![]() Beat the first three to unlock Silverton, the fourth and final. The first three districts are dominated by a crew driving a specific car class, and you start your career in the district dominated by a crew driving your car class. Each district must be claimed by winning the majority of the events there, after which the player faces off against the district boss in the canyons. Palmont is a very curvy city, split into 4 districts. The game's career is experienced by picking one of those three classes and sticking with it to the end, which generally only takes a few hours. Muscle cars have ridiculous acceleration, but turn like boats. Exotics have high top speeds, but low acceleration they have a lot of inertia to them and heavily punish mistakes. Tuners have low top speeds, but absolutely dominate the corners. First of all, Carbon features 3 car classes (Tuner, Muscle, and Exotic), each with exaggerated differences even more than your average arcade racer. ![]() It's important to establish a couple of things that make Carbon unique before I can really discuss what it does right and wrong. And uh, I don't know where else to say this, so I'll just tack it onto the end here: I played through Carbon on Xbox 360, and don't have any experience with the many, many other versions. ![]() So I'd like to go over both what Carbon is. It absolutely reeks of being rushed, but what people don't realize about Carbon is how much sheer potential a lot of its ideas had. If you ask me, however, I'd argue that the NFS I know has a bit of an identity crisis, and as such so many of the games are "different" that I don't see any of the "different" ones as anything strange. Usually it's one of the "different" ones Prostreet, Shift, Nitro, maybe even Most Wanted 2012. If you ask people what the black sheep of the NFS franchise is, you'll likely get a variety of answers these days. ![]() For a game literally called Carbon, isn't it weird that only your hood, roof scoop, and spoiler can be carbon? ![]()
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