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Need for Speed 4: High Stakes (Windows)
Created: 1689889630 (2023-07-20T21:47:10Z), Updated: 1731521142 (2024-11-13T18:05:42Z), 8925 words, ~38 minutes
Tags: review, western, ea, nfs, racing
This post is part of series nfs: 1, 2, 3:HP (W, PSX), 4:HS, 5:PU, MCO, 6:HP2
First things first, I like NFS3 better than NFS4.
The only reason I started to play with NFS4 recently (and I'm just going to refer to this game as NFS4, officially called Need for Speed: High Stakes in the Americas, Need for Speed: Road Challenge in Europe, Need for Speed : Conduite en état de liberté in France, Need for Speed: Brennender Asphalt in Germany, オーバードライビンIV in Japan, and maybe under different aliases), because I was a bit bored with NFS3's (officially Need for Speed III: Hot Pursuit, ニード・フォー・スピードIII ホット・パースート or オーバードライビンIII in Japan, and whatever else. Even the VN with the longest name (according to VNDB), called 寝取られ男の娘 ~俺の幼馴染みの無邪気な彼女(男の娘)がまさか粗暴な体育教師に弱みを握られて調教されていつの間にか快楽に溺れてアヘアヘダブルピースでビデオ撮影されて喜んでいただなんて!!~ can't compete) basic arcade mode and I remembered NFS4 has some kind of career mode.
First I only wanted to play the career mode, but after completing the career, I decided to try out the arcade mode of this game, just for the completionism's sake.
(Yes, I should really write a review about NFS3 someday.
UPDATE 2024-11-04: I did it!)
As usual, let's start with the intro movie:
(Now, before you grab your pitchforks and come angrily to me on how could I manage to create a ~4 MiB WebM with such horrible quality, the intro video in the game is simply stored in such a shit quality. 320x240, 15 FPS, a custom video codec using MPEG-1 level technology, stereo, 16-bit, 22050 Hz, 93 seconds and 16 MiB. The WebM just reproduces it faithfully. Or alternatively try the low-quality AV1 video, it's around a mebibyte, while still looking shit. So I started fucking around with state-of-the-yesteryear upscalers and made a video with 4X resolution, almost 5 times the file size, while still managing to create something looking worse than the original. It also blows up artifacts, because either the renderer didn't support subpixel resolution, or the video codec lacked half-pel filters and the motion vectors got snapped to integer pixels without adequate error correction afterward. Well, that's what I get if I mess around with AI shit. But I'll get my AI waifu one day, I never give up!)
Now, it's always fun to dissect intro videos like this, where the intro has zero to no relevance to the actual game, but I'm getting ahead of myself. At the start, we have the EA logo, as always—but different from NFS3. I think this was around the time when EA changed its logo every two years.
At 0:04, the actual intro video starts, and we see two cars lining up in front of a traffic light. Right is a black Porsche 911 Turbo (without the Porsche logo), but the left? Its logo looks like a Porsche logo, but the car itself doesn't look like a Porsche at all. Or any other car in the game. It got me puzzled for a while, until I accidentally run into this YouTube video, which had the answer. It's a first generation Honda Civic Type R with some visual tuning, but it's rather problematic. First, there is no Honda cars in this game. Second, this kind of visual tuning is only available from Underground, only released 4 years later than NFS4. (There's a "Bonus Porsche" in the game, which have these kinds of racing decals, but it's just one pre-baked texture, you can't customize it). Sigh.
Anyway, 0:21, we get a glimpse of a traffic light, the standard vertical red-yellow-green lights, you have in most places of the world. It is being used as a countdown, except in normal game you have a horizontal lights, three red and one green. Khm, close enough, I guess. At 0:25, it finally turns green, and the music starts. In the normal game, the music starts before the countdown... Plus this music is not in the game. But it's worse. When this weird car finally starts, after a meter or two, it breaks down, and black smoke emerges. Sorry, what? Yes, unlike NFS3, this game has damage, and damage affects the car performance, but no matter what you do, your car will still be operable. Look, here's a video where I try to drive in career mode with a heavily damaged car:
It makes some funny sounds, the performance is shit, it gives smoke signals, but it is still going. Also, the damage model is pretty weird in this game, it's like 1/x, a light knock and you're already at 10% damage, but if you want to go over 50%, you have to try hard. To reach 100%, you have to try really really really hard. Reaching 100% damage in all four aspect is almost impossible, at least during the course of a single race. Long story short, the intro is complete bullshit here.
Forwarding to 0:32, we see some new cars in the background. What the fuck is this, a flying start? This game doesn't have such thing either! But at least the other cars are part of the game. Then we see them racing on a track which is not part of the game. Just when I thought things are getting better.
At 0:41 we have a railroad crossing. This is actually a new thing compared to NFS3, it didn't have a track railway crossing, or working trains. There's one little problem though. Ingame, the train never crosses the railway crossing. There's only one level crossing in the game (on track Kindiak Park), with constantly blinking red lights... but nothing else. I've had many races, but I've never seen the train crossing. So I got curious, and stopped in front of the crossing, and waited. And waited. I've waited at least 10 minutes, but the train didn't come. There's a section of the track where the train goes next to the road, you can crash into the train here if you want, but as long as you stay on the asphalt track, you're safe. Another fucking lie. Just like junctions where you can go in multiple directions, something you had only partly implemented in NFS:HP2 then fully in Underground 2.
