The need for three-d-o

Review

Played on: 4DO (3DO Emulator)
Released: 1994

Considering its 30 years since the original Need for Speed released on the ill-fated 3DO console, back in December 1994, I figured it was only fair to play it! Granted, I don’t own a 3DO and probably never will, but I got going with the abandoned 4DO emulator.

For many, their first encounter with Need for Speed was probably on PC in 1995 or on one of the more popular 32-bit systems, the PlayStation and Saturn in 1996. However, it’s not where this racing franchise first debuted.

Back Story

To better understand why such a groundbreaking 3D racer ended up on the 3DO, we need to look at the history behind it. Trip Hawkins was the founder and CEO of Electronic Arts between its beginning in 1982 all the way up to 1991 when he left the company to create the 3DO Company. During Hawkins leadership, EA would see tremendous success through many of their releases. They eventually became one of the largest gaming publishers and developers in the world.

The idea behind the 3DO was groundbreaking and in a way an incredible alternative timeline of the gaming industry, had it become a success. You see, the specifications of the 3DO console, designed by Amiga veterans Dave Needle and RJ Mical, was a mandatory guideline for other companies to manufacture their own version of the hardware. You read that right, the 3DO Company didn’t make the console itself.

Panasonic FZ1, probably the most famous 3DO model

Crazy as it may sound, the idea was that you bought the license for the hardware specifications, to ensure compatibly between various manufacture models, then manufactured your own console. What you did outside of the standardised hardware, such as design or extra features was up to each company. This is why you see a wide variety of 3DO console manufactures, ranging from Panasonic, GoldStar, Sanyo and Creative Labs, even Samsung had a prototype in the works. They all have their own design on the console box but built to specifications of the 3DO standard.

This philosophy went even further as hardware was the only license you needed to pay, developing and releasing games for the system required no license fee. The idea was to make an industry standard, much like how PC games worked, that allowed you play to play games on any 3DO console across the hardware brands and produce games for it cheaply.

An ambitious idea which sounds crazy in hindsight, considering it was going up against industry giants like Nintendo and Sega at the time. However, it makes sense when you take its inspiration source into consideration; home video. You could play your VHS movies on any VHS player brand, why couldn't games do the same? Even the name 3DO is a play on Video, three-d-o!

Trip Hawkins demonstrating the 3DO

Circling back to the Need for Speed, why did EA make so many groundbreaking and incredibly advanced games for this system, which ultimately failed against what became the industry giant PlayStation?

Well, it was because of Trip Hawkins close relationship with EA. He made an exclusive deal to get brand new, high-quality, EA titles for the system. Ambitious releases, jumping into the exploding 3D focus of the industry, and the 3DO was very much the most advanced 3D hardware in the homes of the early 90's.

The result became a handful of EA developed releases on the system, even more as publishers. We have FIFA, PGA Tour and Madden for sports enthusiasts, and then Need for Speed and Road Rash for racing fans. In addition, publishing other titles like Space Hulk too.

All incredibly technical impressive releases for such infant years of 3D in the home.

Where the Need for Speed began

Let’s focus in again though; the Need for Speed. A fully 3D racer, built for the ground up for a home console. Featuring a full screen, FMV, movie intro, real life car brands and long stretches of country roads with traffic. Complete with a tie-in endorsement by popular motor magazine Road & Track, whom provided input on car data, sounds and handling.


Considering that home console racers at the time were super basic, 16-bit efforts, and the arcade counterparts like Daytona USA and Ridge Racer were massively expensive hardware units, it was quite an achievement. If you had 699 dollars to spare for a 3DO in 1994, that is.

Sure, the Japanese market did get home ports of both Ridge Racer and Daytona towards the end of that same year, through the launch of the PS1 and Saturn, but for the rest of the world Need for Speed was groundbreaking. Impressively, it wasn’t a port of an arcade title either, it was a brand-new game and IP.




Although the game would receive changes to its menus, HUD, speed sensation and layout of its singleplayer progression as it was ported on to PC, then further on to the PS1 and Saturn, I find the original 3DO versions so fascinating. It would create waves that would influence far later releases like Gran Turismo, with focus on more realism and real-life sports cars.

I won’t go through all the changes made with each release here; the most obvious is the speed increase, the addition of music while racing and a few closed racetracks. Instead, lets take a look at this first 3DO version.

Firstly, you’re granted with a full motion video intro, showing off stylish cars and a cop chasing them. A vastly upgraded video quality of its time compared to efforts on systems like the Mega CD. The intro is followed by a typical era designed, simple, menu system.

