..::Midnight Club: Los Angeles::.. //PS3 & X360\\

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Hand's ON by: Gamespot

By Guy Cocker, GameSpot UK
Posted Jul 23, 2008 9:00 am PT

It's a summer afternoon, and as we arrive at Rockstar's London offices, we can sense the post-GTAIV relief in the air. Having already released what is likely to be 2008's biggest selling game, Rockstar is in understandably high spirits. But video gaming doesn't stand still, and all eyes are now on the publisher's next game. Midnight Club is the company's second most successful franchise, and the development team in San Diego is currently putting on the final touches to the series' Los Angeles debut. With the game set for release later in the year, Rockstar invited us down to sample the City of Angels for an extensive two-hour hands-on session.

As you'd hope from a true next-gen racing game, Midnight Club: Los Angeles is set in a completely open-world environment. You can drive around the city as much as you want, and when you feel like racing, all you have to do is flash your lights at passing racers. LA itself has been re-created with some artistic license by the game's designers because the real-life grid structure of the city would have been detrimental to the actual racing. This means that some of your favourite landmarks might be missing, but we thankfully saw the 20th Century Fox building, which Die Hard fans will recognise as the Nakatomi plaza and was the scene of the denouement in Fight Club.

Running on Rockstar San Diego's own RAGE engine--the same one that powered GTAIV--Midnight Club looks superb. The environments are immaculately detailed, even down to the obnoxious level of advertising in the city. Such brands as American Apparel and Rustlers have made it onto billboards, while all the car parts are from real-world manufacturers. Product placement aside though, the game itself moves at a blistering pace. While Rockstar says the game is more likely to run at 30 rather than 60 frames per second, we encountered absolutely no slowdown as we cruised through the city. In fact, the game is looking very polished at this stage, and it looks like most of the major features are already in place.

When you get behind the wheel, you'll soon see that the new Midnight Club is very true to previous games in the series. Although handling changes subtly between vehicles, the cars feel light and responsive, meaning you can twitch your way through competitors, traffic, or roadside obstacles. We got to drive the Mercedes S600, as well as 1967 Mustang Boss cars, and we even got to take the latter to a garage for a series of upgrades. To say Midnight Club's customisation options are extensive is a massive understatement--we were able to customise every conceivable part of the vehicle, as well as design its appearance with paint jobs, logos, and lighting. You could conceivably spend hours in this mode alone, changing everything from the engine components to the stitching on the interiors.

We got to see three different racing styles during our time with the game. The most prominent was the standard race, where you compete against four other racers through a series of checkpoints. We also played through a couple of red light races--one-on-one point-to-point races where the idea is to find the quickest route to the finish line. The final racing style we saw was the dynamic freeway race, where you compete against one other racer at speed on the motorways surrounding LA. The traffic on the freeway means that you have to weave much more than in the city centre, but some stretches do allow you to open up the throttle and get up a decent amount of speed.

For the first time in the series, Rockstar is set to incorporate a storyline Midnight Club: Los Angeles. We didn't get to see any of it during our play, but short cutscenes will show you as a young driver who gets involved with street racing in order to win money and respect. The reward system is based on these two features, so you'll earn more money and respect for coming in first in races and driving better vehicles. There are also races where you can lay wagers, play missions to deliver packages, and take part in pink slip races where you can bet your car against someone else's car. Finally, tying in with the story are revenge missions, which will trigger cutscenes before and after each race as you take on special characters from around the city.

There are two other features to the Midnight Club package--the online mode and the bikes. We unfortunately didn't get to play either of them during our play time, but Rockstar did divulge some more information about how they'll work. There will of course be a multiplayer element to the game, and it's clear that you'll be able to go into an online version of the city to challenge other people to races, much as you can with Burnout Paradise. There's no word on player numbers or race types as of yet, but Rockstar has promised to fill us in with the details closer to the release of the game. Motorbikes will also be making a return, and while we didn't get to try them out ourselves, we did get to race against a couple of them for our final race in the city.

There's no doubt that this Midnight Club is going to be compared to Burnout Paradise--the open-world setting and racing structure are incredibly reminiscent of what you can find in Paradise City. But while Criterion's arcade racer had little time for realism, car lovers will certainly have more to sink their teeth into with Rockstar's effort. We're sure to see more of Midnight Club: Los Angeles in the run up to release, and we can't wait to see how the two games stack up once October arrives.


O lançamento de "Midnight Club: Los Angeles", quarta versão da série e que está sob os cuidados da Rockstar San Diego, foi atrasado para o dia 7 de outubro. Até então, o jogo está previsto para 9 de setembro.