At 0:47, you see the first police car in the intro—which just turns on the siren and stays there. At least this accurately depicts the general state of the AI in this game.
At 1:03 there is a bump in the road, and the cars go flying! Yewhoo! Don't try this in the real game, though, it kills your suspension pretty fast, especially on bumpier roads. 1:08, and you see a police helicopter, a new addition to the game, NFS3 didn't have one. 1:14, another junction, but now with traffic lights! Hometown had a junction with lights, but you can only go in one direction there (in the other direction you have concrete blocks), and the traffic light doesn't work.
Then at 1:15, we see a roadblock. I don't think I ever saw a roadblock consisting of more than two cars in this game (the usual number is one). Those red sticks look like something from NFS:MW, this game only has some flares at the roadblocks (and concrete blocks, but these are missing from the intro). Maybe this is not an intro video at all, but a time machine predicting the future of the Need for Speed series? Anyway, after this we see the cars randomly braking and U-turning, until nothing but the Porsche remains. But then it too turns around, probably to avoid the roadblock? But you can't avoid the roadblock when racing, since you have to complete the specified number of laps on the track. Anyway, we will never know the real answer, because the intro ends as the Porsche speeds away...
Oh, and one more thing. After the intro ends you see the loading screen... and ow maw Gad! I included NFS3's loading screen, just to have something to compare with. With the old screen, you have the cool 3D NFS3 logo, the NFS text placed over the roman III, over a blueish background, taking inspiration from the police's siren's red-blue colors... And with the new? Originally I wanted to say it's like someone designed it in PowerPoint in 30 seconds, but then Windows 8 came, and we saw how it looks like when they literally design their GUIs in PowerPoint... but still, it certainly looks like some unimaginative diversity hire crap. The old screen had soul, this is just a boring lifeless shell. But I have to admit, the German "Brennender Asphalt" logo looks badass, imagine shouting that title, your saliva splattering all over the place, like it's a song from a metal album. I don't know why did they change the color, though. And the kerning, aaaah! It hurts to look at it.
Career gameplay#
NFS4 generally follows the footsteps of NFS3, instead of changing everything possible, like it was the norm with the later NFS editions. It includes the tracks from NFS3 as a bonus (but not the track-specific music, which makes them sound really weird the first time you race them; also, handling is quite different than in NFS3, so you'll need to race them a few times to get used to them), but not the cars. Two new big features we have here is a (very basic) damage model, and a career mode. (And the third novelty is related to the pursuit, see below.)
So, career mode. First, you start with $25000 and you have to buy a car from this, which means BMW Z3 or Mercedes SLK 230. I went with the Mercedes, since it has a bit better handling, and in my experience usually handling > top speed. After purchasing your first car, you can enter your first circuit.
Some terminology here: you have tiers, which contain (one or more) circuits, which contain (one or more) tracks. Tier is the top level category, completing a tier yields you a trophy and unlocks new tiers. Circuit is what I'd call a championship, a series of races you have to complete in order with one car, and you'll get a medal if you finish in top 3. Track is a single race.
Now, this game is trying to be somewhat realistic, you have restrictions on which car can you use to enter a circuit, you also have to pay an entry fee in most cases, and you only receive your award after finishing the circuit. If you damage your car, you have to pay for repairs. After you start a track, you can't restart it, only forfeit the race, which is the same as finishing last. In theory, this looks like a good idea to spice things up, but in practice, there's a very high incentive to savescum at certain places, but more on that later.
You have three types of circuits, Tournament, Knockout and High Stakes.
Tournament: This is how normal championships usually works, you have one or more tracks, the first to finish gets 30 points, the second 25, then 20, 16, 12, 8, 4, and finally 0 points for the 8th place. If the race has less than 8 entrants, you get points, even if you do not finish the race. Which brings us to a small observation, unless you suck at driving, by the time you get to the last track, you'll usually have enough points to win even if you finish last. So you can skip the last race, but you mustn't click on "Forfeit" in the main menu! Doing so will make you quit the circuit, without receiving any rewards. You have to start the race, wait for the countdown, then "Forfeit" the race from the pause menu. The game will consider it as if you finished last, but without spending time to actually finish the race then pay for repairs. (Also, if you want to cancel a circuit you entered for whatever version, you're better starting then immediately forfeiting the remaining races, even if it takes more time. This way, at least you'll get the reward for the last place, which usually at least covers the entry fee.)
Knockout: This is the knockout mode from NFS3, you have multiple races where the last to finish is eliminated from the upcoming races (and not the knockout from newer NFSs where there is a single race, and the last is eliminated each lap). It's the sudden death version of Tournament, where a single wrong move at the wrong time can ruin your championship. On the other hand, it's enough to finish second last each time to win the whole knockout.
