Developers of Need for Speed Shift 2: Unleashed are told that the game will be presented with supercar Pagani Huayra.
The development team Slightly Mad Studios is exactly recreated the appearance and functionality of this super car. Well, be ready to play this car game to play!
Friday, 25 February 2011
Need for Speed Shift 2: Unleashed - Pagani Huayra
Thursday, 10 February 2011
Need for Speed Shift 2 Unleashed Will Be a Real Racing
The London firm The Slightly Mad Studios is working on a racing simulator Shift 2: Unleashed, which will appear on PC, Xbox 360 and PlayStation 3 this spring.
The authors promise a new graphics engine, review mode "from the driver's helmet and an improved system the Autolog, introduced firstly in Need for Speed: Hot Pursuit.
Need for Speed Shift 2 Unleashed waits 1 more difficult task - to contend with favorites on market: Forza Motorsport, and Gran Turismo 5, most recently games on the PlayStation 3.
Senior Vice President of EA Patrick Soderlund even threw an open challenge to rivals, calling GT5 «not interesting product about cars collecting. " According to Marcus Nilsson, in the race simulator do not important track sizes or number of cars models but the realism and presence effect.
Tuesday, 8 February 2011
Mafia 3 - First Information Leaked
Mafia 3 - will be!
A huge number of sites filled the news from Strauss Zelnick from Take 2 Interactive, which confirmed the development process of the game Mafia III.
According to Eurogamer, Zelnick spoke about the game with great enthusiasm, although he has not opened all the cards, saying only that 2K Czech are not chasing release of a series of games, just like Call of Duty and Need For Speed.
The main idea of the words Zelnick said, the game certainly will be released, but certainly not in 2011, but 2K Czech does not put on the far shelf one of its most successful project.
The company also plans to release shortly Top Spin 4. And although most of the game developers - it's the French, Czech employees make it either . Supposedly the game will be out this spring.
Sunday, 30 January 2011
Test Drive Unlimited 2 - Exact Release Date
Namco Bandai has named an exact release date of MMO-Racing Test Drive Unlimited 2 . The game, developed for the Xbox 360, PlayStation 3 and PC. Visit the most beautiful locations on the world. Drive the worlds most luxurious cars. Customize everything. Live and play in Hawaii and Ibiza with the entire world. That`s what we wait from this game.
Atari Europe has announced the resignation in print its open world racing game Test Drive Unlimited 2 . The game is fully ready to go on sale February 11, 2011 on PC, Xbox 360 and PlayStation 3.
Thursday, 18 December 2008
MotoGP 08 - Fine Sense Of Speed
www.gamespot.com
MotoGP 08 is meat-and-potatoes racing with enough challenge to keep two-wheeled gearheads busy for weeks.
After snagging the official MotoGP license from THQ in 2007, Capcom released MotoGP 07 on the PlayStation 2; a promising, if far too difficult, rebirth of a game license that had previously thrived in the hands of developer Climax and publisher THQ. MotoGP 08 is Capcom's series debut on the PC (as well as the Xbox 360 and PlayStation 3). While the game likely won't create a new generation of virtual racing fans, those who have some two-wheeled gaming experience will find a demanding driving model and plenty of stiff competition to keep them busy.
There aren't any surprises in MotoGP 08's list of game modes--you've got the standard list of single-player modes you'd expect from a racing game: Single Race, Time Trial, Championship, Challenge mode, and so on. The highlight on the single-player menu is the Career mode, which gives you a chance to create a rider from scratch and work your way up through three bike racing series (125cc, 250cc, and, the pinnacle, MotoGP). As you enter races, any points you score by placing high enough in the final results will earn you attribute upgrade points you can apply to one of four aspects of your particular bike: top speed, acceleration, braking, and traction. You can then take your souped-up bike online and enter the competition in online racing events against up to 11 other online riders.
While Career mode is certainly the best single-player mode in the game, it has its quirks. First of all, your career ends after five years regardless of how many series championships you've won. Second, once you've selected from the game's various AI and handling difficulty levels, you can't change them for the entirety of your career. This is especially frustrating once you've maxed out your bike and can smoke the easy or medium-level AI opponents. It would have been more user-friendly to give players the chance to tweak options in between seasons to keep up the challenge.
