This cover was made using Canva and Bitmoji. All the screenshots in this post were taken directly from the game by me.
This isn't the first time I've talked about NFS No Limits and I'm sure it won't be the last. Although the most recent foray of the iconic Electronic Arts franchise into our mobile devices lacks several of the virtues that brought its counterparts to the top on desktop consoles, if we evaluate it within the context in which it emerged, it's a pretty solid alternative, even if it struggles to leave behind the usual sins of the free-to-play market.
To no one's surprise, "No Limits" does a lot of things right, and a lot of things wrong... With a visual and sound finish that honestly has nothing to envy its older brothers, as well as simple but addictive gameplay that takes advantage of touch controls without feeling like a meaningless gimmick.
Perhaps the bitterest part of the whole overall experience is the foolish desire to ration the number of games or races we can do in a game session, using "fuel" as a pretext to make us wait in real time, or failing that, pay.
While I understand that since it is a free game, developers must find a way to monetize, I would like said monetization to be implemented in more aesthetic than mechanical terms, without the need to limit the game time, as well as our ability to progress comfortably in its different modes.
And leaving aside this complaint, we must recognize that No Limits has many game modes to pass the time, starting from a kind of story mode segmented into chapters, an online versus mode, and a couple of temporary special events and special races for certain types of vehicles.
Aside from completing the challenges, missions, and story of the game, the main incentive to keep us hooked on No Limits is to expand our collection of vehicles, which are not going to be acquired directly with the game's currency, but rather require getting a certain amount of tickets to be unlocked.
This particular system has its advantages and disadvantages, making it extremely satisfying to get the vehicle we wanted on the one hand, but at the same time making it impossible to access certain vehicles that we would like to have immediately.
It does not contribute to the last point that, if we want them immediately, many times they require a payment in real money of 10 to 30 US dollars.
Likewise, the mechanical and cosmetic improvements to each of the vehicles will follow a similar acquisition scheme, using tickets and various rewards that we will acquire in each event.
The irony of the whole thing is that even though progression is so tedious in this mobile game, it works perfectly when it comes to having small time-killing matches, which fits the scheme of a mobile game very well. It's an inferior but effective experience with more than decent graphics.
Twitter/Instagram/Letterbox: Alxxssss
I feel the same, it is even more of a headache if you like the game and have no money to pay for it.
By the way, the game is visually stunning... at least what I can see from here.
Exactly! It's a rather harsh way of forcing the player to pay...
Anyway, the game has several things that I like en