Como de costume, o atraso tem como objetivo dar à equipe de desenvolvimento um tempo extra para polir o jogo, que terá versões para PlayStation 3 e Xbox 360.

Em "Midnight Club: Los Angeles", estréia da franquia nesta geração, o jogador vai participar de rachas ilegais pela cidade de Los Angeles.

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sempre fui fã de midnight club, sempre achei melhor que todos os need for speed e esse ta lindo d+ e pelo que estou vendo ta com carros reais vai ser fodão


Edit: o Dub edition ja tinha carros reais huauh tinha me esquecido
 
sempre fui fã de midnight club, sempre achei melhor que todos os need for speed e esse ta lindo d+ e pelo que estou vendo ta com carros reais vai ser fodão
Eu só consegui gostar de Midnight lá pros DUB Edition hehehehe.....

E realmente.... antes eram carros "inventados".....agora tá com reais mesmo!!!
 
sempre fui fã de midnight club, sempre achei melhor que todos os need for speed e esse ta lindo d+ e pelo que estou vendo ta com carros reais vai ser fodão


Edit: o Dub edition ja tinha carros reais huauh tinha me esquecido

Concordo... !! No ps2 eu ia pra casa dum amigo meu e jogava d++++++++++++ isso.. !! Mto bom !!
 
Provavelmente pegarei esse jogo...ia dizer q ñ tem mtos jogos de corrida p 360. Dá p contar nos dedos:
PGRs, Forza, NFS (bleeehhh), Burnout e TDU...claro q tem mais, uns desconhecidos
 
o DUB Edition foi o melhor jogo de corrida que EU joguei no PS2!!!

To quase pegando um console pra jogar esse... rsrsrs
 
Ta brincando que não vai sair para PC denovo?

Esse jogo é demais. :(
 
Concordo... !! No ps2 eu ia pra casa dum amigo meu e jogava d++++++++++++ isso.. !! Mto bom !!

é muito viciante esse jogo, sem contar que eh dificil pacas, e a liberdade de jogo tbm, perfeito need for speed fica no chinelo, meus amigos falam que sou loko que midnight não presta...
 
é muito viciante esse jogo, sem contar que eh dificil pacas, e a liberdade de jogo tbm, perfeito need for speed fica no chinelo, meus amigos falam que sou loko que midnight não presta...
lokos são eles bitolados em Need!!!!

Abram a mente.... olhem para a verdade!!!
 
Graficamente está lindo, eu nunca fui fan de Midnight, espero que tenha visão do painel.
 
num é nem questão de esquecer!!! ;)

Pense nisso!! ;)

UHASUHAsuhAUShUAshUAShuahsa
Q isso Lelo!? uahsuashuahsua
Deixando as respostas ao ar.. pra quem quiser entender.. uahuahuahua

"Pense nisso"

uahsuahSuahusa
Parece q ta bebado!!

Jogo vai ser louco mesmo!!
 
UHASUHAsuhAUShUAshUAShuahsa
Q isso Lelo!? uahsuashuahsua
Deixando as respostas ao ar.. pra quem quiser entender.. uahuahuahua

"Pense nisso"

uahsuahSuahusa
Parece q ta bebado!!
Jogo vai ser louco mesmo!!

huAhauahAuaHAuAHAUAHA
 
Mas é verdade.... eles não deixam de por pq esqueceram... o buraco é bem mais embaixo (ali embaixo do Seba ou do Fratini ;) )

Ou é Preguiça, falta de capacidade, orçamento, o raio q o parta... mas não é esquecimento!!!!
 
Gostei da 4° foto. Os gráficos me lembraram um pouco o TDU. Será que vai ter opção de tunar os carros? Visão do interior do carro eu sei que tem e tá bem legal.
 
Gostei da 4° foto. Os gráficos me lembraram um pouco o TDU. Será que vai ter opção de tunar os carros? Visão do interior do carro eu sei que tem e tá bem legal.
ooo velhim... pota ae fotos ou video da visão interna.. eu num achei :(

To curioso...


PS= nos outros Midnight dava pra tunar sim!! aliais algo bem mais sóbreo do q os Need da vida
 
ta bonito heim... espero que nao seja tao arcade quanto a versao do ps2
 
Video animador de Midnight Club: Los Angeles

olha ai um video bem legal do Midnight club: LA, o video ate que esta legalzinho e parece que vai ser bem divertido apesar dos graficos simples na minha opinião.

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Midnight Club: Los Angeles Hands-on

July 23, 2008 - It's been a while since our first good look at Midnight Club: Los Angeles - nearly a full year, in fact. Since then, Rockstar San Diego has been set up in the garage and busy putting new finishes on nearly every piece of its latest entry in the highly successful franchise, and our recent hands-on time with the title has proven that the studio's efforts look to have paid off greatly.

