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Midnight Club 3 DUB Edition
Rockstar Games released Midnight Club 3: DUB Edition a couple months back to both fan and critical acclaim. Avoids the overly commercialized, hokey, and downright stereotypical stylings of the street racing genre, it was a very welcome gift. Now, developer Rockstar Leeds cranked a PSP iteration of its console racer and has managed to cram nearly the entire spectrum of console games on one of those tiny Universal Media Discs. Unfortunately, a few serious liberties had to be taken to make that happen. Some ugly load times, minimal damage modeling, a few periodic sound bugs, and one unpleasant frame rate all together to make the PSP version of Midnight Club 3 a weaker overall effort. Sure, it’s still first and foremost, fun and sometimes exciting street racer, but when put up against the competition as Ridge Racer and Need for Speed Underground Rivals, it seems much more common.
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Like the Midnight Clubs before it, Midnight Club 3 offers a big, open city for you to race in. Well, there are actually three cities. You will begin in San Diego, but you’ll eventually be able to open up urban Atlanta and Detroit as well. Unfortunately, it takes an exceedingly long time to load up each of these towns – upwards of 70 seconds in most cases. In-game loading times are also annoying. During gameplay you often have to switch between racing, cruising, and visiting the local garage and jump from place to place, always results in some lengthy loading. The console versions were not exactly quick when it came to in-game loading, but they were an absolute breeze compared to the PSP iteration.
Each city is bursting with back alleys, hidden shortcuts, and special jumps that you will find it difficult to detect until you’ve spent plenty of time driving around. Fortunately, the game provides a cruise mode where you can just run and explore, which is not nearly as boring as it sounds, because there are also some hidden Rockstar logos strewn about that will give you goodies when you collect them all. It is also helpful to become familiar with all the nooks and crannies of the city, as knowing your way around is immensely beneficial come race time, as most of the races in Midnight Club 3 are checkpoint races. These checkpoints are scattered all over, and often there are several roads that will take you to each one. Half the challenge in the game is to try to find the best path to each checkpoint. One problem with this method is that it can be quite frustrating the first few times you engage in a particularly challenging race because you will not know where all the required turns and potential obstacles are. This leads to a reasonable amount of trial and error, which is not entirely damage (especially when using free-roaming mode gives you a good idea of how the city is laid out), but it definitely has its annoying moments. Fortunately, there are also point-to-point races and timed races to provide some variety to the action, and are far less taxing to boot.
Midnight Club 3 is an arcade racer through. If you’re looking for even a minimum degree of realism from this game, you might as well forget it. Physics, targeting big jumps, taking tight corners at ridiculous speeds, big, exaggerated crashes and frenetic action. The controls are generally tight and easy to pick up even though it will probably take you at least a little while to get used to the different car classes. With more than 60 licensed cars available, there is a lot to choose from, including tuners, muscle cars, trucks and SUVs, motorcycles and luxury cars. H2 Hummers, Cadillac Escalade, Mitsubishi Lancers, ‘64 Chevy Impalas, and Kawasaki Ninjas are just some of the many vehicles you can drive. Although nearly all the cars are fast and loose, every car type has its own strengths and weaknesses that will play with the game’s unique features system.
Yes it’s true. The cars in Midnight Club 3 actually have special moves. Although this may sound a little wacky, it’s not so bizarre. There are three types of special abilities assigned car classes. Great, can scare cars use an ability that beats all the traffic around you out of your way, others can use an “agro” ability to inflict extra damage to cars you hit, and the faster vehicles that can use a power slows time so you simply maneuver around any traffic coming in your way. These abilities are handy, but perhaps not as well implemented as they could have been. The slowdown ability, such as slower times almost too much and not long enough to be useful. Similar intimidation ability the big vehicles used sometimes do no more than pushing a car right in front of you farther ahead. Still, since skill works is satisfactory. And when you couple them with existing nitrous and slipstream speed increases, things can get pretty crazy.
Perhaps the best thing about Midnight Club 3’s racing is that the difficulty never feels artificial. If you wreck once or even twice, you still have a perfectly solid chance to catch up and win the race when your opponents are prone to destroying and spinning out as well. Similarly, if you catch the lead and can avoid destroying or doing something stupid, your opponents will not just magically overtake you.
Most of the offline racing you need to do in Midnight Club 3 will likely be robust career mode. You start with about 20 grand in his pocket and an introduction to a local garage owner who sets you up with a tour of your choice and an “in” to the underground street racing scene. Make no mistake, if you are looking for a kind of dramatic tale of intrigue or anything involving a lot of interaction with your typically stereotyped street racing characters, you will not find either here. The career mode focuses squarely on racing, which is a welcome change from the hackneyed attempts at driving game stories that other similar games have tried.
There are several types of races to participate during the career mode, all built around the basic checkpoint, point-to-point and time trial races available throughout. Basically, you start by being together with various hookmen that will challenge you to a short series of races. Impressive them you get shot in the long series of races with various car clubs, each of which revolves around specific car models. So if there is a club that races with nothing but trucks, you need a truck or an SUV in your collection to participate in the races. While this may seem like a chore, it is not, thanks to a series of tournaments that seem to very conveniently pop up right around the time a new car club challenges you. In these tournaments you can win new cars. And they are almost always the exact kind of car you need to move on. Apart from all these big races, there are a number of side effects races available in each city that does not help your career, but not give you extra cash. It’s good because you need it to fully deceive your whip.