High Stakes: This is where shit hits the fan. Let's start with the description, these are head-to-head races, and the winner takes the loser's car. Sounds fun? Well, absolutely not in practice. Take the first High Stakes you have in the game, in the High Stakes Tour. At this point you'll likely only have a single class B car. To enter a High Stakes race, you need at least two cars (since you can lose the one you enter with), so you'll need to buy car. This circuit also requires you to enter with a class B car, which leaves you in a difficult situation. Should you buy another class B car? Since there are only two class B cars in the game, you don't have much choice, and it also means whatever car you'll win in this race, you'll already have it. Alternatively you can buy a class A car, in preparation for the upcoming tiers, but then if you lose, you won't unlock a new tier, and you'll have to make money from the older circuits without class restriction until you can buy another class B car. And the later High Stakes aren't better either, I think I only had a single High Stakes circuit where I actually won a car I didn't own before. When you start with a new car class, you have to buy a car from that class before you can do any race requiring that class (including High Stakes), and in general I found it's better to just buy the best car from the class, rather than trying to save a few dollars at the beginning. And towards the end of the game, when the AI will have the best car in the category, amended with jetpacks on steroids, you won't stand a chance unless you also have the best car. Thus, you end up in a situation where you can barely win anything (you can sell the duplicate car for pennies, or keep them unused in your garage), while losing your car can be a major PITA. Not exactly attractive, right? So, I won't judge you if you savescum. Make your game not completely annoying, and I'll reconsider my stance.
And while I'm at the annoying parts, let's talk about progression and difficulty in this game. You have four classes of cars, B, A, AA, AAA. NFS3 had C, B, A, I don't know why did they switch to this braindead reverse bra-size inspired shit. (Or maybe it's not reverse at all and we can agree flat is justice?) Anyway, in career mode you can upgrade most cars (AAA and bonus cars are not upgradable). Don't expect Underground-style customization, you just have upgrade level 1, 2 and 3, you can upgrade one by one, and you can't go back. Which is actually not too ideal, because of one thing: repair costs increase pretty steep with car (and class) upgrades. To be honest, unless the circuit was fixed to a single class, I played it one (or sometimes two) classes below for the most part, because the AI is shit (except toward the end), so you can easily win with a worse car, on the other hand you need shitloads of money to buy all the weird cars you need, because a lot of circuits have weird requirements to enter. And circuits only start to pay well at the very end of career mode, before you'll be constantly out of money.
Then difficulty. It's shit. First, it's piss easy. Sure, the retarded AI self identifying as a torpedo can give you some problems, and the game here likes to randomly play tracks in reverse or mirrored, just to confuse you, but it's manageable, nothing over the top.
Update 2024-11-12: or the same video with widescreen patch:
Then it starts to increase difficulty at a snail's pace, until you reach the last few tiers, where the difficulty skyrockets. It consists of two parts. First, you have 4/8 lap long circuits with many tracks, which is not exactly a difficulty increase, but more of an "annoyment" increase, since everything takes unnecessarily long time, and you'll have way more chance to fuck things up. Second, the AI level is increased—but as I said, the AI is fucking stupid in this game (and other early NFS games), they follow a path, and if you're in their way, they'll just force their way through. So what the difficulty increase does is giving AI cars a rocket or two, so they'll go faster. They won't drive better, the only difference between amateur and champion difficulty AI is in the latter it just goes faster. Towards the end, you'll have cases when the AI can't keep their car on the road and they crash into random things, except when they're offscreen. When offscreem, they can drive, since the engine cheats the whole shit away and physics no longer apply to them. Like this, see what happens when the AI actually tries to drive:
It's not enough the AI fucks it up, it has to fuck it up in front of me in a way I can't avoid the collision. Seriously, if I'd have to choose the single worst thing in NFS3/4, it would be the AI. 99% of your races consist of getting first ASAP, then avoiding the 2 km radius of every AI car.
Another thing I really hated was the "curling" tracks towards the end. In this game, a snowy track + "Weather" (which means snow) = zero grip. It's a nightmare to drive AAA cars in these conditions, plus the automatic transmission algorithm also fails many times, and it will just let you run the engine over the red line, where it can't accelerate further, for many seconds. In the last few circuits, I was counting how many snowy tracks there are, then I just skipped as many as I could, because they were so bad. Needless to say, I long give up going with older cars here.
Anyway, you complete all the tiers and circuits, then you unlock the Tournament of Champions. Oh boy, did I say the game was difficult before? Forget it, this is where the difficulty becomes insane in this game. 8 tracks (3 snowy), 4 laps, 3 AI opponents, fixed McLaren F1 GTR, Mercedes CLK-GTR, and Bonus Porsche. They finish in this order, almost every time. So you pretty much need the McLaren, then a lot of practice on each track with each weird track variation. Then get prepared for the funny case, where you beat the lap record, but you still lose a position the same lap. First I gave up the game here, then a few months later I watched a few jewtube videos, and tried to decode how to beat these guys, because otherwise there are hardly any info about this game on the net. Like how to even start off the first track (Country Woods, snow), because of the above-mentioned curling effect, I could only achieve any substantial speed after 3–4 turns, at the end of the hilly range. Take everything I said above about the AI, and crank it up to level 11. If you drop behind too much (even in the first lap), you will never catch them with their insane offscreen speed. On the other hand, if you're near, just follow them, soon they'll crash into a wall or flip their car over or something.
...To be honest, after you get the kick of it, it's not too bad—provided you know the ins and outs of each track by heart. Which of course give me some problems on the second part of the Tournament, with the NFS4 tracks, since I haven't completed them 2834843928 times before, but at this point I already stopped noticing the difficulty spikes. And don't be discouraged if you lose by more than 45 seconds on the first try, your second try will likely succeed. Yes, the timing is complete bullshit here, don't believe whatever it says.
I'm including two videos here, first my first lap on Dolphin Cove, which was... actually fun. Complete bullshit, and my damage went over the roof, but here somehow I got lucky enough with the RNG, so it only fucked a little with me, but didn't fuck me over. A pretty rare sight in this game. And the end of the first lap, it's just the perfect ending of the career mode.
