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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

 
   
  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.
 
     
 
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.

 
     
  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.
   
       
 
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.
 
 
Q&A
Jay Panek of Rockstar San Diego
Senior producer, Midnight Club
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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