This lack of career option flexibility is a shame because MotoGP 08 is all about the challenge. While the learning curve is a bit gentler than in last year's PS2 debut, even an experienced MotoGP vet will find some challenge at the default difficulty level. If you bump that up to hard or champion level, you'll face cunning, hard-charging AI opponents that won't give you an inch; you'll be fighting for every position and having a fine time of it (except when you're cursing out loud at your own lack of skill).
Fans of motorcycle racing games will relish the game's bike physics, which are excellent. There are three handling settings to choose from: easy, advanced, and simulation. With a little track time, MotoGP vets will likely be able to settle in at the advanced handling level with little trouble, but throughout every race, the emphasis on the racing line and careful acceleration out of corners is a hallmark of the game. The advanced handling setting is touchy enough; when riding in the simulation setting, even the slightest error on the throttle while deep in a turn will result in a spill. When running against the upper-tier AI opponents, any mistake you make is magnified by their unyielding aggression, and you'll find yourself in yo-yo battles for position at nearly every corner on the track.
While the feel of the bikes in MotoGP 08 is just right, the riding model is not without its problems. The developers have chosen to downplay the consequences of contact between riders. While it is possible to be knocked off your bike by an opponent (and only slightly more difficult to dismount him with some dirty driving), more often than not, you can run into a rider ahead of you with little consequence. In fact, once you've gotten used it, you can actually use this to your advantage by using a rider ahead of you as some extra braking when approaching a corner too fast. The tracks, too, have their quirks. For example, in some corners, the game will penalize you for cutting corners by instantly slowing your bike down to a crawl. It's a fine idea in theory, but its implementation is inconsistent; with enough experience, you'll know exactly which corners you can take advantage of and which you'll need to play straight.
As with the console game, up to 12 players can hop online to race in the PC version of MotoGP 08. Actually getting online is confusing, and neither the game manual nor the game itself does a particularly good job of explaining the process (you need to fill out a form on the game's loading menu). Still, once you're online, network performance is decent--even if the lack of features leave you wanting. You can only run races one at a time--there's no option for virtual championships where players can run multiple races for points--and can only bring your Career mode bike into a race if the host allows it. Even when using custom bikes, however, there's not much in the way of customization; you're stuck with the actual team leathers and bike paint schemes, as well as a series of unique helmets from which you can choose. In an era of customization in such games as Forza 2 and Midnight Club: Los Angeles, next year's MotoGP game simply must have more options for making your rider appear unique.
The game's system requirements are modest, and on the Intel 2.13 GHz machine we ran the game on, the frame rate was solid throughout. That said, the game has its graphical high and low points. Best of all is a thrilling sense of speed (especially on such long, straights tracks as Shanghai and Mugello) that really puts you in the seat of the rider. Unfortunately, decent speed doesn't make up for certain tracks that are simply a bore--with plain backgrounds and sometimes grainy asphalt textures that aren't impressive. New details, such as the night race at Losail, and the brand new Indianapolis GP track set at the historic Indianapolis Motor Speedway are great additions to the game. The hardcore fans will also find a lot to like with the game's audio presentation; not only is there a big difference among the 125cc, 250cc, and MotoGP bike engines, but individual constructor bikes have an engine sound all their own.
A slightly more approachable learning curve coupled with a great deal of challenge means that MotoGP 08 provides enough to keep you busy for months to come while not being as punishing on new players as the previous game in the series. Now that the series has moved to the next-gen consoles and the PC, the real work begins. Next year's game must primarily make sure that it has the same suite of offline and online features that players have come to expect from modern racing games. There's a lot to like in MotoGP 08's meat-and-potatoes approach to two-wheeled racing; here's hoping that next year's game offers a more extended menu.
Cool:
Three different series of bikes provide some nice variety
Excellent handling physics
Great track list
Fine sense of speed
Poor:
Game physics are sometimes haphazard
Career mode only lasts five seasons
Limited online options
Very little bike/rider customization
See also on Car Games To Play:
colin mcrae dirt 2
Thursday, 4 December 2008
Colin McRae: DiRT 2 announced

After a year and a half after the release of the next game in the Colin McRae rally series, which was hot prefix to the title - DiRT, Codemasters announced sequel not the series, but specifically the game - Colin McRae: DiRT 2.
