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How do you rework a three-year-old franchise?
What do you add? What do you take away? Where
do you look for inspiration? These are questions
that Rockstar San Diego has been working on
since Midnight Club: DUB Edition went into post
production, and this is the result. That infamous
Rockstar Advanced Game Engine, is really something
to see in action in Midnight Club: Los Angeles…
but there is a twist though
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SHE ROCKS
VW Scirocco 1998
Designed by the same guy that created the
De Lorean DMC-12, apparently, the Scirocco
is something of a cult car, at least among
those who own one. While they were reliable,
and sexy, in their day, the simple fact is that
they’re 20 years old now. Common issues
include quite catastrophic rust and a weak
fuel tank. This isn’t just the wistful ranting
of a wannabe Scirocco owner though, as
we got to drive one in the game, as proof of
the retro nature of some of the cars in the
game. While the number of motors in total
hasn’t been confirmed, judging from previous
efforts, we reckon around 60 will make it into
the game. The inclusion of all those cars that
you wanted to own, like the Scirocco and the
Golf GTi, will add a new level of interest to the
game. Indeed, we found that playing around
with the ‘rocco yielded far better results
than expected. Thankfully the handling of
the cars differs greatly, from muscle cars to
tuners to little run-arounds. The 2006 Ford
GT, for example, handled like a dream, with
a lightning top end and the handling to keep
it on the road. The Mustang Saleen 302, by
comparison, was a little too twitchy at the
higher speeds, while the 1998 Nissan 240SX
gave us one too many frights. Then, of course,
there’s the bikes. We managed to get a little
play around with a 2007 Kawasaki Ninja,
which offers a completely different, but oh so
gratifying, experience. |
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That twist is something we all take
for granted. Daylight. Yup, Midnight
Club: Los Angeles has done away
with the post-sunset theme and,
despite keeping the name, is looking to make
racing fun again, be it at night or during the
day. This fact is something that blind-sided us
at a recent catch-up with Rockstar at its lowkey
London Studios, where we got hands on
with one of the finest racers we've played
for a good long while. Had Midnight Club: LA not
been quite so sexy in so many respects, we –
along with Rockstar, we suspect – might have
been forced to rely entirely on the shift away
from night-time racing to garner anything
interesting from the game. Fortunately, that’s
not the case, and while the hours spent with
this glorious racer were over lamentably
quickly, there’s an awful lot to talk about and,
more importantly, get excited about.
First things first, let's talk guts. We've got
big ol'flabby ones, that are only good for two
things, resting our pints on and generating
reactions. Our reaction to Midnight Club: Los
Angeles is very much along the lines of ‘Whoa,
shit!’ or some similar expletive of surprise and
awe. Surprise because we were expecting a
good deal more style than substance, and awe
because it had us on the edge of our seat for
the entirety of the time spent playing it. What
strikes you first is the fantastic feeling of being
on a knife edge the whole time. Even in the
lower-powered cars, the excitement comes
not from mere speed, although there’s plenty
of that, but the drama of racing. Midnight Club
requires some hard driving; that sense that
whatever happens, you have to stay in control
of your vehicle, while pushing it to its limits
naturally creates a dynamic balance to the
game. A balance which is impossible to brand,
label or otherwise moniker in the way you
might expect of a contemporary racer. The
Midnight Club franchise, in that respect, takes
the last – and best – vestiges of traditional
racing titles, those ones that really make you
sit up and take notice, and builds a next-gen
game around them. It’s questionable whether
the racing genre, comparatively, is likely to
change much with the advent of the PS3
but, Los Angeles certainly displays a genuine
upturn in both scale and excitement, and next
gen or not, that works for us.
