Jump to navigation

Table of contents

Page Previous 1 2 Next

Advertisement

Midnight Club: Los Angeles Hands On

Xbox 360 PlayStation 3 Hands On by Oli Welsh

1 October, 2008

Page 2 of 2. <- Page 1

Moving from Cruise to the more efficient Lobby to start our races, we launch into an epic series of Ordered Races - the freeform, point-to-point, checkpoint races that are Midnight Club's stock in trade. These work exceptionally well in LA's tarmac landscape, with slip roads providing some thrilling needles to thread, and freeways shooting you efficiently between the varied neighbourhoods of the world's entertainment capital.

It's not all road, either - memorable finales included blasting RS4s through a train-yard, leaping Ninjas across Terminator 2 storm drains and, best of all, carving up the sand of Santa Monica beach in the howling Challengers. Just don't take the wrong shortcut, as the secret multi-levelled labyrinths of LA can leave you minutes from the next checkpoint, even if you're right next to it on the map. (Just like the real thing, eh Tom?)

Circuit races are a little less interesting, for the most part, although Downtown provides some halfway technical challenges. You also get Unordered Races (clear checkpoints in any order, first to the last one wins), Landmark Races (a checkpoint-free race across town to a set landmark for budding route-planners), and a variety of Capture the Flag modes.

Capture the Flag works surprisingly well in Midnight Club. Again, the open, sprawling setting, abundance of shortcuts, and frequent grid layouts make this a game of evasion, anticipation and almost tactical route-planning - rather than simple cat-and-mouse - as you watch the mini-map like a hawk and attempt to head the flag-bearer off at the pass. Contact transfers the flag, and crashing drops it, while the flag-bearer's car runs slightly slower than everyone else's, just to keep things interesting.

'Midnight Club: Los Angeles' Screenshot 3

You're gonna diiiiiiiiiiiiieeeeeeeee...

Capture the Flag is available in free-for-all, where a sequence of flags and drop-off-points spawn, and the player with the biggest total wins; "splitbase", a team-based version where each team has its own base to return a randomly-spawning flag to; "basewar", where flags spawn in the team bases; and "stockpile", with multiple flags spawning in clusters.

To spice things up yet further, there's the option to turn on a surprisingly fantastical and comical range of power-ups, picked up from locations littered around the city and held two at a time. When used, there's a second pause while a laser locks on to the nearest car, if it's an offensive power-up, before it's deployed. You can encase each other in ice-blocks, fry electrics with electro-magnetic pulses, reverse steering, turn ghostly, give your car a skin of steel and other cartoon-racing classics. These provide some options for well-timed slapstick mishap, especially in CTF games, but don't really feel tuned into the game design as such, and are sometimes tricky to use effectively.

'Midnight Club: Los Angeles' Screenshot 4

...eeeeeeeeeaaarrrrrgggggghhhhhh.

By contrast, it's the well-tuned double-nitro mechanic that really feeds beautifully into Midnight Club's multiplayer racing. You get several preloaded nitros per race (refilled by driving through petrol stations), plus the ability to charge even longer boosts through slipstreaming. Tactical, hair-trigger wars of boost-slipstream-corner-boost break out all over the place, especially along the freeways with their relatively sparse traffic to thread through.

These give Midnight Club: Los Angeles multiplayer its deepest thrill. Its most basic thrill comes from the vindictive, squealing, tyre-smoking pile-ups that happen on LA's abundant vast aprons of tarmac, and in and amongst the liberal amount of destructible furniture that Rockstar San Diego has graced the game with. (Like Burnout, this is a game in which crashing is actually fun.) Its flavour comes from the thumping, dirty electro soundtrack and that perfect evocation of the sinful city itself. The game's like the place: it is big, it's not clever, and for some reason, you keep coming back.

Midnight Club: Los Angeles is due out for PS3 and Xbox 360 on 24th October.

Advertisement

Are you excited about Midnight Club: Los Angeles on Xbox 360/PlayStation 3?
View Eurogamer readers most anticipated games

Thanks!

Want to comment on this article? Log in, or register!

Comments: 1-16 of 16 in total

Poster
Comment Low-scoring comments hidden. Log in to see them!
urban
01/10/08 @ 17:04
#1
0
You buried this comment
Comment below viewing threshold
Show
so its good?
KreyAtiv
01/10/08 @ 17:14
#2
0
You buried this comment
Comment below viewing threshold
Show
Sounds like it might be okay, if you aren't looking for a too simulation heavy racing game.
agparrot
01/10/08 @ 17:30
#3
0
You buried this comment
Comment below viewing threshold
Show
Expo? Expo? Any chance of a look at the Expo?

