8500 or nVidia® GeForce™ 3\\Ti series)
  • DirectX: Version 9.0c

Recommended
  • OS: Windows XP/Vista/ 2000
  • CPU: Intel Pentium 4 or an AMD Athlon equivalent
  • RAM: 512 MB
  • HDD: 1 GB Hard Drive Space
  • Graphics: DirectX 9.0c compatible 64MB hardware accelerated video card (ATI® Radeon™ 9800 or nVidia® GeForce™ FX series)
  • DirectX: Version 9.0c


TITLE: Overspeed - High Performance Street Racing Game
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