

“The way we think about it now, Need For Speed is self-expression. Underground’s focus on customization, driving culture, and accessibility became hallmarks of the series. That single title accounts for nearly 10 percent of the sales of the entire 24-game Need For Speed franchise and stands as the first true culture-defining hit of the street-racing genre. It became one of the best-selling games on PlayStation 2 and launched the series on its path to becoming one of the all-time most successful franchises. Around seven million copies were sold in the game’s first six months, with total sales eventually reaching 15 million. With the release of Underground, Need For Speed went from an enthusiast favorite to a cultural phenomenon.

All it took was a willing driver and a place where they could drive fast, consequence-free. It was a statement that the love of cars didn’t require six-figure investments or private racetracks. Not satisfied with making supercars feel accessible to players, Need For Speed set out to prove that the car you already owned could be a hero. It’s about the experience, not just about who’s the fastest around the track,” said Lemke, who shepherded the series through 2007’s ProStreet. Which were real cars, car culture, car passion. “Our goal was with each iteration to create a different story, a different experience for players while retaining the core tenets of the franchise. And though its tie-in with Road & Track ended after the original game, the missions and attitudes of the two brands moved in the same direction. Sequels included blockbuster hits like Need For Speed III: Hot Pursuit Need For Speed: Underground and Need For Speed: Most Wanted. After its well-received release on the niche 3DO platform, The Need For Speed was ported to MS-DOS, PlayStation, Sega Saturn, and Microsoft Windows. The game grew to encompass more than just Road & Track.

EA used the feedback to instill the digital cars with the personalities and qualities that defined their metal-and-leather counterparts. Editors were required to put in a minimum number of hours on beta versions of the game. Road & Track sent photography assets, testing data, and detailed drive impressions on cars such as the Porsche 911 and Lamborghini Diablo to EA.
