This is disheartening when you get to the second tier of races, lose with your stock car, and then take your beefed-up ride to a race and wind up losing out again and again because you're still not fast enough. As I said in our last hands-on of the game, the percentage gain that I received after boosting any of my car's performance was quite miniscule, even after raising its stats to many multiples of the base number. This is rather standard stuff and works fine, but its implementation is messy. The performance customization allows you to add on levels of enhancements, like increasing your stock engine to a Level 2 or Level 3 engine. ![]() You can change the color of your car, the tint of your window and apply a number or windshield sticker, but you're unable to apply individual decals. The customization options that are here are suspect. There's not a whole lot here that'll leave a lasting impression. As well, the track design is only passable. The PSP title doesn't have some of the better events that the other versions did, which makes much of its selections feel a little bland. Instead of being set in an open world, ProStreet returned to single-track racing. While the other versions were all about tuning your car and customizing it to no end, the PSP version of ProStreet feels generic in a number of ways, with a series of questionable design decisions. ![]() Given that the console games were heavy on customization features that couldn't be transferred directly over to the system, like the AutoSculpt stuff, the focus of the other titles was lost a bit here. Like the PSP incarnations of the games before it, Need for Speed ProStreet on the portable has its roots tied into the console game, but its execution is necessarily different.
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