It’s difficult to verbalise the kind of jump
we’re talking about. It’s not huge, and you’re
never going to have to relearn anything about
the genre, but Midnight
Club: LA is playing with the
patterns, and moulds of
racing, which will hopefully
lead to a more rewarding
racing experience. The
best example of this can be seen with the race
modes. What can you do with race types that
hasn’t already been done? Not a lot, but you
can try, right? And that’s what Rockstar San
Diego has done. It’s surprising that few other
racers have adopted the race mechanics of
Midnight Club, as they’re about as inventive
as you can get. This time though, there’s a
couple of gems. The most intriguing being
the Dynamic Freeway Races. While there’s a
degree of interest in the way they work, we
have to say that one of the most impressive
aspects of Midnight Club is the buzz of the
freeway. Sliding in and out of the traffic like
a turbo fox after a rocket chicken is one of
the greatest joys we’ve had on the PS3, and
with the motorway encircling the city, it’s a
never-ending delight. Indeed, once a race is
over on the freeway, you can enter another
race instantly by flashing your lights at the
next hookman (fellow racing buddy). The
dynamic nature of this means you’ll never run
the same race twice on the freeways. They’re
a bit different to many of the other race types
as well, in that rather than initiating a race and
hauling your ass to the start line, these begin
straight away, allowing you, if you’re clever, to
get the jump on your fellow racing chumps
by getting into an advantageous position as
you zoom by. You’ll only be able to hold it for
a finite period of time, as it’s one of the more
challenging aspects of Midnight Club: LA,
and if you’ve played any of the previous titles,
you’ll know how difficult it can get.
The absence of any branding, or any
enforced ‘cool’ also does wonders for the
credibility of a racer that simply relies on being
an awesome game to appeal. There’s little
focus on tricking out your motors, and while
it’s still an integral part of any career mode,
Rockstar has realised that the age when
anyone’s even faintly interested in spending
forever ‘pimping their whip’ has passed. There
are buckets of customising options, including
interiors and individual body parts, and even
a decal creator which will allow you to scrawl
your name down the side of your motor, as
well as slap a giant panda on the roof, should
you so desire. Tuning your car is essential
though, and this can be done graciously
simply, letting you spend a good time more
on the road than other titles. That’s another
key philosophy, and one well worth pointing
out; if you don’t want to see a menu screen,
you don’t have to. Sure there’s a few pop-up
menuettes that jump into view every now and
again, but your gaming session need not be
interrupted at all.
It’s a tricky game to stop playing. Almost
right from the off, we’d shuffled forward in our
seat to within an inch or two of sliding heavily
onto the floor, and it was with real reluctance
that we relinquished control. Most of the joy
comes from that feeling of being balanced
on a razor thin tightrope, suspended over
abysses of skill on the one hand, and speed on
the other. That’s helped endlessly by the sexy
new camera, one of the most impactful things
we saw. Use a nitro, and the dynamic camera
will shoot to a low angle at the front onside
of your car (or over the shoulder with bikes),
which emphasises the feeling of speed and
tenuousness of the whole affair. Punch into
a drift corner and you’ll be treated to a more
side-on view of the car as the camera swoops
around. This not only makes the driving
more satisfying, but in no way impairs your
ability to make your way through the traffic.
There’s a range of camera types, including
an interior one, making the most of the
dashboard customisability. A decent map is
an essential part of any racer nowadays, and
in that respect Los Angeles has it down. Both
the mid-race map and the GPS one, which
covers an area easily as big as all three cities
in the previous game, serve their respective
purposes brilliantly. The former demands only
a millisecond’s glance to register the direction
to your next checkpoint, while the latter
makes sure you can find races, hookmen and
hangouts with ease. Oh, yeah, hangouts, we
forgot about those. To offer a degree of meat
to the single-player, avoiding the issue of a
lack of direction, hangouts have been placed
around the city to let you hook up with various
insalubrious types who offer themed races
to spice things up. One group might suggest
a number of pink slip races, another might
serve up some muscle car action while others
concentrate on other race types and classes.
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INTERESTING TIMES
Multiplayer at midnight
While we didn’t get any time with the multiplayer, one mode is well worthy
of note. As well as the standard modes, including all the offline races being
available, and a few extras like Capture The Flag and a comprehensive online
race editor, Midnight Club: LA is expanding on the Cruise mode. The reason
for this, is that the developer found with DUB Edition that gamers were simply
popping into the mode and creating their own races. Rather than racing the
courses, groups would gather together, call out a landmark and belt towards it.
No checkpoints, no start points, just pure racing. Rockstar San Diego has tried
to build this into Los Angeles by letting players drop in a finish line anywhere in
the map and just bomb towards it. This kind of stuff is frontline. |
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We played a huge amount of Midnight Club
1, II and DUB Edition, and while they were
brilliant, they did have irritations, that have
been addressed with this iteration. The first
being the bunging effect of certain races.
