The aforementioned annoyance occurs when you inadvertently double-tap down on the D-pad, triggering a look-back function that shifts the camera to a rear view. Holding up on the D-pad and rolling your thumb left or right will enact soft steering in the desired direction, while holding down instead results in a hard turn. Steering is handled with the D-pad, but unlike some of its competition on the DS, ProStreet employs the diagonals as a way of executing degrees of turning without analogue control. The game's controls are intuitive and work well, with one minor annoyance. Based on a nice range of licensed vehicles, the car models are of good form but lack detailed textures, rendering them somewhat unnatural-looking in their simplistic glossiness. Displayed on the lower screen is a simple circuit map that is useful in gauging how sharp upcoming turns are going to be, as the camera views tend to stick fairly close to the cars. The sense of speed provided is satisfying for a portable game, but most importantly the races proceed smoothly even with multiple computer opponents jockeying around you. The game's engine runs at a solid framerate, a feat that becomes more laudable as the environments shift from the desolate beginners' raceways to circuits winding though wooded hillsides or a Tokyo harbour complete with cranes and tall buildings. ProStreet's core graphics and gameplay make for good racing. However, there are some questionable design choices that seem to curiously neglect the nature of handheld gaming, and these are very much to ProStreet's detriment. An impressive graphics engine, tight controls and robust multiplayer options make for an admirable package. ProStreet marks the third iteration of EA's Need for Speed franchise on the Nintendo DS, and in most respects it exudes the polish and fine tuning of a series already well-travelled on the platform.
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