The title will remain the name of the legendary riders Colin McRae, not so long ago died in a plane crash (helicopter crashed). Colin McRae: DiRT 2 is created in versions for Xbox 360, PC, PlayStation 3, Wii, DS and PSP.
Colin McRae: DiRT 2 will continue to develop the theme of races on different location, in particular, on off-road. The game is created on the basis of further developed version of the game-engine EGO, which was used in the original DiRT, and in recent GRID. The developers promise to improve the game for all options and pay great attention to multiplayer - all as usual.
The release of Colin McRae: DiRT 2 to be held next year.
Thursday, 20 November 2008
Need for Speed Undercover Returns To Its Roots
www.gamespot.com
Need for Speed returns to its roots with hokey cutscenes, wild cop chases, and solid racing action.
For the most part, the reaction to the last few Need for Speed games was the same: "Why aren't they more like Need for Speed Most Wanted?" "Where are the cheesy cutscenes and the over-the-top cop chases?" It seems as if EA heard those cries, because for better or for worse, Need for Speed Undercover feels like Most Wanted.
In Undercover you play the role of...wait for it...an undercover officer. Along with agent Chase Linh, played by the attractive Maggie Q, your job is to take down a group of street racers that have somehow become involved in an international smuggling ring. The story is told via campy cutscenes that fail to capture the charm of Most Wanted thanks to uninteresting characters and a predictable plot. Having a story provides incentive to make it through race after race, but the whole "this is cheesy so it's cool" thing feels kind of forced this time around. 
Like many other Need for Speed games, all of your racing will take place on the streets of a fictitious open-world city--here it's the Tri-City Bay area. You'll start with a lousy vehicle, but it won't be long before you're able to snag a pink slip to a nicer ride. As you progress you'll earn cash, which can be used to unlock (50+) new vehicles from manufacturers such as Nissan, Dodge, Cadillac, Ford, Porsche, Lamborghini, BMW, Aston Martin, Mitsubishi, and more. If you're into tuning individual aspects of your ride or purchasing individual parts you can do that, but if you're not into tinkering you can purchase an upgrade package and be on your way.
Not only will you earn money for winning an event, you'll earn driving points for dominating it--basically beating it really, really bad. You can power up a number of your driving attributes, but they don't have a noticeable effect on how your car handles. As long as you drive fast you'll probably dominate, but there are occasional races where you'll totally obliterate the time needed to dominate an event, but you'll still lose to the CPU. The game also encourages you to drive with style and drift, draft, and drive really close to other cars, but other than increasing your nitrous there's little to gain from doing so. That said, the new J-Turn mechanic, which lets you bust quick 180s, is invaluable when chasing down rivals or evading the cops. You'll use it because it's useful, though, not because it gets you heroic driving points.
The cops are back in full effect in Undercover, and for the most part, their return is welcome. The challenges in which you must ram and take out a certain number of police cars are great fun, as are the challenges where you must cause a certain monetary sum of damage. Of course, you don't always have to ram cars to take them down; you can also run into log trucks, electrical towers, billboards, and more to leave a little surprise for your pursuers. It's too bad that some odd quirks hamper the cop chases. The environmental hazards that you can unleash certainly look cool and are effective, but quite often you won't see any police cars get hit by the objects, yet when the cutscene ends the cars are trashed. Sometimes you won't have to do anything at all to evade police--the game says "go" and you stay still and nobody finds you. Cops are capable of laying down spikes, but you can go the entire game without them ever doing so. The biggest problem, however, is that the cops don't do much other than bang on the side of your car and yell at you, so if you last long enough they sort of fade away on their own. This makes the chases less challenging than they could have been and also makes them feel artificial, like you're just fulfilling some sort of time requirement until the game decides you've done well enough to escape.