And yes, I said end of the career mode, the last 3 laps was uneventful, so I didn't include them in the video. I still had two tracks to complete after, Snowy Ridge and a night(mare) Kindiak Park, but guess what? Given my points, it was mathematically impossible for me to not win the circuit! So I just skipped the last two tracks, because I couldn't be bothered to do the last two tracks on this bullshit difficulty. Fuck you, whoever came up with this bullshit.
Arcade gameplay#
After finishing the career mode, I've decided to also complete the arcade challenges, it shouldn't take long. That's what I thought. Oh well...
Anyway, you have four submodes:
Single Race: the same as in NFS3, except the damage. But here you have no money, hence you don't have to repair your cars, they're repaired automatically. You can race the unlocked cars on the unlocked tracks with whatever conditions you want, beat some track records... In NFS3 this was the main mode, here it feels like a bonus, to mess around after you finished everything.
Tournament and Knockout: also pretty much the same as NFS3 (so you can manually save your state and restart races without messing around with your save files), except you have three difficulty levels here (Amateur, Pro, Champion). Completing the Champion one will unlock the rewards of the lower levels, so there's no point in playing on lower difficulties. Tournament unlocks all (non-police) cars in the game, while Knockout unlocks all(?) tracks. (The career mode unlocked the NFS3 tracks for me, so I only had to unlock the racetracks.)
Hot Pursuit: finally we have the pursuit mode, which is the last element of the game receiving a major update. This makes it especially tragic they left this out from the career mode. First, this submode has three sub-submodes: Normal, Getaway, Time Trap; but you can play all of them as a racer or cop, so you practically have 6 different modes to mess around.
Normal, Racer is the same as in NFS3: two racers (you and one AI), with traffic and police, win the race without getting too many tickets: the limit is the same as the number of laps, so with 2 laps, you can get 2 tickets, on the third one you're busted.
The UI is still as bad as with NFS3, you start from 0/3 tickets, 2/3 tickets means on the next ticket you die, not that you have one more chance.
Now, on to the changes.
First, you can't disable the traffic here like in NFS3, but to be honest, traffic felt less annoying in this game, so I can give a pass here.
Then, during the race you'll encounter a few new mechanics from the police.
You have concrete blocks next to roadblocks, making them harder to evade (and if you hit the concrete, it will hurt, a lot).
And don't reset your car near a police car, it's still an instant ticket.
Also, spike strip placement is more cunning than in NFS3, expect them in blind corners and other hard-to-see places (and they also give you permanent damage!).
Finally, you have the helicopter, but it just flies around the map, and sometimes gives status info to the police units, making escape marginally harder.
But in the normal mode, where you have to complete the laps and win the race, this hardly matters, so it was a slight let-down for me.
It certainly doesn't throw explosive barrels, like in NFS:HP2.
You can collect those steering wheels emoji next to the tracks, like in NFS3, but here you only have to do it with NFS4 tracks.
I think the intention here was to unlock a car when you win all tracks, like in NFS3, but since I already unlocked every non-cop car from the Tournament, I didn't win anything.
Update 2024-11-12: small correction here. According to wikia, you need to beat both the racer and cop mode to receive your reward. And your reward depends on the number of beat modes, not the mode itself, so Chevrolet Camaro, Lamborghini Diablo SV and La Niña, in order.
Normal, Cop mode. The cop mode in NFS3 was weird, you were the single police with a full grid of racers, you had to arrest everyone (but a single ticket was enough), and after an arrest/reset you teleported next to a still alive racer. In NFS4, it's completely different—it's just the normal racer mode, but you're the cop. You have 2 racers and multiple cops, and you have to ticket each racer 2*laps+1 times. So you can no longer cheat by increasing the number of laps. Also, no more teleports (the assist is still there, but if you enable it, you can't unlock rewards). You have some new mechanics to help you, but they fall flat IMHO. First, you can request a roadblock, unfortunately they're usually as effective as a normal police roadblock (i.e. none at all). But spamming it can still help, sometimes. Next, you can request a wingman, which supposed to call one of the cops to help you. But the AI in this game being the AI in this game, they will usually just crash into you or spin you out. So we have the third new feature, where you can change which cop car you're driving. There are two problems with this, first the fucking camera resets every time you change cars to the weird third-person camera floating in air (and by the way, these extra cop cars have no interiors), second most of the cop cars are uber shit. And it's not a hyperbole, they're (probably) standard patrol cars having problems keeping up with class A cars. On some of those American tracks, you even have SUVs. Other than your car, you usually have one not shit cop car (I think the Diablo SV cop car, most of the times).