Strangely enough, this first release in the franchise has no racing against multiple opponents, instead it's all about one-on-one racing. You pick your car, neatly presented with a typical 90's edited, real life, video of the vehicle. Then you choose one of the three race locations and just hit "quick race". Time trails is also an option, but that's about all what's on offer.

However, uniquely and typical edgy for the era, is the option to race against the X-man. A cocky, sun shade wearing, 90's dude who’s presented through short video segments. He challenges you to race against him. It’s a dated and quirky, yet a fun way of personalising the experience. The X-man is removed from the other versions on PC, PS1 and Saturn, which I think is a shame.



There are three race locations, with three sections in each. Driving on easy the race will only utilise two first segments of each location, while driving on realistic will have you racing through all three sections. What’s unique is that each race is a point to point race, making it more of a cruise than a closed racetrack affair. Although it loads between each section in a location, it gives the player a sense of a long, continuous, drive.

Each location has its theme and type of environment, with each section changing things up a little within with various roadside detail. There’s a hilly, mountainous location, representing the alps with some speedy downhill roads towards a lake. Then there’s a city location, with a large iron bridge to cross, intimidatingly dark tunnels and rows and rows of high-rise buildings. Lastly, there’s a coastal route, cruising past a hot air balloon festival and sporting a neat orange sunset. 

Shadows and lighting play a big part in general and are done with solid effects of their time.

I’m impressed by how crazy far the game can draw its roads, of which it uses a technique I can’t understand why other racers didn't pick up on. Avoiding the crudeness of the scenery popping up, it cleverly masks the far distance as a 2D picture. Once you get closer the picture is replaced by the actual 3D environment, it’s subtle and works surprisingly well. Even more so on the low resolution of CRT's back in the day.

There's even Dolby Surround support here, working to this day through emulation as the signals are still supported. Kind of crazy they accomplished this so far back in the 3D era. Illustrating again this was a technically advanced release.

When it comes to the actual driving, it’s a surprisingly realistic approach, at least considering its 1994 release. Later versions became more arcade oriented and speedy. What I like about his 3DO version is that it doesn’t feel so incredibly fast, there’s a realistic and enjoyable cruising speed to it all. In combination with the subtle race start, simply putting your car out of neutral begins the race, and having to wave through a low amount of traffic, makes it all believable as a long Sunday drive on a scenic route.

There are three camera angles to choose from, two of them are chase cams in different positions, while the third is behind the dashboard. Uniquely enough, and a trait from some of the same developers as the earlier Test Drive titles, is that this view has the real dashboard of each car, with a moving steering wheel and working dials. Although it's 2D, it's impressive attention to detail and realism.



For such an old 3D racing title, there are issues. There’s an unfair disadvantage with some of the cars stats, some are too damn slow to able to have a chance against the X-man. The feedback before you spin out of control is extremely short, so knowing how far you can push each model before losing control is key, especially on the harder difficulties.

Otherwise, a weird addition are cops, seemingly having zero change of catching you. Resulting in their presence being a dot on your radar and the sound of their sirens. Being caught is extremely rare, making them almost non-existent.

What I miss the most, though, is a proper structure to it all. Or any structure at all to be honest. A race win is only highlighted within record screens of each location. Nothing is unlocked or celebrated with progression after competing them. It’s an extremely bare-bones affair when it comes to campaign progression. 

Basically, it's just an open ended racing experience, with everything available from the get-go to enjoy. It gives little incentive to keep playing for tens of hours, other than to simply enjoy the racing. Something I can imagine was appealing, nonetheless, for such and advanced 3D racer in your home back then.



Running at an uncapped framerate, dropping deep into the 20s, and a 240p resolution, it pushes the boundaries of the 3DO with its keen eye for detail in the visuals. Then again, a lot of 3D titles dropped framerate back in the early 90’s. This wasn’t custom-built, massive, hardware board built for 3D that ran titles like Daytona USA or Ridge Racer in the arcade, after all.

As a bonus the 4DO emulator runs it overclocked at 60fps and allows the resolution to be doubled to 480p, making it a more responsive and sharper experience in hindsight.

Overall, I fell in love with how 90's, to the point and breezy this racer feels when cruising around. It’s about the fun of driving, rather than the perfection of adding tons of cars, music and energetic race types. It’s like how Outrun felt back in its 2D, raster graphics, days in the 1980's, put into 3D form and early 90's style.

Take a cruise, relax and enjoy the ride. There’s something unique and incredibly impressive that this came out for you home in 1994, taken into account you could afford the steep price of a brand new, 699 dollar, 3DO!

For those seeking a little faster experience of this very first Need for Speed, with music while you're driving and a few closed racetracks thrown in, can check out the PC, PS1 and Saturn ports. They feel more arcade styled and speedy, but lose that relaxed, cruising sensation and more realistic feel.