Undercover isn't just about messing with the Man. There are events where you need to maintain a lead for a specific amount of time or get a certain distance ahead of your opponent. Sometimes you'll have to shake the cops while trying to keep a stolen ride in pristine condition, and there are checkpoint races and circuit races as well. There's not a whole lot that's original here and the races are generally extremely easy--you might not see another car for an entire race once you've cleared the starting line. They're difficult on occasion, but this is usually because of the choppy frame rate, which is often dreadful on the PlayStation 3. It's not as if Xbox 360 owners are getting a smooth, fast frame rate, but it's significantly better than the PS3's slide show, which is often so bad that it makes the otherwise great-handling vehicles a chore to drive. What's odd is that there's really no obvious reason for the game's poor frame rate; the city doesn't look much different than those in Carbon and Most Wanted, and the car models have aliasing issues.
That said, the game does do a few things very well. The online cops and robbers mode, where the robber tries to pick up money and take it to a drop-off point while another person plays the cop and tries to ram them, is quite a bit of fun. But mostly what the game gets right is its pacing. The races are short--sometimes as short as 20 seconds, and almost never longer than five minutes. Another cool thing the game does is it lets you instantly jump to the closest race by pressing down on the D pad. If you want to find a specific event you can press up and you're taken to a GPS map, where you can instantly go to the race of your choice. It'll save you a lot of needless backtracking, and combined with the short races, makes sure that Undercover never gets boring.
If you're one of the many people who loved Need for Speed Most Wanted, flaws and all, you'll find a lot to like in Undercover. It's not very original and the slow frame rate is a downer, but there's no denying that it's just good fun to run from the cops and wreak havoc on a city in the process.
Cool:
* Plenty of cop chases
* Instantly join races with press of a button
* Isn't long before you're driving a cool car.
Poor:
* Lots of quirks and nagging gameplay issues
* Emulates Most Wanted, but doesn't necessarily improve upon it
* Story isn't much to get excited about
* Frame rate isn't great.
See also on Car Games To Play:
need for speed pro street - smoke in eye
motorstorm pacific rift - blast to play
Monday, 13 October 2008
Baja: Edge of Control - Rewarding Off-road Experience
www.gamespot.com
This ambitious car racing game delivers a rewarding off-road experience provided you make it past the initially steep learning curve.
Baja: Edge of Control from 2XL Games is an ambitious off-road racer that, while not necessarily better than games that have come before it, does enough things well and introduces enough new features to make it a good addition to the genre. Loosely based on the annual Baja 1000 race that takes place in Mexico, Edge of Control not only features rally courses that are much longer than those in other games, but also courses that are so rugged and treacherous that even driving in a straight line can be challenging. Many of the races are endurance tests for both you and your car, and the damage and repair management system adds a unique strategic element to longer events. The quality of the visuals varies according to which console you're playing on. The Xbox 360 version looks good and runs smoothly, the PlayStation 3 game does not.
From the outset, you can choose to take part in races, rallies, and hill-climb events in a few of Baja's nine barren environments. These are great if you're anxious to sample trophy trucks and other top-end vehicles early on, but Edge of Control's main course is its Career mode, which you'll have to spend a good amount of time with if you want to unlock the remaining locales, as well as additional vehicles. What's unfortunate about the bare-bones Career mode is that it forces you to start in the lowest of the game's eight vehicle classes, which would be fine, except that Baja Bugs not only lack the horsepower of larger classes, but also the suspension, the grip, the brakes, the cooling systems, and everything else that you might expect from a vehicle purpose-built for racing through the desert. The result is that the game's slower vehicles are often the most difficult to handle and to get across the finish line without sustaining significant damage. Unfortunately, you have to slog through these events before you're permitted (or can afford) to race in more powerful classes.
If you don't opt to turn it off, which you shouldn't, vehicle damage is almost inevitable in the majority of Edge of Control's events. This is especially true of hill-climb events, which not only challenge you to scale some spectacularly steep inclines but also to come back down again. The cosmetic damage to vehicles tends to be over-the-top rather than realistic, so you can expect body panels to fall off before they have a chance to get misshapen. Losing panels won't affect your vehicle's performance, but if you're playing in Career mode and have managed to attract a sponsor, it will only pay you for the logos that make it across the finish line.
