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Midnight Club: Los Angeles Hands On

Xbox 360 PlayStation 3 Hands On by Oli Welsh

1 October, 2008

Page 1 of 2. Page 2 ->

We really didn't want to be back at the LA Convention Centre so soon after E3. But this quintessential 1990s corporate boot camp, this never-ending air-conditioned desert of glass, carpet and outsized croissant-wiches has a way of drawing you back, like a terminally confused and overtired moth to a particularly cheerless flame. We must have driven past it five times as we attempted to escape Los Angeles' infernal one-way system on the last day of the show.

At least this time we can do donuts in front of the atrium.

Midnight Club: Los Angeles really gets LA. To be frank, there are more graphically impressive and accurate recreations of real cities in games - most of them in Project Gotham Racing 4 - but there are few more atmospheric ones. The latest Midnight Club has an uncanny handle on the city's soupy air, greasy glamour and sepia-tinted, Scott-brothers sunshine. From the ambling boulevards and untidy beaches of Santa Monica to the boarded-up cracks in Downtown's glossy façade, it's all here, and you can practically smell the suntan oil and smog.

Enough of the virtual tourism; following Tom's recent single-player hands-on preview, we've returned to Rockstar's offices to give Midnight Club: Los Angeles' multiplayer modes a thorough going-over. The mixed party of journalists, PRs and company reps jumps into VW Golf R32s - Eurogamer's assigned colour: hot pink - and starts with an acclimatising Cruise.

'Midnight Club: Los Angeles' Screenshot 1

You know where you are?

Cruise is a free-roaming mode in which a full lobby of players (the game supports 16 in total) can tool around the entire map as they please, drag-racing, screaming along the usually crawling thoroughfares, or jumping straight into races with each other. These Challenge races can be requested from the set options or even created in an online race editor without leaving Cruise. Once a race is triggered, a vertiginous but smooth map zoom transports you from your current spot to the starting line - exactly the kind of seamless integration of multiplayer with free-roaming gaming achieved by Burnout Paradise.

Before we get that far, there's a little time to be spent adjusting to MCLA's handling for this particular Gotham and GRID addict. It's defiantly arcadey, almost Out Run-esque in its progression from fierce grip to graceful, arcing understeer, tipped into savage powerslides by a tap of the handbrake. It's not the most physically involving racing setup out there, but it's not exactly shallow either, and it's pretty well suited to the grids and meandering, monstrous freeways of the host city. Plan your corners early, cut as much pavement as possible, be relatively sparing with the slides and you'll be surprised how little slowing down needs to be done.

'Midnight Club: Los Angeles' Screenshot 2

You're in the jungle, baby.

To be fair, it's also a little muted by the first two cars we try, both machine-tooled slabs of disciplined, all-wheel-drive Teutonic muscle. The R32 and Audi RS4 are great for feeling out the vagaries of traffic-dodging on the freeway and gently drifting around the twisting residential roads of the Hollywood Hills, but they don't do the best job of bringing Midnight Club's character to the fore. That's best left to the 1970s Dodge Challenger, a gloriously throaty and tail-happy Starsky-and-Hutch-simulator. At the other end of the scale, the frighteningly quick and razor-sharp Lamborghini Gallardo boasts turn-in so quick it's surreal, and inevitably lodges itself at the top of the favourites list as a near-four-hour session draws to a close.

We also get a chance to try bikes for the first time, in the form of a Kawasaki Ninja. It's a reasonable implementation, falling somewhere in between Test Drive Unlimited's balsa-wood rockets and PGR4's meaty but unpredictable machines. In raw speed and handling terms it offers few advantages over the Gallardo, and suffers the usual "touch anything and you're out" fragility of videogame bikes. But MCLA is not a pure circuit racer. Given the Ninja's nimbleness and limited width, traffic and, especially, shortcuts are more easily navigable in the saddle.

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Comments: 1-16 of 16 in total

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urban
01/10/08 @ 17:04
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so its good?
KreyAtiv
01/10/08 @ 17:14
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Sounds like it might be okay, if you aren't looking for a too simulation heavy racing game.
agparrot
01/10/08 @ 17:30
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Expo? Expo? Any chance of a look at the Expo?

/not desperate.
SteveB
01/10/08 @ 18:18
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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
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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
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Good point, although GRID managed it with an admittedly limited range of production cars.
Widge
01/10/08 @ 18:45
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People say Test Drive Unlimited, but surely this is comparable to Burnout?
Kujata
01/10/08 @ 18:59
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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
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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
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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
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@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
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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
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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
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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
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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
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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

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