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View Full Version : Midnightclub: Los Angeles



TeeKup
January 19th, 2009, 12:25 PM
For some of you this may be one of those games you love and hate like me. For others you either love it or hate it, it's a game that has no middle ground.

This is by far one of the most beautiful games I have ever seen for the 360, It can render a perfect L.A. morning with that low hazy look to it while keeping everything sharp as ever.The cars are wonderfully modeled and textured and the game play can be extremely satisfying. The HUD and map are very good especially since you can zoom into near ground level to get a good sense of where you actually are. The special abilities (Roar, Zone, Agro, and EMP) add a new twist to a racing game.

Now the bad.

The physics engine. I will explain with this equation:

170 MPH + 1 Wall = ...3 Barrel Rolls?

I had just executed a perfect turn down an alley way, when I exit the alley I find I need to make an immediate right so I don't go head first into the wall. So I break and turn...but my car keeps going towards the wall, that immediately told me I should upgrade my tires. What got me next was that when I hit the wall I did about 3 barrel rolls. Now at this point the math in my head is not adding up so I try and ignore it. Got back in the race, while trying to retake the lead I accidentally clip a sedan that for some reason or another thought it was a good idea to turn into the lane of an on coming Lamborghini Gallardo going 155. I figured I would spin out, well I did but while I was spinning out the sedan was basically clinging to me for dear life, which slowed me down while trying to recover.

Of course my favorite shinning example of the bad in this game is the stupidity of the civilian NPC cars. I was in a corvette at this point and was about to take the lead, I decided to use the Roar feature, seemed appropriate for a muscle car. So my car emits this deep growl and a small dust shock wave leaves my cars underside. I thought to myself "wow that was pretty cool." What I failed to notice were the 3 buses in front of me that decided to go broad side and block me off (roar essentially scares anyone in the vicinity half to death so idk..). My vett bounced off of them like a pinball machine, which in turn damaged me out of the race. The constant trash talking over the stupid nokia phones or whatever the fuck they are gets really old, really fast. Another annoying feature is the low speed steering. For some reason or another, whenever you're traveling at a slow speed, turning your car can be compared to turning a big rig.

The game's physics make no sense at all, but its a really gun game. I gave it a 7 gamespot gave it a 7.5.

The Review

Midnight Club Los Angeles has a lot going for it: excellent graphics; fast, intense racing that takes place day or night; and numerous online modes that support up to 16 racers. Unfortunately, it has a few rather significant problems that hold it back, including a small roster of vehicles and gameplay that, while fun, doesn't break any new ground. But most of all, it is Midnight Club's excessive difficulty that makes it a very good racing game rather than a great one.

There's a bit of a story, but it's the bare minimum to get you in a car to race around the streets of LA. And it is quite a version of LA. The game has a day/night cycle so you're not stuck racing at one time of day the whole time. You won't just race in sunshine, either. Some days are cloudy, and every once in awhile, the clouds unleash torrents of rain. Day or night, rain or shine, the city looks fantastic. The frame rate is steady, the action is fast, and the game's re-creation of LA is absolutely gorgeous. This slightly scaled-down City of Angels covers everything, including the beaches of Santa Monica, the Hollywood hills, and downtown. What's really neat about the city here is not only how many recognizable landmarks there are, such as the 3rd Street Promenade and LA Convention Center, but also the branded buildings, such as 7-11, Pizza Hut, Holiday Inn, and even billboards for iPods. There's certainly such a thing as too much advertising, but it's not overdone here (not every gas station is a 7-11, for example), and having these real-world businesses in the game world helps immerse you in the experience.

As with most street racing games, you drive around the city looking for people to race. When you find someone, you flash your lights, and in most cases, race to the starting line. There are time trials, checkpoint races around the city, freeway races, and races from point A to point B--pretty standard stuff for the genre. You'll also have missions where you must render payback by damaging target vehicles and deliver cars across town unscathed in an extremely short amount of time. There is a police presence, which can and will chase you down if it sees you're up to no good. Chases aren't as intense as in the Need for Speed games, but it's immensely entertaining to pull over and then watch yourself on the police car's dash-cam as you peel out when the cop approaches your vehicle.

When you finish a race, you're awarded money and respect based on your position. Respect unlocks new races, as well as new licensed cars (plus motorcycles), visual customization options, and performance upgrades. The slow way in which new cars are unlocked is most likely because of how few cars and bikes are (about 44) included. But regardless of the reason, it takes a lot of winning to gain new items, which can be frustrating when you've got money to spend and a car in desperate need of improvement.

Frustration is something you'll become accustomed to as you play Midnight Club LA. This is mostly due to the game's uneven and excessive difficulty. Other than the occasional race that lets you choose ahead of time, there are no difficulty settings. There are color-coded races that purport to be easy, medium, or hard, but quite often, the "easy" races are just as challenging as the hard ones. This "one size fits all" difficulty wouldn't have been a problem if the game were balanced, but it's not. CPU racers seem impervious to the perils of oncoming traffic. They rarely make significant contact with other cars, weaving back and forth across lanes like George Costanza playing Frogger. You, on the other hand, won't be as lucky. Even minor scrapes with cars, walls, and fences can send your car spinning and leave you facing the wrong way when you come to a stop. Parked cars are particularly hazardous because they don't have their lights on and are extremely difficult to see. Because of the amazing skill level of the CPU, even one minor error on your part can--and typically will--cost you the race. This means that you'll end up doing a lot of grinding (finding races that aren't insanely tough and repeatedly doing them over) to raise your respect level. It's tedious and doesn't make for a great time.