Collisions with other cars or obstacles will cause parts to fall off of your vehicle, but this damage is purely cosmetic. Interestingly, the kind of damage that will adversely affect your vehicle's performance is generally a result of your driving style rather than of any kind of error or incident. For example, when racing toward a huge ramp, it's conceivable that by preloading your suspension and getting some major airtime, you might be able to leapfrog vehicles in front of you to gain a place or two. Landing a jump like that is unlikely to do your suspension any good, though, and even if you don't end up with a wobbly wheel, there's a chance that you'll damage your oil pan. Another avoidable though very common problem with the vehicles in Baja is overheating, which causes a significant loss of power as your radiator packs up and starts throwing a trail of smoke in your wake. If you ease off the gas when the onscreen temperature gauge moves toward the red, you can prevent or at least postpone this problem, though in a race situation deliberately slowing down often feels counterintuitive. Figuring out exactly how hard you can push your vehicle without breaking it can be a lot of fun. It's frustrating to lose a race on the last corner because you pushed too hard, but it's very rewarding to win a race when your opponents' vehicles are falling apart.
One of the tips that appears during Edge of Control's occasionally lengthy load times would have you believe that letting up on the gas is something that you'll want to do almost every time you approach a corner. You're supposed to use the hand brake to turn and then, as you slide around the corner, hold in the clutch to get your revs up so that when you release it upon exiting the corner, you get a welcome boost of speed. It works, and it's really satisfying when you get it right, but it's rarely necessary because most of the sharp corners are set into huge banks that do a lot of the turning for you. This makes the nuanced controls entertaining for expert racers, even though the courses are still accessible to novices.
When your vehicle is in need of some mechanic love, your options will vary according to the type of event in which you're competing. Circuit races incorporate repair stops into their designs where, by stopping for just a few seconds, you can get repairs carried out without losing too much time. During rally events, repairs come courtesy of a helicopter that can be seen flying overhead at all times. When you need to stop, you simply hit a button to radio the helicopter and, provided its crew isn't already busy assisting someone else or eating ice cream (it happens), it will land somewhere ahead of you so that you can stop alongside it to get the same service you'd get at a regular repair stop. Furthermore, if your vehicle gets a flat tire and is carrying a spare (most start a race with one or two, but they fall off), you can stop at any point during a race to change it by hitting the repair button.
You don't have to spend any time or money repairing your vehicles between races in Edge of Control, but there are plenty of opportunities for you to upgrade or replace them. Vehicle upgrades come in a number of different flavors, including engine, power train, tires, brakes, suspension, weight/aero, and cooling/plumbing. You don't need to know anything about the inner workings of modern automobiles to figure out that throwing money at any part of your vehicle makes it better in the game. Complex explanations of what every new part does are available, but the only thing you need to look at is the performance gauge that fills up as you highlight more expensive options. On the other hand, if you're someone who knows what "2.5-inch dual-rate springs on coil-over shock with remote reservoir" means, you can go into the tuning menus to tinker with your vehicle's brake bias, gear ratios, spring lengths, and other settings to get your ride just the way you like it.
Given the level of detail that's available in the garage between races, it's baffling that you're afforded no information whatsoever when buying a vehicle. These purpose-built off-road racers don't come cheap, but when you're considering your next purchase in Edge of Control, the only information you're afforded about each vehicle is its name, price, and the colors in which it's available. There certainly appear to be some performance differences among the vehicles in any given class, but figuring them out comes down to you, plus a whole lot of trial and error.
Regardless of your uneducated vehicle choice, there's no denying that the driving in Edge of Control is satisfying. Vehicle handling makes intelligent compromises between realism and gameplay. Bumps in the road that can potentially throw you off course are far more common than in other off-road racers, for example, but anytime you fly off a big jump, you're afforded some control in midair so that you can try for something that resembles a comfortable landing. Course designs are impressive for the most part, though there's some inconsistency in how you are permitted to cut corners; at times, you'll get away with skipping quite lengthy sections of track, but at other times, you'll be penalized and reset to an earlier part of the course for something relatively minor.
AI drivers are also an inconsistent feature in Edge of Control. For the most part, they drive realistically, aggressively (even on the easier of the two difficulty modes), and believably (that is, they make errors)--they'll even cut corners when they can get away with it. They'll often appear to slow down if they get too far ahead of you, though. At times, when racing alongside you, they'll also seem blissfully unaware of your existence and stubbornly try to go for their preferred racing line--even if getting to it means having to go through you.