/not desperate.
SteveB
01/10/08 @ 18:18
#4
0
You buried this comment
Comment below viewing threshold
Show
In the gameplay videos I've seen of this it doesn't look like there is any damage modeling. The cars just bounce of obstacles, GT style. Any idea if this is still the case with the final game ?
mkreku
01/10/08 @ 18:27
#5
0
You buried this comment
Comment below viewing threshold
Show
The damage models for real cars aren't very popular with real car manufacturers. This is a problem every developer runs into, Gran Turismo and Midnight Club alike.
SteveB
01/10/08 @ 18:41
#6
0
You buried this comment
Comment below viewing threshold
Show
Good point, although GRID managed it with an admittedly limited range of production cars.
Widge
01/10/08 @ 18:45
#7
0
You buried this comment
Comment below viewing threshold
Show
People say Test Drive Unlimited, but surely this is comparable to Burnout?
Kujata
01/10/08 @ 18:59
#8
0
You buried this comment
Comment below viewing threshold
Show
My 'Most Wanted' list says this is out on the 10th October... but the article says the 24th.

Me confused :(
Ryze
01/10/08 @ 22:47
#9
0
You buried this comment
Comment below viewing threshold
Show
If this gets a decent score then I may well trade in Burnout Paradise for it.

I just can't enjoy Burnout P while the map is static and the right analogue is the wrong way for moving the camera to look around.

Silly fools.
Darren
02/10/08 @ 07:38
#10
0
You buried this comment
Comment below viewing threshold
Show
I've had this game pre-ordered for months now as I figured it would be better than EA's new Need for Speed game (last year's ProStreet was utterly boring to play) and would make up for the mild disappointment that was Burnout Paradise. I enjoyed the previous two games on the Xbox; they tend to be rough around the edges but surprisingly addictive to play... a bit like the GTA series then! LOL
Darren
02/10/08 @ 07:41
#11
0
You buried this comment
Comment below viewing threshold
Show
@SteveB & mkreku - Both Forza Motorsport games managed damage modelling and they had over 350 cars between them! Also the later PGR games had limited damage modelling too. Obviously Microsoft must have been very persuasive... ;)

Oh and F1 and rally games have any damage modelling for years on most systems. Damage modelling isn't really something new.
oreillymj
02/10/08 @ 09:34
#12
0
You buried this comment
Comment below viewing threshold
Show
How much in game advertising has this got?
I will not be signing up for a US mobile phone carrier no matter how much you tie your gameplay around it.

Oh and can you turn off the compulsory rap soundtrack and ignore the pointless car modding features.

Apart from those niggles it looks nice.
Martin
02/10/08 @ 11:15
#13
0
You buried this comment
Comment below viewing threshold
Show
Loved Midnight Club: Dub on the Xbox so I'll def give this a go.

lavalant wrote: bit lame they put realistic brand cars in but not the handling to go with it.

If it'd been a simulation, yes.
Edited 1 times, most recently on 02/10/08 @ 12:16
singhcoventry
02/10/08 @ 18:50
#14
0
You buried this comment
Comment below viewing threshold
Show
I was intrested in this. However now that Need for Speed is scheduled for Nov 08 (and it will be like most wanted) - then forget this game. Maybe until next year at least!But it looks ok!
JedEvangelion
03/10/08 @ 08:54
#15
0
You buried this comment
Comment below viewing threshold
Show
Surprising any of the previous Midnight Club titles aren't referenced. All this talk of PGR, Test Drive et al seems rather moot when this is the 4th game in a popular franchise. What are the changes since DUB?
bloodflowers
06/10/08 @ 01:06
#16
0
You buried this comment
Comment below viewing threshold
Show
I want to know if the handling has changed significantly since 2 and 3, I used to do clan racing on both of those titles, and we were damn good. Nice to hear that crashing causes you to drop the flag again in CTF. That's how it was in MC2, then they dumbed it down so noobs could ricochet off the walls without dropping it in MC3. Much more challenging when you have to drive quickly, cleverly, and safely.

Comments: 1-16 of 16 in total

Want to comment on this article? Log in, or register!

X View gallery