Now onto the tactics. You have to stop the cars 6 times before they finish to win. The opponent's class depends on your car's class, and generally I found it easier to go with the most basic Pursuit Corvette, so if you have to switch to another cop car, it won't be totally hopeless. What worked for me is to turn on the siren as soon as the race starts, wait until the game locks on to an opponent, then hunt him down. When done, instantly turn back the siren (the game automatically turns it off), and stay with him, you can even try to stop him. There is a cooldown after a ticket, 10 seconds, give or take, while you can't pursue and ticket him, but as soon as it expires, you're good to go again. I think there should be a minimum speed limit the opponent has to reach before you can initiate a pursuit, but this never caused a problem for me, maybe it's a bit buggy after a ticket? Whatever is the case, just ticket the poor guy until he's arrested. Now onto the harder part, namely finding the other racer, which likely means switching to a crap car, and also stop him as soon as you can. Generally the AI can sometimes catch one of the racers, but don't expect the AI to give more than one ticket per race, so you still need to give 5 tickets. And since you have equal or worse cars than the drivers, it means one mistake, and you'll never catch up to the racers. If you stubbornly decide to continue going after them (which I did many times), you'll just lose a full lap or more just trying to catch up on them, and if you do it, you run out of time. You can't use reset go get near to them either. Instead, you pray you have a different cop car at a better place on the map, and if it fails, you're fucked. Technically you can turn around, race the track in the reverse direction and kamikaze the racer when you finally reach him, but I could never pull it off. Spike strip is as unreliable as in NFS3, if you drop them down with a bad timing, nothing happens, if they still manage to hit it, it will just slow them a bit. When you're the racer, a strip is final, no exceptions. When you're the cop, it's just a minor nuisance to the racers. Fuck this shit.
So this mode is hard.
I'm not sure which was the harder, the Tournament of Champions or this, but they're pretty close.
The former is just ridiculously cheating AI, the latter is sacrificing young virgins on the altar of RNG god tier shit.
What's more, the rewards are equally useless (with the tournament, you get shitloads of money, but since you already finished the career mode, it doesn't do much; and with the hot pursuit, by being top cop on every NFS4 track you unlock Pursuit Camaro, which is like the second worst car you have in police mode (see update above)).
Choose your poison.
Getaway, Racer aka. now for something completely different. Here, you're alone. The whole police force wants to gang-bang you. You do not have to complete laps, you're "racing" against the clock, you have to survive 2 minutes without getting a single ticket. Actually, it's ridiculously easy. You just go sightseeing, when a cop appears you try to get away, then you can go back to sight-seeing. If on the radio they say spike strip was deployed, you can turn around to not risk hitting the strip (which is fatal for you). To be honest, unless you manage to accidentally hit a spike strip, or flip over while a cop is nearby, you can't really lose. After two minutes you have an option to either quit or continue, but this mode was so boring I only chose to continue once out of curiosity. You only need two minutes to become "Most Wanted." Here's a small demo of what to expect of this mode, try to not fall asleep while watching it:
Getaway, Cop: if the racer mode was ridiculously easy, this one in journo mode.
You have two minutes to catch the racer (a single time!), while in normal mode, you had 3–4 minutes to give 6 tickets.
A little difficulty compared to the normal mode is you don't spawn next to the racer at the start, so you have to find him first.
Usually some other cop will find it first.
And by the way you get there, there is a high chance they already arrested him.
I managed to be "Top Cop" on all 7 NFS4 tracks by doing 3 arrests alltogether.
I'm sure even with no controller inputs, I'd win on each track after at most two restarts.
What kind of bullshit is this?
And the worst: doing this urinalist compatible gameplay, you unlock the Pursuit Diablo SV.
WHAAAT?
You get that car for doing nothing?!
Why did I ever bother with the normal mode?!
(See update above.)
Time Trap, Racer mode is the illegitimate love child of Normal and Getaway mode. You have an opponent, you have to win the race, but instead of having a limit on how many tickets you can get, you have a time limit to finish. (The time limit depends on your car's class and the track.) But in Racer mode, this is pretty much the same as Normal mode, maybe a tiny bit harder (if you get two tickets, you'll likely not make it on time), but still pretty easy.
Time Trap, Cop mode.
The difficulties here on the 7 NFS4 tracks are the following (in order): easy, baby mode, trivial, I can do it with closed eyes, IMPOSSIBLE, where was the challenge?
The tactic I described with Normal, Cop mode won't work here, as you can ticket a racer an infinite number of times.
But on the other hand, giving them just one ticket is usually enough to make sure they don't reach the finish on time.
Two tickets, and it's certain.
Except on the fucking Durham Road.
That track a massive PITA.
You can go with a class AA cop car to have class AA racers, and they will have 4 minutes to finish.
Alternatively you can go with class A cars to have class A racers, but they will have 4:30 to finish.
I had shitloads of tries when they finished with times like 4:28.36, 3:59.01, and the like, because normally they can finish a lap in like one minute on this track.
After numerous trials, what worked in the end is to start with a class A cop car, immediately at the start of the race switch to the Diablo SV cop, turn around, go to the dual carriageway, turn around, spike strip, and wait.
Then after they arrive, try to obstruct their way as much as possible.
Since now you have a Diablo SV, while they're driving some class A garbage, you actually have a chance to catch up to them.
With some luck, you can win this.
When I finally did it, I gave 5(!) tickets to one of the racers, with fewer tickets he'd still finish the race.
(Also note how the other car only got a single ticket.
Through some RNG luck, he somehow managed to get caught up in every pile up I created.)
Fucking bullshit.
But hey, at least I got a Pursuit La Niña as a reward (See update above).
Not sure what I'm going to do with this car, most probably exit the game.
Other shit#
Graphics is, well, I don't really care about graphics unless the game is so hideous it makes playing impossible, and it's certainly not the case here. It basically looks the same as NFS3, and it looks at least 100 times better than the PS1 version. And there are indieshit games released in the last few years looking worse than this. The screenshots/videos in this article were done with the modern patch (with some of the widescreen patch mentioned in the update at the end) mentioned below, but all it does is increasing the maximum resolution the game can run it, and the draw distance a bit, it won't have higher resolution textures/objects. And to think about it, I played this game with a 133 MHz CPU and no 3D accelerator is mind-blowing.