Like most racing games, Edge of Control is more fun when played with human opposition. There's split-screen support for up to four players and online support for a starting grid of 10. All of the aforementioned race types that appear in the Career mode are supported, as well as a Free Ride mode that you can use to explore the game's massive environments and Baja events, which are rallies on courses so long that they can take from one to three hours to complete. Smartly, when playing online, you have the option to hit a button and have the AI take over for you temporarily, so calls of nature, ringing phones, or screaming kids don't necessarily have to mean the end of your race. The last two might even offer some welcome relief from the constant droning of engines that you hear during a race--there's nothing wrong with them, it's just that there's very little else going on where audio is concerned. The mellow Mexican music played on menu screens and the like isn't horrible, but you'll hear so much of it on a relentless loop that it inevitably becomes grating after a while.
Baja: Edge of Control for the Xbox 360 isn't a great-looking game, and on the PlayStation 3, it isn't even a remotely good-looking one. The environments lack detail on both consoles, but they look fine while you're racing through them at speed. The problem is that while the vehicles, trackside objects, and even the horizon look relatively crisp on the 360, those on the PS3 have edges so jagged that you'll question whether or not the game is even running at the right resolution. The frame rate on the PS3 also isn't nearly as smooth as it is on the 360, though it's rarely so bad that's it's detrimental to gameplay.
If you can get over the steep learning curve, the Xbox 360 version of Baja: Edge of Control is an off-road racer that's definitely worth a look. The PS3 version is less easy to recommend because while the gameplay is intact, you should not have to tolerate, much less pay for, the combination of an inconsistent frame rate and horrible visuals.
Cool:
- Great course designs
- Plenty of vehicle and event variety
- Split-screen support for up to four players
- The easy difficulty setting is a lie
- Career mode lacks depth
Pure - delivers off-road thrill ride
Car games to play - DIRT
MotorStorm - all in heat, mud, dust and sweat!
Sunday, 5 October 2008
Pure - Delivers Off-Road Thrill Ride
www.gamespot.com
Car Game that doesn't blaze many new trails, but this off-road racer still delivers an intense, tricked-out thrill ride.
All-terrain vehicles are something of a niche interest, but you don't need to care about them in the least to enjoy Pure. All you need is an appreciation for breathtaking environments and intense racing action. In Pure, Black Rock Studio has crafted an accessible, wildly tricked-out game that may feel a bit familiar, but it pulls off its concept so well that you won't mind feeling like you've danced with this lady before.
In fact, Pure has more in common with EA's SSX series of snowboarding games than it does with your typical ATV racer. At the heart of Pure is a system that rewards you for pulling off spectacular tricks with the ability to boost. Performing tricks is simple--you just push a button and a direction on the thumbstick as you soar through the air--but the built-in risk-versus-reward aspect keeps things interesting. Pulling off longer, more complex trick combinations nets you more boost, and you can tweak your tricks with a shoulder button or simultaneously flip your ATV forward or backward to dramatically increase the payoff. But if you don't finish the trick before you touch ground again, you'll wipe out and lose boost, not to mention valuable seconds. And the game's presentation makes it all very visceral. Not only do the tricks look totally insane, but the way the ground flies up to meet you creates a real sense of danger. This makes successfully completing your trick milliseconds before you land exhilarating, while wiping out will have you wincing in vicarious pain as your rider goes tumbling across the rough terrain.
There are three event types on offer. Sprints are the most technical: These short races around small, tight tracks provide scant opportunity for pulling tricks. The focus on maintaining your speed and sticking to a smart racing line keep sprints fast-paced and fun. In freestyle events, tricks are all that matter. You keep going until your rapidly draining gas tank is spent, linking tricks to rack up multipliers and score big points. The tracks are decked out with ramps to provide more opportunities for catching big air, and power-ups are liberally scattered around that refill your gas tank, add a multiplier to your score, or instantly hook you up with the ability to perform a special trick. (More on those in a bit.) Freestyle events are the weakest of the bunch because the trick system--while robust enough for the race modes--isn't as compelling when you remove it from that context and make it stand on its own.
