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The one that turned street racing legitimate.

Need for Speed: ProStreet is a 2007 racing video game developed by EA Black Box and published by Electronic Arts, the eleventh installment in the Need for Speed series. Unlike its immediate predecessors, which focused on the illegal street racing scene, ProStreet focuses on legal circuit races that take place on closed tracks, blending elements of both sim and arcade racing games, similar to Gran Turismo, Forza Motorsport and TOCA Race Driver. Most races take place in real-world locations such as the Portland International Raceway, Mondello Park, and Autopolis.

The player assumes the role of Ryan Cooper, a former illegal street racer who went "clean", who enters a series of showdown events run by several racing organizations. Each event comprises a number of races where the player must compete against opponents to earn points and cash in four race modes; besides the already well-known ones in the franchise, Drag and Drift, this game features Grip, which is a more traditional approach to circuit racing, and Speed, which puts high acceleration and top speed into priority. The overall objective of the game is to ultimately confront four elite drivers called the Street Kings, each one specialized in one of the aforementioned race types: Nate Denver, the Speed King; Ray Krieger, the Grip King; Karol Monroe, the Drag King; and Aki Kimura, the Drift King. Defeating all of the Street Kings will lead Cooper to face a fifth driver, Ryo Watanabe, called the Showdown King and who masters all four previous disciplines, for the title of the ultimate Street King.

It is the first Need for Speed game that was primarily developed for high-definition consoles such as the Xbox 360 and PlayStation 3, although versions for Microsoft Windows, PlayStation 2, and Wii were also released, with the last two being stripped back in graphics and content for the less powerful machines.


Need for Speed: ProStreet features examples of:

  • Artificial Stupidity: The "Street Kings" are actually a lot worse than the AI-driven cars leading up to their levels. Some notable examples are: Nate Denver's car being too slow, Karol Monroe jumping the start, Ray Kreiger being lapped easily or even the Showdown King himself, Ryo Watanabe, wrecking his car.
  • Artistic License – Geography:
    • Some of the racing circuits (mainly Willow Springs's GP Circuit note ) can be ran in reverse, which can not be done in Real Life.
    • The Short Circuit of Infineon Raceway note  is nonexistent.
    • The main Willow Spring Raceway has a large hill in the middle of the track, which presumably only exists to prevent participants from taking a shortcut. In reality, the whole area is flat wide.
  • Bowdlerize:
    • In "More" by Junkie XL, the lyrics from the chorus, "Fuck more", was replaced with "Rock more".
    • "Almost Easy" by Avenged Sevenfold had their abuse-related lyrics changed since an E-rated game doesn't want to promote that. The part has the lyric "I left you bound and tied with suicidal memories" replaced with "I left you, did I expect love to outweigh memories".
  • Bragging Rights Reward: Beating each of the Street Kings wins you their car... except that each car, despite having unique cosmetics, isn't even fully upgraded, let alone fitted with any unique parts or hidden extras. In fact, Ray Kreiger is the worst offender, having the lowest stats (Tier 2) than any other Street King.
  • The Bus Came Back:
    • Regarding cars:
      • The Acura NSX is probably one of the biggest examples in the franchise, as it appeared in the original The Need for Speed (in its NA1 model) in 1994 and didn't return to the series until it was brought it back in this game (in its NA2 model) in 2007, 13 years later.note 
      • The McLaren F1 appeared first in Need for Speed II and didn't reappear again until Hot Pursuit 2 (although its GTR "Short Tail" and "Long Tail" models appeared in High Stakes in the meantime), then missed the entire Underground-to-Carbon era, and returned in this game, albeit only as a DLC car. It would fully return in the base game in Need for Speed: Undercover.
    • Regarding race types, Drag returns to a Need for Speed game after being absent in Need for Speed: Carbon.
    • A small but subtle one. Al Murdoch, who provided narration for the track information in III: Hot Pursuit and High Stakes returns in providing track introductions for the PSP version of ProStreet.
  • Covers Always Lie: The cover art for most versions of the game has a recolored Nissan GT-R Proto with stickers slapped in. In-game, it cannot be customized with vinyls or decals, let alone repainting, unlike its production counterpart. Ironically, the PSP version has a GT-R Proto slapped with vinyls and decals as a bonus car for completing the game.
  • Crazy Is Cool: In-universe, you (well, Ryan Cooper) are considered to be this by the announcers if you perform good enough. They insist a lot on this at the beginning of drag races.
    DJ: Did you see this guy? He's just bananas!
  • Critical Existence Failure: Zig-Zagged, as non-terminal damage very slightly impairs performance, mostly as reduced stability at high speeds. Flipping your car will instead be automatically counted as "Totaled," even if the car seems fully functional.note  While it seems odd for even full-simulation racing games, this is what happens in real-life motorsports; flipping your car leads to automatic disqualification.
  • Damn You, Muscle Memory!: Veterans of the Underground duology, Most Wanted (2005) and Carbon are gonna have a tough time adapting to this Genre Shift:
    • The overall theme leans away from arcade racing and more towards simulation, meaning players will have to have to rely on braking, realistic handling, tuning, and taking good care of the car.
    • Drag races now feature a tire warm-up stage and are split to three rounds where the driver with the best time overall wins the event. Oh, and launches are done manually meaning you will have to time your launch and try not to jump the start or you will face disqualification. In addition, you must steer your car manually as oppose to autodrive by tapping steer button once.
    • The nitrous system is changed: it now has a limited number of charges that are engaged with just one button press, last a short while, and require recharging between uses, instead of the on-demand boost that previous installments were known for.
  • Design-It-Yourself Equipment: The customization and Autosculpt from Carbon returns but this time, it takes a step even further:
    • Autosculpt, which allows you to create minor alterations of certain areas for each part, now affects the performance of the car, affecting either the car's top speed or the overall stability and grip, with windtunnel included. This makes it the first game to introduce downforce.
    • For wheels, you can use a different set of wheels for both the front and the rear.
    • Averted for its PSP counterpart. Only the paint and wheels can be changed, as well as adding window tint, windshield banners and racing numbers. Simple put: it's customization just without the body kits.
  • Developer's Foresight: The announcers here have lots of personality to boot. If you take a questionable car of choice in certain disciplines, such as a Ford GT, to a drift event, and the announcers will have unique (and baffled) responses.
    J-Mac: Well, uhh... okay, we're going sideways in a GT. I'm telling ya, this is not what I would've chosen! But c'mon, let's let him [Ryan] try!
    Big J: What's this man thinking? A GT at a drift race? Does he know what day this is?! That is, uh, not something you see people driftin' in. <chuckles> You know what I mean?
    Roger Evans: Well, a lovely car, but that Ford GT is a perplexing choice. They're not known for drifting, and there's a good reason for that!
  • Difficult, but Awesome: The manual clutch transmission, which requires you to engage the clutch in order to shift gears. In return for the extra button press and timing, it can greatly reduce the shifting time between gears, allowing you to shave seconds off in your race. Very handy when doing time attack, sector shootout, and especially drag events.
  • Dude, Where's My Respect?: Averted for once. Whereas previous games would feature opponents mocking you and/or your skills, here, if you perform good enough, the DJs and announcers hosting the events will constantly praise you.
  • Funny Background Event: Some event hubs have the Pit Girls posing sexily in front of some cars (including your car) and having men passing by taking pictures of them.
  • Genre Shift: After the games from Underground to Carbon focused on illegal street racing taking place at night (with the exception of Most Wanted 2005, which did take place at day), ProStreet switches to a sanctioned racing competition taking place at day, akin to Forza Motorsport, TOCA Race Driver, or Juiced 2: Hot Import Nights.