The car customization component of Midnight Club 3 is perhaps its best feature, though they are not terribly complicated. For under-the-hood improvements, you start with a stock part of everything from suspension to brakes, exhaust systems, to nitrous oxide boosters and more. While you play, new upgrade parts sent to your local garage and you can buy them for increasing your car’s acceleration, top speed and handling ratings. Obviously it would not be a good street racing game if it does not give you lots of screaming ways to customize your car on the outside as well. Body kits, decals, custom paint job, $ 20.000 rims … You name it, you can throw it in your car. Unfortunately, these types of adjustments have no effect on your car’s performance, so you should spend your money on something that is designed for pure aesthetic value. Fortunately, it’s pretty hard to go bankrupt in the game so you should rarely strapped for cash, even if you want all your cars sit on 20s.
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The adaptation aspect of the game is where the subtitle “DUB Edition” comes into play, as all brands and styles of parts included in the recommendations from the people behind DUB Magazine. Actually, they apparently played a part in car choice as well. While this may seem like this could turn into bad publicity for the magazine very quickly, fortunately not. You can see the DUB logo pop up on occasional plates and specialized vehicles, but it’s never intrusive.
The career mode is quite a long affair, so it could take you upwards of 18 to 20 hours to complete, depending on how well you perform. But this is hardly the only mode, you’ll have to mess around with. Midnight Club also an arcade mode, which is filled with all the career mode’s single-player races, and a bunch of multiplayer races. These multiplayer races are a little quirky, with some variations of Capture the Flag, tag, and paint game. Although these games are gimmicky ago and is not much fun for more than a few plays each, but with so many different regular races to attend, you are unlikely to run out of things to do anytime soon. Moreover, the only multiplayer functionality Midnight Club 3 features are Wi-Fi, and you will not be able to play online. However, up to six people playing over Wi-Fi connection, if the individual has a copy of the game.
One of the best features from the console versions of Midnight Club 3, which is sadly lacking here is a sense of speed. On Xbox and PS2, the game was incredibly fresh, with minimal frame rate issues and a great motion-blur effect that made everything feel very fast. Unfortunately, that’s not the case here. Base-level frame rate is not very good and it chops up in certain situations. Furthermore, motion-blur effect is cut down a lot, which makes the game feel a lot slower than it should. Although it is understandable that a certain degree of trade-off would be necessary to push a big console game on the PSP, the lack of a sense of speed is a major obstacle. On the positive side, urban look nice as you drive along and the car models are nicely detailed (though the damage modeling, which was quite scarce to begin with, is almost completely absent here).
The sound in the PSP version is also less impressive, with more repetitive sound effects and a few glitches here and there. Tires screeching, crashing, and other cars sounds sounds a lot more similar to the PSP version, to the point where you feel you hear the same audio over and over again. Furthermore, some sound effects randomly cut out, like when you try to burn your tires before a race starts. Sound itself will not even start until halfway through the three counts. The rest of the sound is about as good as the sound in games. The voice acting is still a touch cheesy, but there is a ton of it and the soundtrack consists of a huge list of hip-hop, rock, dance and electronic artists, including name acts as The Game, MIA, Kasabian, Queens of the Stone Age, Beenie Man, Nine Inch Nails, the Ying Yang Twins, and Jimmy Eat World. Some of the genres are a little wide (translation: a little too much dance hall for the game’s own good) and there are a couple of weird song choices (like oddly timed recording of Marilyn Manson’s “Rock Is Dead”) but all told that is a fantastic soundtrack. Plus, while in a race, you can separate soundtrack by genre if you wish.
While the PSP owner’s street fans will probably find Midnight Club 3 to be a really entertaining game, there is no doubt that it feels like a missed opportunity, overall. It looks like Rockstar Leeds was a little too obsessed with trying to get the full scope of console games on the PSP, and in the process, it had to do a few too many sacrifices in the name of its cause. Some things are forgivable, but the lengthy load times, sputtering framerate, and not impressive sense of speed all combine to drag down what could have been a great game. The gameplay is still more than solid, however, and the deep career mode should keep PSP gamers entertained for a good long time. All told, it is a wrong but fun street racer, and genre enthusiasts will certainly enjoy it on some level.
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Click Here To Learn More About How To Download PSP Games
While PSP-owning street fans will likely find Midnight Club 3 to be a genuinely enjoyable game, there’s no denying that it feels like a missed opportunity, overall. It seems like Rockstar Leeds was just a touch too obsessed with trying to get the full scope of the console game onto the PSP, and in the process, it had to make a few too many sacrifices in the name of its cause. Some things are forgivable, but the protracted load times, sputtering frame rate, and unimpressive sense of speed all combine to drag down what could have been a great game. The gameplay is still more than solid, however, and the deep career mode should keep PSP players entertained for a good long time. All told, it’s a flawed but fun street racer, and genre enthusiasts will certainly enjoy it on some level.
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