
d) Get a bunch of Speed Tokens from loot boxes, and repeat Option C. c) Trade in old cards for “Speed Tokens,” three of which can then be fed into a virtual slot machine (gambling upon gambling!) in the hopes it spits out a usable card. b) Buy cards from the Tune-Up Shop for absurd prices, cutting into the same money you’d rather use to buy actual cars.

It’s just monetized like an MMORPG.Įvery race in Payback has a “Recommended” rating attached, where “Recommended” means “If you’re more than 25 or 30 points lower than this, don’t even bother.” And how do you get more Speed Cards? Well, you have a few options a) Run old races again and hope something good drops. Except The Crew was a pseudo-MMORPG and Payback is decidedly not one. See, Payback has a Destiny-style random loot system.Īs I said, it’s weirdly similar to The Crew. That’s not great, right? But it gets so much worse.

IDG / Hayden DingmanĪnd one of which bears this sweet synthwave aesthetic. For example: I now own two Dodge Chargers, one ostensibly for drag racing and one for normal racing. I say “largely arbitrary” because most cars can be used with multiple kits, but only when you buy them for that kit. In Payback, cars are split into five largely arbitrary groupings of vehicles: Drag, Runner, Race, Drift, and Off-Road.

Gone is the previous Need for Speed’s focus on real-world racing with real-world cars modified by real-world parts. What I didn’t expect was for it to feel almost as much like Ubisoft’s pseudo-MMO racer The Crew. Well Payback has “Derelicts.” Horizon has extensive off-road areas? Yeah, Need for Speed can do that too. Horizon has “Barn Finds,” rusted out cars you can find in the open-world and bring back to your garage to restore. So at E3 Payback seemed like it was “borrowing” some of Horizon’s better ideas (some of which were likewise “borrowed” from earlier games) and I was fine with that.