  • Hood Ornament Hottie: While previous games tended to do this with said game's resident Ms. Fanservice in promotional material, ProStreet took this to the logical extreme, with the boss intro for Nate Denver having Krystal Forscutt sitting on top of the bonnet of Nate's GTO. While moving.
  • Improbably Cool Car:
    • Like in Carbon, the game features the Dodge Challenger and Chevrolet Camaro concept cars, whose production models wouldn't come out until 2008 and 2010, respectively. (They would also appear in Undercover.) ProStreet in particular has a Nissan GT-R Proto (a pre-production Super Prototype) available alongside a production Nissan GT-R. Bugatti Veyron 16.4, the fastest production car at that time, also makes its video game debut here as Downloadable Content. Among the road cars listed in the roster, it also features a non-street legal race car, the Aston Martin DBR9.
    • In a lesser extent, you can bring up cars that were never available in the US market such as the Ford Escort RS Cosworth, SEAT León Cupra, Lotus Elise 111R (Series 2), Nissan Skyline (BNR34) GT-R and even the Nissan Silvia (S15) despite the American "25-Year import rule" where the said cars are illegal to be imported or driven if they're less than 25 years old. Even the announcer will comment about that if you bring the said Skyline to an event.
      BigJ: And he's tracked down a Skyline R34. I mean seriously, that takes some dough to get it over here. And it's not even legal in the States! Whereas they're hard to find and when you can get 'em, they ain't cheap!
  • In Name Only: The PSP version of ProStreet is nothing like their console and NDS counterparts, instead having plain career mode which has no plot at all.
  • Large-Ham Announcer: The in-game announcer speaks out at the top of his lungs, mostly in relation to Ryan Cooper, hyping him up like there's no tomorrow.
    JMac: OH YEAH! RYAN COOPER!!!!!!!!!
  • Lighter and Softer: The game is much more colorful, and its plot is much more relaxed, than the two previous games. Whereas Most Wanted (2005) was about the player's marathon-like efforts to go through the Blacklist to retrieve their car taken from them through underhanded tactics, and Carbon was about the player having to clear their name after being framed for a theft, here the player is simply a guy competing to win a legal racing competition.
  • No-Damage Run: Finishing the race without taking light damage nets you an additional 500 points to your overall track record. For the 6th-gen consoles, a slight small collision would be considered "Cosmetic Damage" but still nets you 500 points nonetheless. Its PSP counterpart rewards you with an extra cash bonus for performing a clean race.
  • Metropolis Level: The Tokyo Dockyard track puts you around the docks of Tokyo.
  • Mythology Gag:
    • In one of the Super Promotion hubs, the DJ will call out for a blue car with a license plate that spells "N-F-S C-A-R-B-O-N", in reference to the blue Toyota Supra that the protagonist of Need for Speed: Carbon drives in flashbacks, the implication being that the protagonist of Carbon abandoned it outside the race track.
    • One of the vehicles found in a Race Day menu and during Drift mode (only seen in a cutscene by a chance) is a BMW M3 with iconic stripes similar to the protagonist's iconic vehicle from Need for Speed: Most Wanted.
  • Pit Girls: Two Real Life models, Krystal Forscutt and Sayoko Ohashi portray the game's two starting girls, who launch the races at the starting line.
  • Product Placement: Apart from the aftermarket decals, there were numerous promotional billboards scattered throughout the track. Brands such as Progressive, Castrol Syntec, Energizer Lithium, Coca-Cola Zero, and the promotion of EA Sports's FIFA 08 at the time being.
  • Second Hour Superpower: The Challenge Weekend race days lets the player choose one of two pre-tuned cars as a reward for beating the dominate score.
  • Shifting Sand Land: The game features a desert level in the form of a track across the Nevada Desert. Willow Springs would technically count too since the track is located within the Mojave desert.
  • Shout-Out:
    • During the Drag Race warm-up in the Super Promotion event, the announcer may shout "I love the smell of burned tires in the morning, smells like a victory!"
    • Look closely at the map of the grip circuit of the Nevada Desert. Looks closely like Watkins Glen, doesn't it?note 
  • Shows Damage: Unlike Most Wanted (2005) or Carbon, where damage is limited to cracked windshields and car scratches, ProStreet shows more realistic damage: broken lights, deformable body parts, and smoke coming out of the engine. Instead of gradual worsening of car performance, it's divided into several stages dependent on the hardest single hit the car sustained - unless it's a single massive hit or a roll-over, the location of damage doesn't matter. At the end of the race, cars need to be repaired with either a Repair Marker, a Total Repair marker, or with the player's own cash.
  • Slo-Mo Big Air: When your car goes airborne and flipped over. Usually followed by being totaled.
  • A Taste of Power: This game averts this by having you start the game with a 240SX in a relatively low-speed circuit race with other lower tier cars like the Corolla and the Escort Cosworth. Justified as this event is supposed to be part of the qualifying league in order to be able to take on the Kings.
    • Played straight with the Challenge Weekend race days as the player is provided pre-tuned cars for each event type.
  • Tokyo Is the Center of the Universe: Downplayed. While there are race events set in Tokyo, there are also Japanese tracks that take place outside of the capital. Locations such as Autopolis and Ebisu.
  • Version-Exclusive Content:
    • The 7th-gen (PS3, Xbox 360 and PC) console versions have more exclusive vehicles and Downloadable Content than the 6th-gen (PS2 and Wii), possibly due to the latter's technical limitations.
    • For some reason, the PSP gets a console-exclusive track: Beach Front. It's a Los Angeles-themed reskin of the Beach Front track in Carbon, just set in daytime.
    • Its DS version adds the Hydraulics Minigame mode, which showcases the car's hydraulics system by tapping buttons to the beat of a song, akin to DanceDanceRevolution.
  • Video Game Cruelty Potential:
    • The AI opponents can have their cars totaled, something you can purposely cause by pushing them off the road on the Highway tracks or having them crash into objects without being penalized, albeit at the expense of taking damage to your car and reducing your track record points.
    • Taking a shortcut by simply cutting corners or leaving near the track limits has absolute no effect in your racing. You don't get penalized for doing so, allowing you to shave off even more seconds of your time and even blaze way ahead of the pack.
  • World Tour: The game has a sanctioned take on this, with races held on fixed race tracks and drag strips as well as street tracks in different countries, something that would be repeated in the two Shift games.

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