Much of what I saw in my latest hands-on time had been revealed to us at our demo last August, but this was my first time getting my hands on the wheel, and as of now, the game drives quite well. When you punch the gas from a standstill, your car will kick and fight to get up to speed, its rear end lurching from side to side as the tires struggle to hug the road. Rockstar San Diego has done a great job in this regard in transferring the feeling of these extremely powerful engines to a plastic controller, perhaps even instilling a bit of fear and respect for the rides as you work to maintain control of the multi-hundred horsepower vehicles.

Once you're up to speed, the controls become both utterly responsive and realistically touchy. If you're in a high-powered exotic ride, like an Aston-Martin Vantage, for example, the car responds immediately to your inputs, but you need to be careful as it's so fast and agile that you can easily push things too far and wind up taking yourself out of the race. It's a great mix of control and chaos.

Seeing the Action Cam in, err, action, is one thing, but it's something else to drive with it. Rather than being stuck directly to your car, with your ride essentially remaining static in the middle of the screen, the Action Cam follows your car on a loose line, bobbing and weaving around the action. It looks like it's taken straight out of a Michael Bay film, minus the terrible dialog and forgettable characters. I prefer to race via the dashboard view, however. Each dashboard in the game is uniquely modeled after the car's real-life counterparts, with working gauges and so forth. The attention to detail here is great and helps give each car that extra bit of something unique to help it stand out from the crowd.

We'd gotten a look at the game's GPS system beforehand, which takes you zooming from an overhead, realtime look at the city straight down into your car, but I saw another sweet use of it this go 'round. After a race is set up, you can head to the GPS and scope out the checkpoints for the race to figure out which route you're going to take. That's cool, but even better is the fact that since the system is running in realtime and in 3D, you can zoom in and around the map, and even change the angle, and look for shortcuts to take in the race. This'll help you learn the ins and outs of the city faster than mulling about on your own and immediately helps level the computer's advantage of having built-in knowledge of LA, which is awesome.

The GPS will also allow you to track down any racer that you've identified in the city. Once you find another racer and flash your lights to begin a one-on-one race, said driver will be added to your GPS and you'll be able to track their whereabouts anywhere in the city. No more having to drive around the city to hunt down opponents - they're all trackable at any time.

A number of elements from previous Midnight Club titles are making their return in Los Angeles, but with cool tweaks. For example, you'll once again have access to special moves, but rather than being pre-assigned on a per-class basis, you'll be able to assign a custom special move to any car you want, including the new EMP move which disables all vehicles in a nearby radius.

The police have also seen a change in their ways. They'll now target anyone caught speeding and generally driving recklessly, including your opponents, which can be to your advantage. They're also dynamic this time around, patrolling the streets and looking for "bad" drivers. Speeding will catch their attention, as will taking a shortcut through private property. Once you're being chased, you can opt to pull over and pay a small fine, or attempt to get away at the risk of a bigger fine, but with a handful of Reputation Points as a reward if you can escape. A cool twist is that even if you pull over, the game is still "live", allowing you to wait until the cop approaches your window before peeling out and giving yourself a head start as he races back to his car.

A number of different race types will be available in the game. Circuit Races will have you hit checkpoints one by one in order, Unordered Races will you have you clear checkpoints in any order you wish, while Freeway Races will pit you against one other car on the current freeway. The cool thing about these races is that it allows you to focus on dodging traffic and beating the other car without having to navigate the city all too much since they're mostly straightaway races. Red Light Racer has you start at a streetlight and race to another spot in the city any way you wish, while Wager Races and Pinkslip Races will have you gambling your cash and car stash away. The list of race types goes on and on - if you can think of an option, it's probably here.

The last bit of the game that I got a look at is Midnight Club: Los Angeles's customization options. Like the previous games in the series, you'll have a ton of parts to tweak and choose from to outfit your car in almost any way you see fit. Performance upgrades allow you to tweak your car's internal bits and improve its handling, speed and whatnot. There's also an interior/exterior bit to the garage that'll allow you to swap out for new hoods, bumpers, spoilers, seats and much, much more. The two upgrades are separate, so you don't have to settle for a specific hood just to edge out a few more horses from your ride. There's a full vinyl and sticker editor as well, with multiple layers to work with, as well as tons of options for the type of paint (and color, obviously). In other words, there will be tons of options at your disposal for making your car unique.

Midnight Club: Los Angeles is currently slated to ship on the Xbox 360 and PlayStation 3 on October 7th in the US, and October 9th in Europe and the UK. A PSP version entitled Midnight Club: Los Angeles Remix will also hit shelves the same day.

IGN.
 
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