Music is well, dunno, I really liked in NFS3 how each track had two music tracks (a rock and an electro). In NFS4 you only have a bunch of electro tracks, no per track music.
What I like in this game is the attention to detail and random little things you barely find in modern games. I mean, when was the last time you saw a game having dead zone settings? Or 6 camera modes to choose from? Slideshow of each car available in the game? Panorama picture of the car interior? Presentation of each track?!
To sum up, actually it was better than I expected/remembered. I still think NFS3 is better, but NFS4 is alright too, the pursuit mode is much better (and somewhat harder too), has a new career mode (but it can get very annoying at times).
Technical shit#
Note: most of the patches mentioned in this section are mirrored on my server.
Fasten your seatbelts. First things first, unless you're playing this on a 20+ years old computer running Windows 98, I recommend getting NFS4 Modern Patch. Actually, unpatched game doesn't even start on XP or later, and locks up if you have more than 1 CPU cores. This patch also allows you to run the game in resolutions larger than 1024x768 (no widescreen support unfortunately). If you're on Windows, just follow the readme to install, and stop reading this section.
On Linux, it's a bit more complicated. First, the casing of the files on the CD and in the 7z file will likely differ, so you have to manually make sure you don't end up with duplicate files with different casings. Workaround is to copy files first to a case-insensitive partition...
Then you have the wine problem.
First, if you use a controller, you'll need wine 6.19 or earlier, since in later versions they fucked up controller inputs.
Also run wine control joy.cpl
and make sure you only have one copy of your controller enabled (it likes to add both joydev
and evdev
interfaces to the same controller as separate controllers, because wine).
Next I started the game, and I had something like 0.5 FPS. Not sure if this is specific to AMD drivers, or a more general problem, but after some trial and error I've found two solutions.
- Use DXVK, because apparently if you use Vulkan instead of OpenGL everything works fine.
You need to select a thrash backend that ends up using a DirectX version supported by DXVK.
Also use DXVK v1.10.3, I've had problems with newer versions, and you need to create a file named
dxvk.conf
next tonfs4.exe
withd3d9.deferSurfaceCreation = True
as contents, otherwise you'll have a black screen. - Disable CSMT.
It's supposed to help performance except when not, and the patch mentioned above forces the process to run on a single CPU, with apparently catastrophic result.
winetricks csmt=off
should do the trick, or manually inregedit
:HKEY_CURRENT_USER
->Software
->Wine
->Direct3D
, new dword, name iscsmt
, value is0
. - Actually I think the software renderer works without any workaround, but seriously don't use it, it looks shit.
One final thing I have to mention is the selection of the thrash driver (you can set it in nfs4.ini
) (see also my NFS3 article for more info):
softtri
: a software renderer, it was useful in 1999 where many computers lacked a 3D accelerator, nowadays when even toasters have OpenGL 4.6 capable GPUs, not so much.dx6
,dx7
,dx8
: various DirectX renderers.dx8
is buggy as hell underwine
, older versions work (but not with DXVK). It would be the recommended renderer if we would still live in 2005, but nowadays we can do better.glide3x
,dgvoodoo
,nglide
: these use the Glide API, made exclusively for GPUs made by a company that went bankrupt in 2002. What, you might ask? The thing is, Voodoo cards were so much ahead of their time, many features are only available using the Glide backend, and fortunately we have pretty good Glide emulators now.dgvoodoo
uses a bundled copy of dgVoodoo2, whilenglide
uses a bundled copy of nGlide to emulate the Glide API using Direct3D or Vulkan.glide3x
just tries to use the system'sglide3x.dll
, useful if you want to use another emulator, or you want to tweak the settings. Personally I found nGlide to work better than dgVoodoo2 under wine, but stick to the Direct3D backend (even if this means, nGlide emulates Glide using Direct3D and wine/DXVK emulates Direct3D using OpenGL/Vulkan). Indrivers/nglide/thrash.ini
I recommend you to setNGLIDE_RESOLUTION
andNGLIDE_ASPECT
to 1 to scale the game's menu (which is hardcoded to 640x480) to run in your native resolution. In the game settings you should still set the resolution to your native one, so at least in race things will have normal size.All screenshots and videos in this blogpost were made this way(see update below).
Also, when you start a night race, your light will probably flicker like hell. The only reliable workaround I found is to go to graphics settings, advanced, and set headlights to vertex. It will look worse, but at least it won't cause epileptic seizures.
Update, more than a year later (2024-11-12)#
After going through all NFS versions before NFS4, it's time to revisit NFS4 briefly again. First things first, I wanted to add here the Hometown presentation from NFS3, but in NFS4 rendition:
I preferred NFS3's hand-drawn map with landmarks over NFS4's plain, featureless blue line (which you can't rotate for some reason while the presentation is running). But on the other hand, you have videos instead of still images, even if it looks a bit weird. The screen has a resolution of 384x180, for an aspect ratio of around 2.133. A weird ratio, I have no idea how they ended up with it, the nearest I found in kikepedia's list of common display resolutions is 2.165 used by some iFag devices, released many years later after NFS4. Anyway, the problem is not this, but the videos being played on this screen, having an 1:1 aspect ratio (i.e. a square). It just looks weird.