There are other issues that prevent Midnight Club from achieving its potential. The Google Earth-style map looks really cool as it seamlessly zooms from street level to the sky, but it's not great at showing you where to go. This is a problem because it's a map. The angle at which you view the city streets isn't very user-friendly when zoomed in, many streets aren't marked, you can't rotate it, and while you can set a waypoint marker, it won't show you the best route to take. This is a huge problem when you're racing from one spot to another without checkpoints--you must constantly pause the game and consult the map to make sure you're taking the right streets. This problem is even worse in the ridiculously punishing car-delivery minigames. Not only do you need to keep the pedal to the medal the whole time, but you have to avoid damaging the car all while pausing the game and checking the map every few blocks. Even when there are checkpoints, there is no guarantee you won't get lost. Some of these large pillars of smoke are poorly placed, and the smoke actually obscures what's behind it, making it possible to zoom right by a turn. When this happens, you might as well quit out of the race to start over because you don't get the same rubber-band assistance as the AI and probably won't recover.

If you can look past Midnight Club's many frustrating aspects (unlockable special abilities that do things like slow down time and clear cars out of your path help alleviate some, but not all, of the problems), there's a very solid racer to be found. When the difficulty is just right (it happens occasionally), and you take advantage of the simple-yet-effective drafting mechanic, races are exciting and finishes are tight. There's also a lot of enjoyment in the game's multiplayer component, which supports up to 16 racers via system link, as well as online. You can create your own races, challenge folks who happen to be driving around to standard races, or play one of the game's unique modes, such as Capture the Flag, Team Capture the Flag, Keepaway (get a flag then keep it away from everyone), Stockpile (whoever returns the most flags to his base wins), and more. Because it's a level playing field and you don't have to deal with the AI, multiplayer is where Midnight Club is at its best. Going online also gives you the opportunity to show off your ride to the community where others can rate your car's looks and even purchase it.

Midnight Club Los Angeles is exciting, beautiful, and great when played online. It's a shame that its difficulty is so uneven, because this issue and other problems take your attention away from what is an otherwise very good racing game.

The Pics
http://image.com.com/gamespot/images/2008/294/reviews/939535_20081021_screen040.jpg
http://image.com.com/gamespot/images/2008/294/reviews/939535_20081021_screen002.jpg
http://image.com.com/gamespot/images/2008/294/reviews/939535_20081021_screen014.jpg

LinkandKvel
January 19th, 2009, 02:48 PM
The Midnight Clubs have ALWAYS had the worst physics engine for racing games. That's why I always get turned from buying them.

Sel
January 19th, 2009, 07:06 PM
I don't really play racing games with traffic :|

They get in your way all the time and hitting them is so incredibly lame :S

LinkandKvel
January 19th, 2009, 08:58 PM
I don't really play racing games with traffic :|

They get in your way all the time and hitting them is so incredibly lame :SThat's why you dodge them........

Bad Waffle
January 19th, 2009, 10:27 PM
170 MPH + 1 Wall = ...3 Barrel Rolls

If you bring the physics into the equation, thats pretty accurate.

Sel
January 20th, 2009, 07:20 AM
That's why you dodge them........

No shit. :|

Still though, I prefer them off, and if race game devs are too lazy to put in an off button, I'm not going to go play their game.

Also best racing game ever Need for Speed 3 Hot Pursuit.

Rook
January 20th, 2009, 07:25 AM
The only racing games that I got into and enjoyed were NFS: Underground and NFS: underground 2, yes with traffic on. ;)

LinkandKvel
January 20th, 2009, 02:31 PM
No shit. :|

Still though, I prefer them off, and if race game devs are too lazy to put in an off button, I'm not going to go play their game.

Also best racing game ever Need for Speed 3 Hot Pursuit.I'd wouldn't think that's lazy at all considering the work to put IN the traffic. Also the reason they put traffic on in a big city is it would be way too empty, and would defeat the purpose of setting the game in the city.

cheezdue
January 20th, 2009, 02:37 PM
I don't really play racing games with traffic :|

They get in your way all the time and hitting them is so incredibly lame :S

Isn't Burnout the opposite of that?

Bodzilla
January 21st, 2009, 06:31 AM
170 MPH + 1 Wall = ...3 Barrel Rolls

If you bring the physics into the equation, thats pretty accurate.
depends how he hit the wall, if he say slid into it side on then hell no.

i've seen the V8 supercars in australia hit a wall side on at 180 ish K's and it's only enough to make it roll onto it's side. if he glanced it and spun out then yeah deffinently possible.

but if he hit that wall like he was aiming for it, then no.

TeeKup
January 21st, 2009, 11:58 AM
Like bod said. I turned by the car kept going towards the wall only broadside.