Midnight Club: Los Angeles Review
City of angles.
Version tested: PlayStation 3
You're a loser! We're all losers. Everything's too hard, unless it's too easy, which we pretend not to notice, and then we go online and get beaten up by kids. Checkpoints are always in the wrong place, there's never enough health, weapons are puny and AI cheats. Against this (alright, exaggerated) backdrop of declining skills in videogames of the 21st century, Midnight Club: Los Angeles is a breath of occasionally swear-splattered fresh air; a fierce, often brilliant boot camp for recovering wimps.
Your drill instructor in this case is one Mr Angeles, a rather gaudy fellow in real life and less than spectacular on the eyes here, despite an engine shared with Rockstar North's Grand Theft Auto IV. But his ruddy textures are forgotten in the flattering sweep of the day and night cycle and, most precipitously, when he starts throwing you around Santa Monica, Hollywood, Beverly Hills and Downtown in a cut of the city enclosed by the 5 and 405 Freeways to the west and east and the 10 and 101 south and north.
When Rockstar North took Liberty's inspiration from the layout of New York, it sacrificed real-world details for imagined, gameplay-minded alternatives. Midnight Club's Los Angeles pulls the same trick, but rather than enabling GTA's fiction and multi-faceted action levels, the objective is to preserve the player's speed in a car or on a bike, and to this end the only things that slow you down are NPC-controlled vehicles and walls. Pedestrians scoot out of the way, and lamp-posts, chain-link fences, rubbish bins and bus shelters disintegrate on contact, or allow you to sail through them, while your speed increases, oblivious to their plight in either case. And the walls, though dangerous when struck at too straight an approach, are smooth to rub along if not, despite their superficial details. You're playing in a square-edged maze, where much of the city's content and sharp visual details are incidental to the gameplay.

The sense of speed is terrific when you get going, even in the early hours, and there are some bewilderingly fast cars and bikes deeper into the single-player.
However, they're paramount to tension. Predominantly a checkpoint-based racer, MCLA is almost uniformly open-world in its circuits and point-to-point chases, and as you glance down at the mini-map, which highlights the next two checkpoints, then back up at the road, the weight of visual information deceives the senses. Broken down to what's relevant - corners and cars - it might achieve a WipEout-style purity, but it's not after that; it wants to be an impossible, Fast And The Furious-style blur of shattered background, as you hurtle down LA's immense boulevards, through cross-sections, beneath buildings and over ramps, flying and sometimes gambling down half-expected shortcuts, imperilled by the headlights and brake lights you're constantly trying to dissect from the city's glossy, still-living carcass on the route to the next checkpoint flare.
Cars - even the spry but creaky opening trio - are built to go fast in one direction: forwards. Cornering knocks the wind out of you, and acceleration is a laboured recovery, challenging you to brake less. We were ambivalent about the prospect of adding bikes to this at first, but again, the balance is just right: acceleration isn't always great, and you're inevitably held up for longer if you're thrown across someone's bonnet than you would be spinning a car, but the bikes are nimble, LA's massive streets give them the edge through corners, and, like the cars, even a complicated-looking row of shopfronts catches them smoothly and redirects them back toward the road rather than grabbing at them with the usual videogame velcro of edges and indentations.

The PS3 version (tested here) includes Trophies, which is nice to see. Good luck getting them all though, or the 360 Achievements.
But Midnight Club has always been a brutal opponent, and MCLA is no exception. Everything in the world except the other cars and walls is on your side, but by god those cars and walls hate you. You'll spin, you'll roll, you'll crunch to a halt, and you'll have to wheelspin yourself in the right direction before getting back on track. Races, time trials and the game's other variations often last nearly five minutes, if not longer, and the AI - even in the first few hours - makes little concession to players who hold it together almost to the end, barrelling past you when you come unstuck and necessitating a restart.
In an attempt to offset this, Rockstar San Diego issues reputation points - experience, basically - for failure as well as victory, and there are numerous ways to obtain them: evading the cops (it's particularly enjoyable to pull over and then accelerate away as a cop gets out to walk to the driver-side window), racing opponents you encounter while cruising to the start of the race proper, and of course coming second, third, or anywhere in the field. It's hard not to approve of this, but it contradicts your instincts. Midnight Club: Los Angeles sets a blistering tempo, and when you come unstuck, even late on, you just want to begin again and get it right.
Building up rep and winnings from races also allows you to buy up performance upgrades and abilities, and the game's parsimonious approach to money and pink-slip races means you get time to love your rides, outfitting them with nitrous, improving brakes and other elements. All of it can be automated, but it's simple enough to operate that you'll probably do it by hand, while an optional customisation suite wrings a lot of detail out of the vehicle models, with tons of options for vinyls and paint schemes. Partial repairs are possible out in the field, and nitrous can be topped up by driving through petrol station forecourts. The structure rewards sensible driving by keeping you shiny if you keep it clean and charging up special abilities, like "Zone", which gives you a short span of Bullet Time, and other offensive upgrades for frying rival electrics or smashing through traffic. You can also slipstream other racers to get a short speed boost, although you're more precarious when you sacrifice clear road ahead.
Like GTA, MCLA also blurs the line between online and off at your command, employing a sponsored PDA to switch to online cruising, where you can propose races with friends or randomers. Modes are varied and, even when they fire you out of the checkpoint and circuit race comfort zone, have a decent hit ratio, and suffer from negligible performance issues (we tested the PS3 version), partly because you sacrifice the NPC traffic.