I also compiled all official EA cars available in localized versions and as downloadable addons, hunted together from nfscars archives. And man, it contains a Nissan Skyline GT-R, certainly one of the better class AA cars, and I completed the game without it, argh! Plus took a quick look at the available mods. This has all the tracks from previous NFS versions available (even if some of them crashes if you enable rearview mirror, WTF), including the unfinished sister track of Empire City.
And some random thoughts before I go into technicalities again, Load button was removed from the settings. People who already developed Stockholm syndrome are fucked now. No rearview mirror in replays here either, looks like it's an NFS3 modern patch exclusive feature. HUD customization is severely limited compared to NFS3, you have two presets, and you can change a few components, but you can't move HUD elements like you could in NFS3. (And in post-classic NFS versions you have even less customization.) Also, no rad bonus track here, like Lost Vegas in NFS1, Monolithic Studios in NFS2, you only have Empire City from NFS3 but no new track. Now, onto the technical stuff.
Surround sound#
First, Dolby Surround©®™ support was removed from this game.
So DirectSound 3D with DSOAL is the only solution here.
First problem is getting some binaries, as DSOAL has no official binaries, and building software for Windows is only recommended for true masochists.
Browsing through the issue tracker, there's a fork with automated CI and binaries.
I tried multiple versions from here, but they all hang upon exiting the game—but hang so hard, than not even Ctrl-C or Ctrl-\ quits Wine properly, the virtual desktop remains, I have to use wineserver -k
to kill it for good.
It wasn't that bad last time I tried! ...
Upon some searching, I realized last time I used a different site to get a binary, but this site seems abandoned now.
And HTTP only.
But it works, even if it's an older version.
(Fun fact, I've tried r444 from the github fork, it crashed on launch).
Maybe they used a different compiler or whatever, I've mirrored it in case the abandoned site goes offline.
Or you don't trust an HTTP download.
Extract the contents to the game directory, and in winecfg
's Libraries tab, add an override for dsound
.
Then start the game, go into the audio settings, select D3D/EAX, and if you press audio test, it'll try all 5 channels of a 5.1 setup:
By the way, it will use these 5 channels even when you don't have an 5.1 layout. But the question is, is it better than NFS3's half-assed support? Kinda. Did the same test as in NFS3, collision sounds now at least come correctly from rear speakers. But environmental sounds are still only heard from the front speakers. I disable music and engine sound, and stop in front of a waterfall on Aquatica. Sound comes from front, good. I turn around, the waterfall is behind me. Sound still come from front. AAAAAAAAAAAAAAAAAAAAAAAA! But there's no Dolby output, so I'll have to put up with this.
Widescreen#
There is actually a widescreen patch for this game, but it's a bit involved and not without its downsides.
First, the original mod linked from PCGW has vanished from shitbucket.
I found some mirror, but only the binary, not the source.
Also, this was made before modern patch, and compatibility is not the best.
If you want to try to mess around with this, take note, you'll have to copy the driver dll both to the subdirectory of drivers
and also to drivers
directory!
I tried to get Glide working this way, but I didn't succeed.
Then after some searching on the net, I found this furry shit, and it linked to a 7z file on jewgle drive. I tried it—and it worked! It doesn't use Glide but some random DirectX renderer, combined with dgVoodoo2 to force resolution to your native screen's resolution. Because the above-mentioned widescreen patch doesn't actually let you use widescreen resolutions, it just fixes the aspect ratio of 4:3 resolutions assuming it will be stretched on a widescreen monitor. This will also stretch the HUD/menus, like in NFS2. It apparently has dgVoodoo2 v2.79.something, I tried to update it to the latest version, then the game crashed. And I can't even figure out which exact dgVoodoo2 version is and is it patched or not as older versions on dgVoodoo2 download page gives 404. Even more AAAAAAAAAAAAA. At this point I just gave up and went with the files in the 7z and not trying to mess around.
Also, some tips for using this shit.
First, fire up winecfg
and add ddraw
on the Libraries tab (it will pop up a warning that it's not recommended to override that dll, just ignore it).
I recommend running dgVoodooCpl.exe
and go through the config, there are a few questionable settings there, and it also set output to DirectX 12 which seems unavailable with this Wine/DXVK version I use.
Or even better, delete dgVoodoo.conf
and recreate it from scratch, all you need is uncheck keep aspect ratio, and on DirectX tab Resolution set to Desktop.
Everything else is up to your taste.
Afterward, start the game, navigate to graphics settings, and set resolution to 640x480x16. Not 640x480x32 or any higher resolution. The resolution setting doesn't really matter (dgVoodoo2 will force your desktop resolution) other than the pause menu scaling, but failure to do so will result in graphics glitches like this:
About the new executables in the 7z file.
If you read the readme of the original widescreen patch, you'll see for some braindead reason, it's Ver- instead of Hor+.
If you compare the two executables (the original nfs4.exe
and nfs4_ws.exe
), you find a single dword change:
-00191ed0 3f 2e fa 8e 3c 83 f9 22 3e 00 00 00 00 cd cc cc |?...<..">.......|
+00191ed0 3f 79 58 a8 3c 83 f9 22 3e 00 00 00 00 cd cc cc |?yX.<..">.......|
I have no idea what do these number means, the only plausible interpretation of \x3f\x2e\xfa\x8e
I found was 0.6835 stored as a big-endian(!) float, and changed into 0.9740.
If I compare the results with and without the patched executable, it looks like probably some kind of FOV control in a weird unit.
Also note how nfs4_ws.exe
shows a bit more vertically than the 4:3 output, I think it's because this patch was made for pleb 16:9 resolutions, not the superior 16:10.