Every now and then, you’d encounter a couple
of races that halted your progress, forcing
you to retry the same races over and over,
regardless of how frustrated you were. With
Los Angeles, the reputation system does away
with that by giving you points and cash even if
you come last. This, along with a self-adjusting
difficulty, which will select opponents of
appropriate quality, means your progress will
be unhindered in that way, removing what was
the largest obstacle to completing the game.
Although we didn’t encounter the fuzz in
any close-up sense, they’ve been included
in Los Angeles as well as your trusty police
scanner, which will tell you when the cops are
around to allow you to slow down and let your
speeding buddies take the flak. Other in-car
entertainment includes your MP3 player,
which lets you flip between tunes using the
D-pad, again without the use of menus. Then
there’s your Sidekick, like a BlackBerry, but for
Americans. This device makes you available
to those hangout folk, and the various other
unsavouries populating the city, who will email
you with challenges and information. This side
of things is hardly revolutionary, but it fits with
the mentality of a menuless game. Much like
any other aspect of the game, the menu is
there to remind you of previous and current
challenges, but the emphasis is firmly on
creating a title without interruption.
We’d be remiss in our duty if we didn’t
give an alternative side of things, but if we’re
honest, it’s difficult to point out those things
that could wind up as negatives. Sure, it’s
not a saltatorial manoeuvre on Rockstar
San Diego’s part, but then it didn’t need to
be. Midnight Club is a great franchise that
hasn’t resorted to overdoing the style for
want of substance.
Our only gripe could
be the special abilities
Roar, Agro and Zone,
which make a return,
and if they aren’t
implemented well, could tarnish what is a
very attractive prospect. Midnight Club’s
aesthetic style is unique, and one which
many may see as inferior to, say Burnout.
That’s not to say it’s anything but stunning,
but for those who expect big colours and an
aggressive boldness in the visuals, the artistic
take of Midnight Club: LA won’t do it. No
load times more than makes up for it for us,
though. It’s a little harsh to mention things
like texture dropout and pop-up, at this stage
in development, but it’s going to need a bit of
tweaking to hit a really playable stage. We’re
confident it will though, as Rockstar isn’t
prone to releasing substandard titles.
Those possible negatives aside, our
overriding feeling is positive. It was with a level
of amazement that we found ourselves feeling
really thrilled about a racing title. In the hours
we got to form our opinion of Midnight Club:
Los Angeles, we went from mildly excited to
positively elated, then slightly morose as we
left the building, knowing we wouldn’t be able
to play it for a couple of months. The thing
is, though, your experience won’t end with
the misery ours did. Midnight Club: LA is a
very appealing prospect, and one you should
definitely keep your eye on. |
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Q&A
Jay Panek of Rockstar San Diego |
Senior producer, Midnight Club |
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Fans have been rolling through the streets of
Midnight Club since the turn of the century. For
this fourth iteration, what were your main goals for
bringing it onto today’s next-gen consoles?
Since the beginning of the series, we’ve been giving
players an unrivalled open-city racing experience through
enormously detailed re-creations of modern metro areas.
Dodging and scraping through traffic at all hours of the
night, we never wanted to limit the number of possibilities
a player had to consider while throttling through realworld
streets at speeds one couldn’t legally achieve in real
life – this seemed to hit the essence of what a videogame
should be about for us. Working on today’s immensely
more powerful hardware, we have the opportunity to
raise the bar yet again. This time with an even more
detailed environment, incredibly accurate vehicles and a
gameplay experience that is taking an already immersive
experience to a new level. Midnight Club is going to give
the player a level of freedom that has yet to be seen.
Now that nearly every racer has essentially made
online play mandatory, what’s going to make
Midnight Club: LA stand out from the pack?
Many have said we’ve been ahead of the curve with online
since introducing eight-player multiplayer with Midnight
Club II or having such a smooth online experience on
Midnight Club 3, and with this next game, we have
no intention of losing that lead. Every race from your
offline career will be available online, along with plenty
of other modes designed exclusively for you and your
friends across the network. The key here is the complete
seamlessness of the experience. Some have already
attempted to blur the lines between online and offline
racing, but when cruising around this unmistakable
interpretation of Los Angeles without a single load screen
to slow you down, we think we’ve got something special.