Like GTA IV, the detail levels sometimes stress the frame rate, but it's infrequent, and we didn't notice any screen-tearing.
Ploughing relentlessly into the fierce, voluble challenges available on the single-player streets better suits our temperament, however, and with a large number of vehicles and track layouts to unlock, this is the game's core. Track layout is varied (there's a race editor if you're unimpressed), but for the most part Rockstar carves out memorable courses, using - and intensifying the detail panic - in signature areas like the train yard, flood control channels, Santa Monica's pedestrianised shopping parade and the seafront; or it creates something out of nothing, like a simple off-ramp and angled freeway crossing left-hander. With so many variations to the open-world layouts, the ability to create a favourites list is also welcome.
Where it's ultimately let down, slightly, is in the punishment it metes out. The rep system can't compensate for dramatic late-race capitulations - short of invoking a Burnout Paradise-style no-restarts rule, a self-inflicted vanity scar that everyone's still divided over anyway - and in practice our "percentage restarts" stat wavered around 100 after a few hours, and stayed there. We always wanted to get back to racing that mattered, rather than consolidating a loss. But it's not so much that that harms MCLA as the manner of your recurring downfall: a sideswipe at an intersection, a wall you couldn't quite skirt, a slight analogue twitch at the wrong moment. Often decisive, and so difficult to eliminate even after dozens of races getting used to the handling and track layouts.

There's a story behind your actions, but we didn't care all that much, although the smacktalk is occasionally so bad it's good.
From time to time, it will get the better of you, and at that point it's not about difficulty so much as accumulated failure, a burden Midnight Club: Los Angeles forces you to carry, and one that's tough to bear for all the game's other successes. Tolerate the lashing of agony that accompanies every one of these moments, though, and this is fast, brutal, ingenious racing drama, dragging you into the screen every bit as thoroughly as Burnout Paradise, and delivered in a manner that befits the publisher that financed GTA IV.
8 / 10
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Comments (43) Latest comment 4 months ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Wheres James Bond & new COD reviews please?
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Review makes it seem a lot like Burnout Paradise but in a more racey environment which is perfect, I'll be picking this up as well come Friday
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What is with the PS3 version tested text? It's in the PS3 section.
I know it's unusual for EG to review the PS3 version (as its always so utterly shit in comparison *cough*), but here really isn't any need if it's in the right section.
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Please stop before I slit my wrists.
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Sounds good though. I hope it doesn't get swamped in the current glut of games.
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Don't you dare!
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Looking forward to this, oh yes!
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21-Oct-08 03:42:44
"Forza2 is a work of genius"
lmao you lost all my respect there.
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I couldn't resist and peeked at the score before I'd read the review but I'm happy because EG have given this game their seal of approval!
Now to read the review...
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I presume this game has replays, something Burnout Paradise didn't have?
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Please stop before I slit my wrists. "
I can go one further. They're all idiots
Ontopic
Seems ok, but how many racing games can one person play. Next to PGR, Burnout, Forza and GRID. This seems rather pointless.
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And thank god for that
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All good racing games have a different a different vibe and feel that makes them worth playing and most of the ones I've played have their own unique features that help them stand out from the competition. MC did the open world environment long before the Need for Speed series and Burnout Paradise did... and it arguably did it better and was more fun.
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It definately won't be bought until after 'The Holiday Period' in any case. Like most games right now it's just lost in a sea of worthy choices.
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Refrain from your whiney emo posts and Ignore the users you dont like instead. The system is there, use it.
Your post ads even less to the thread than the posters "trying to be funny".
Althou, my posts is as useless, so I should have followed my own advice before hiting the button really.
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As for the 60 fps, I personally don't find 30 fps a problem, it wasn't in the Need for Speed games, it wasn't in Race Driver GRID, it wasn't in PGR 3/4 and it wasn't in the previous generation MC games either (I believe they ran at 30 fps too). MC:LA may well run at 60 fps, I don't know and I don't really care to be honest. I'd rather have a more detailed environment to race around so long as the controls and framerate are decent which they were in the previous games in the series. Burnout Paradise ran at 60 fps with sensational damage modelling but sacrificed the environments to do so... there are no drivers and no people, the game's immersiveness, essential IMO for an open world game, is spoilt as a result, it felt like a toy world not a real place. The NFS games also suffered in this regard. The MC series has always managed to capture the atmosphere and lived in feel of GTA's cities but deliver a solid, entertaining racing game instead of a shooter. As a fan of the earlier games I'm really looking forward to it.
Let's hope Rockstar release a demo for people like you to try even though I get the impression that you've already made up your mind about the game...
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Maybe. but this it's coming in way behind Burnout at this point. It seems a little too little to late.
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Quite looking forward to the police chases, especially the "Stop and wait for the cop to walk towards you before taking off again" that'll start them off.
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[link url=http://uk.gamespot.com/xbox360/driving/ midnightclublosangeles/review.html
]http://uk .gamespot.com/xbox360/driving/m...[/link]
They said the game was fast and beautiful looking (you reading this farticusmaximus?)...
... but it's way too hard!
Granted the previous games were no pushovers either but that does have me worried a little because when a reviewer complains the game is too hard it usually means I'll find it harder. Still looking forward to playing this game but I'm a little apprehensive now...
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Haven't has chance to check it out yet though
******************
Played it for a couple of hours last night and it's superb!
The city feels real like GTA and that's what make it so much fun. It has a fantastic level of detail but appears to run at a higher resolution than GTA and I've not noticed any hint of framerate problems so far.The car physics seem highly exaggerated, but real - the cars reacts as you would expect. To me for this type of game that's spot on. They're not over the top like GTA and not ridiculously riding a rocket ala burnout.
I've gone off NFS in recent years but thankfully here the "street" element doesn't take itself seriously and the customisation aspect adds fun. The police chases remind me of the best bit of NFS from the past.
I really wasn't expecting this but initial impression are that this a real gem.
Take note publishers.....
I would not have picked this up at full price - you need to get all games to under £30 if you want people to purchase more on impulse.
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