I have no freaking idea what nfs4_ws_nc.exe
is other than it changes one more dword in the exe.
SilentPatch#
Like NFS2 (and 3, but I had zero reason to use it there), NFS4 also has a SilentPatch.
All it does is enabling the game to run on more than one CPU cores (modern patch pins the game to one CPU core because otherwise it locks up).
And unlike NFS2, it actually works (after you add dinput
as a dll override...)!
Use something like taskset --all-tasks -p $(pgrep nfs4)
to verify, only a few lines should be 1, most of the threads should have a 0xffffffff affinity.
If you want to use this together with the widescreen patch, you have to mess around a bit though.
To enable the fix, you need to put "SingleProcAffinity=1
to an INI file named like the game’s executable", according to the readme.
Normally it's nfs4.ini
, but with nfs4_ws.exe
you have nfs4_ws.ini
.
However, it seems like modern patch also looks for an ini file named like the game's executable, but it has a fallback to nfs4.ini
if it's missing, but this fallback is missing from SilentPatch.
Which means, with you need the full contents of nfs4.ini
copied, not just the SingleProcAffinity
line.
But it's not that simple.
Modern patch expects keys to be under an nfs4
section even when the ini is renamed, while SilentPatch looks for a section named like the executable.
Thus, you'll need something like this in your nfs4_ws.ini
:
[NFS4]
Language=english
NoMovies=1
ThrashDriver=ws_dgvoodoo_dx9
SingleProcAffinity=1
OwnHeapLimitMb=256
NoErrorReporting=0
Variant=0
[NFS4_WS]
SingleProcAffinity=1
An eldritch abomination is born#
Aka. I've downloaded shitloads of potentially incompatible patches, put it into a Wine installation held together by duct tape, and still expect everything to work well. And actually, it more or less does—I have 3D audio (mostly), I have widescreen support (mostly, HUD and menus are stretched), the game is playable. I tried to re-record two replays I had in the original article, the end of career and the random replay from the 4 lap Atlantica race. The first went well, the second, not so. But let's start with the good news, projected headlight works! The bad is, this shit couldn't render the game at stable 60 FPS. I've disabled vsync, and it was constantly rendering at 63–64 FPS (the game itself is limited to 64 FPS), but frame time graph was full of little spikes. And OBS studio doesn't care about when the game renders the image, it just takes a "screenshot" every 1/FPS seconds and calls it a day.
Trying to do something about led to another facepalm moment.
I thought my monitor runs at 60 Hz.
It's status page (the monitor's built-in OSD) said 60 Hz
in monospaced font.
Games displayed 60 FPS when they had an FPS meter.
But xrandr
reported 59.95 Hz.
And mpv
's info page reported 59.9502 Hz.
First I thought it's a bug, Nvidia's driver were notorius for reporting bullshit refresh rates in xrandr
—but I have an AMD card now!
Also, running the game with Mesa's Vulkan overlay (the VK_INSTANCE_LAYERS=VK_LAYER_MESA_overlay
thingy), which unlike other FPS monitor tools, displayed FPS with two decimal places of accuracy, confirmed the monitor was indeed running at 59.95 Hz—or something around it.
But what exactly?
Both xrandr
's and mpv
's output seemed like a rounded number for me, and OBS wanted a fraction, so I went looking.
Then some stackoverflow answer gave me the solution.
I was too lazy to compile it, but fortunately I didn't need to, xrandr --verbose
included everything I needed.
1920x1200 (0x4a) 154.000MHz +HSync -VSync *current +preferred
h: width 1920 start 1968 end 2000 total 2080 skew 0 clock 74.04KHz
v: height 1200 start 1203 end 1209 total 1235 clock 59.95Hz
The answer is 154000000 / (2080*1235) Hz, or the pretty number of 192500/3211 Hz. Or about 59.95017128620367486764... Hz. Isn't it beautiful? And the worst of it, after I entered it into OBS, it saved it, but the output mkv came out with an FPS of 16846/281. Thanks, I guess? But fortunately the difference is around 6.650e-6, or ~24 ms after an hour of recording. But this means—I RECORDED ALL THE VIDEOS UNTIL NOW WRONG (except the DOSBox ones)! AAAAAAAAAAAAAAAAAAAAAAAAAA! I hate technology.
And in the end I couldn't fix the spikes, so the widescreen race replay video is a bit less smooth than the 4:3 one. (Unless you play the LQ video, converting to 30 FPS, or more like 29.9751something FPS eliminated most of these hiccups.)
But now to finish this blogpost off with something more pleasant whining.
Back to the night races.
I whined about how the streetlights basically emit about zero light in NFS3.
Now in NFS4 they fixed it, but only for NFS4 tracks.
See for yourself, I made a few screenshots with turned off headlights.
Streetlights emit light, the windows of houses are bright, the tunnel is bright, parts of racetrack is so illuminated that it could be daylight.
But on NFS3 tracks, lights only affect the 5 cm radius of the light source.
It's completely dark under the streetlight, the only thing lights in the tunnel illuminates is your dashboard, what's supposed to be a powerful neon light or a spotlight is like a candle.
WHY?!
But if you go back to the night race replay, at least the car has a dashboard backlight, unlike in NFS3. Also, sorry for using Atlantica as a sample track both in the NFS3 and 4 article, this is what happens when more than a year passes between writing the two blogposts...