Need for Speed: Rivals

Need for Speed: Rivals

released on Nov 15, 2013

Need for Speed: Rivals

released on Nov 15, 2013

Players assume the role of both cops and lawbreakers in Need for Speed: Rivals, which is the inaugural outing of Ghost Games – the rebranded EA Gothenburg studio in Sweden. Ghost Games is made up of talent moved over from UK-based Criterion Games, best known for its work on the Burnout series and shooter Black, along with former DICE staff.


Also in series

Need for Speed: Payback
Need for Speed: Payback
Need for Speed
Need for Speed
Need for Speed: No Limits
Need for Speed: No Limits
Need for Speed: Most Wanted
Need for Speed: Most Wanted
Need for Speed: The Run
Need for Speed: The Run

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Need for Speed: Rivals is a blast of arcade racing goodness! Cop chases are intense, the open world is fun to cruise around, and the cars look sick as you upgrade them. The story's cheesy, and online mode can get a little chaotic, but it's pure high-speed action. If you miss the old NFS games like Hot Pursuit and Most Wanted, this one scratches that itch perfectly!

um ótimo jogo, somente o multiplayer era um saco...

bom NFS
tem linkin park
tem policia e ladrão
muito foda

O primeiro jogo que eu platinei, não por ser uma obra de arte, mas por ser muito divertido e ter amigos para jogar com.

Need for Speed Retrospective #20

Booting up a new Need for Speed game really is like a box of chocolates. With its always-online mentality, glossy wet look and esoteric storytelling, Ghost's first outing is once again something completely different.

As for the MMO-like qualities, the game Rivals most reminded me of was Ubisoft's The Crew, which came out only one year later and is now sadly defunct. The cool thing about The Crew, though, was its vast, exciting and explorable world. Here, we get little more than a series of tunnels in which we sporadically meet other players minding their business. Even the series' own Need for Speed: World handled the open-world aspects much better.

To my great dislike, the racer/cop split from the Hot Pursuit subseries is back and once again amounts to little more than the necessity to do the same content twice, as perfectly exemplified by the two identical unskippable tutorials the game starts with.

Despite my personal hatred for authorities and the complete lack of visual customizability, the gameplay on the cops' side might actually be superior. On the racer side, the fact that I couldn't even pause the game combined with the cops on constant lookout for me made the game unnecessarily stressful. At each safehouse I took a deep breath of relief, evaluating if going back out there was even worth it at all. After a couple of hours I naturally decided it wasn't and never bothered with the game again.