Cruising is where it’s at. Everything has been built upon
this, and now players can easily jump into races and
battles completely on the fly. Players can even create
custom races in the race editor without leaving the world.
These can be shared with friends at the press of a button.
The possibilities are truly limitless here, and every point
you earn online will add to your reputation by unlocking
parts, vehicles and much more.
We’ve heard a good bit about the new reputation
point system already, and that Midnight Club: Los
Angeles allows players to advance without always
having to finish first. What other features are you
excited about bringing to the table?
The customisable interiors are amazing. We haven’t really
been able to do that until now, so we really went to town.
Another thing we are really excited about for this game
is the new Dynamic Freeway option for finding a race.
While you can still hit the town looking for racers cruising
the streets for a challenge, you can now find some
action in the fast lane without ever hitting the brakes.
Head through traffic at top speed until you spot another
challenger. Match his position and flash the beams and
the race is on. A checkpoint appears to show the finish
and you’re barrelling through LA highway traffic to come
out ahead. It’s pretty intense. On top of that, fans who
loved all of the special moves from the last game will be
glad to know they’re all back along with a few ‘shocking’
new surprises. Most exciting of all though, the feeling of
controlling a car while driving through cities at breakneck
speeds has been remodelled so that it’s ridiculously
visceral. We’ve got a ton of new features in the pipeline,
but there’s still a good deal of things we want to save for
closer to release, so you’ll have to watch this space.
It seems most other racing games have steered
away from police chases as of late, but they’ve been
a staple for Midnight Club for years. What’s different
about the fuzz this time in LA?
The cop experience has been enhanced this time around.
The police are there to keep you in check. Not only during
races, but even when cruising around the city. Depending
on the situation they may attempt to pull you over. Once
that happens, you can abide by the law and pay your fine,
or peel off and the chase is on. Pull a few quick turns to
lose them and you’ll be rewarded for taking that risk.
The traffic in LA is among the most notorious in the
world. Was it hard to re-create that? It’s tough to get
through the freeways at 200mph without slamming
into SOMETHING… yet this isn’t really a game about
crashing. Was it tough to find the right balance?
Anyone who’s ever been stuck bumper to bumper knows
what a nightmare it can be. Instead, this is the game you
dream about when you’re sitting there, imagining what it
would be like to bob and weave through the nine-to-fivers
at autobahn speeds. Even with the amount of traffic and
patterns that change naturally throughout the game’s 24-
hour day/night cycle, the action in the game is designed
to never slow down – even if you crash we keep you in
control with the ability to drive out of it. Your hard-earned
custom parts and paint jobs will be dynamically torn to
shreds in real-time, but you’ve got a race to win!
You ramped things up with all of the customisation
options in the last game, and you appear to have
added more options. Can you tell us more?
We’ve spent a lot of time to make sure we got the
customisation right, not just for the tone of the game but
for each vehicle. In addition to tons of aftermarket parts
from some of the best in the industry, we’ve added our
own elite team at Rockstar San Diego to conceptualise
and design exclusive parts for each car. We’ve not only
added more options, but we’ve provided a greater depth
to what’s available. We’ve expanded the amount of vinyls
to customise your vehicles, and we’ve given you the
power to create anything you want. It seems like other
racing games have begun to scale back on customisation
as of late, but we’ve ramped it up tenfold! Half the fun of
immersing players in the experience is giving them the
ability to create a ride to suit their own personalities!
Some developers churn out new versions of their
racers every year. DUB Edition was two years ago,
and Midnight Club II was three years before that. Is
there a conscious decision behind this pace?
Some developers go their way, we go ours. We have a
clear vision of how we want the series to evolve, so timing
is secondary. Rockstar has always tried to ensure that
its sequels are worth investing in. The list of prerequisites
we had is huge: we want the level of detail in our playing
environment to be unparalleled, we want licences for our
favourite cars and bikes and then create them in-game
like never before, we want a level of immersion that
makes gamers feel like they’re roaring through LA, and
a level of competition that makes you want to mute your
friends when they beat you. All of this was something we
wanted to do without any load times. The nature of our
plans for this game led to a series hiatus, but we believe
the finished product will be more than worth the wait. |
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