
A shrewd move by EA - it's a huge market, with top-selling magazines featuring a winning combination of neon piss-flaps and impressionable young girls exposing their breasts. Last Year's Need For Speed: Underground pretty much came out of nowhere, resuscitating a flagging brand while simultaneously kickstarting the whole car modification genre. "We're trying to anticipate where the tuner scene might be in a couple of years, not just follow what's already out there," claims Chuck. More licensed cars will be on offer, but the selection of car types has also been broadened far beyond the traditional Hondas and Toyotas. This time, the number of potential car modifications has been massively expanded, and now embraces performance tuning as well as visual changes. The core aim of the game is to grow and develop your reputation as a street racer, earning new parts and upgrades along the way to hot up your ride and hopefully impress some chicks.

"We're making sure this is a proper sequel and not just a kind of 'Underground 1.5'," says Chuck. NFSU2's go-anywhere urban sprawl is three times the size of the original, with five distinct neighbourhoods to unlock and a much wider variety of race types.
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This is a significant shift from the original Underground, which presented the illusion of a coherent city but was really just a series of interconnecting tracks.
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"You have to explore the city to find out where the races are, how to get the best cars, how to find the best races and how to get all the best parts for your car." Height in a top-down perspective was also used in GTA 2 to comical effect to exaggerate the effects of explosions on people certain individuals would be flung high enough by a blast that they pass the camera, before plummeting to their deaths."The game is all about discovering the tuner culture," says executive producer Chuck Osieja. The inclusion of gradients in the terrain, however, are possible in top-down perspective, allowing the player to perform jumps off high areas or ramps. The height of buildings and structures are restricted to a certain height, while long underground roadways could not be effectively included unless they are used by trains or partially exposed, as the player would not be able to see underground traffic. The use of top-down perspective by early GTA games was complemented by the use of a 3D engine that permits the ability to render a portion of a large city as seen overhead, albeit with limited flexibility on city design. Top-down perspective has the disadvantage of a limited line in sight, rendering speedy travel somewhat difficult as the player has little room to foresee the traffic ahead this, coupled with the lack of camera orientation, made navigation and aiming difficult. When inside a vehicle, however, the camera moves further up, and some more when the vehicle's speed increases. When on foot, the camera draws closer to the player, reducing the player's line of sight as the player moves slower.

The camera system adjusts its height from the player according to the movement and position of the player, relative to the speed in which the player travels. The Tiny Racers Adversary Mode was added to GTA Online as a nod towards the classic 2D Grand Theft Auto titles, to give the player a new flavor of vehicle combat.Īdopted in both GTA and GTA 2 as the only camera angle in game, the view simply depicts the player and their surrounding from a bird's eye view, directly over the player at a considerable height. A quick top-down perspective also appears when switching characters. In GTA V and GTA Online, the top-down perspective can be obtained when switching views in helicopters. The Video Editor for GTA IV can also obtain this view, as can several third-party camera modifications for the 3D Universe games.


The view can be obtained briefly in GTA IV by rotating the camera above the vehicle and holding it there. It is one optional camera view in Grand Theft Auto III, the first 3D game, and a variation of the view is used in Grand Theft Auto: Chinatown Wars, even though that is technically a 3D game. It was the standard viewpoint adopted in early GTA games, including Grand Theft Auto (as well as its London 1969 and London 1961 expansion packs), Grand Theft Auto 2 and Grand Theft Auto Advance.