Standard races are the most interesting events because they balance the finish-line focus of the sprints with the need to pull tricks and earn boost. And, you'll need to make some important decisions on the fly. As your boost meter builds up, you earn access to more complex trick types, which, in turn, earn you more boost, so there's constantly a trade-off at work. Boosting is often necessary to pull ahead of your opponents, but draining the boost bar costs you the ability to pull off the more advanced tricks. It creates a surprisingly complex dilemma. There's added incentive to max out your boost bar because doing so will give you access to a special trick. Special tricks are the most outrageous in the game, involving physically impossible (but nonetheless awesome) stunts, such as standing on the seat of an ATV and doing a backflip as it soars through the air. Pulling off one of these tricks will refill your entire boost bar, but they take several seconds to complete, so you'll need to catch some serious air. Landing one of these tricks at a critical point in a race can make all the difference, so it's fitting that they're neither easy to earn nor to perform.
Pure's main mode is the World Tour. Here, you'll start off competing on ATVs with relatively weak, D-class engines, and these early events can be a tad too easy, but the competition gradually heats up as you rise through the ranks. The later stages, which find you racing faster models against more aggressive opponents, are also consistently thrilling. You choose from one of six riders, but there's no functional difference among them. It's all about the ATVs, and as you complete events, you'll constantly unlock new parts for your ride, which you can put together, piece by piece, in the game's garage. Armchair grease monkeys will appreciate the number of customization options Pure offers, while others might find it almost silly--many of the parts have no effect on performance, and your opponents aren't going to take the time to admire your taste in radiator scoops or handle-bar guards. Still, too many customization options certainly beats too few, and the game's autobuild option, which lets you toss together a ride optimized for race or freestyle events just by holding down a button, means you can avoid the business of ATV construction altogether if you'd like to get right to racing.
Aside from the World Tour, you can hop into any single event, though you'll need to unlock tracks in World Tour before you can access them. And the online play, which supports up to 16 players in an event, is outstanding. Even in races with 16 people on the track, the action stays fast and smooth. Again, though, you'll need to unlock performance parts for your ATVs in the World Tour mode to access them in online ATVs, which makes jumping right into online games a recipe for defeat.
Despite taking loads of inspiration from the SSX games, Pure capitalizes on the fact that it is, in fact, an ATV game. Although the action here is far from realistic, the physics feel convincing--your ride will dig into the terrain as you slide through curves, and the dirt roads that make up many of the tracks feel as rough under your wheels as they look. The tracks offer an excellent amount of variety, both visually and structurally--the hairpin turns through the airplane graveyard at Ocotillo Wells in California provide a sharp contrast to the gentle curves that take you through the lush coastal landscape of Kosa Phi Island in Thailand. And the tracks have alternate routes you'll discover that can shave seconds off your time, which makes familiarizing yourself with them rewarding. Still, the action isn't without its rough edges. It's not always clear where the track ends, so you may find yourself going out of bounds and being penalized a few seconds of time when you thought you were just taking a shortcut.
Pure's visuals are nothing short of breathtaking. Every detail, large and small, contributes to bringing the environments to life, from the grass and flowers right underneath your wheels to the roaring rivers you might see frighteningly far below. Your ride also realistically kicks up dirt, splashes through puddles, and leaves tracks in its wake. (Nearly every level has helicopters hovering overhead, and, of course, helicopters make anything more epic.) And the game creates a thrilling sense of speed, without any noticeable drops in the frame rate, even when the screen is filled with other riders. The game's sound is great as well. The raucous rock songs on the soundtrack by such artists as Jeff Beck, Wolfmother, and The Futureheads seem to have been chosen with care to create a cohesive backdrop for the action. The whine of the ATVs is authentic, and there's a sickening sinking sound that makes the game's insane jumps that much more likely to induce vertigo. The only problem with the game's sound is that the narrator tends to repeat basic tips ad nauseam, but thankfully, you can shut him up at any time.
The PlayStation 3 and Xbox 360 versions are almost indistinguishable from one another. The 360 version has achievements, while the PS3 version lacks trophies; on the other hand, the larger shoulder buttons on the Dual Shock make it ever-so-slightly more comfortable for tweaking tricks. Ultimately, if you know more people playing one version or other online, that's the one you should choose. Pure isn't the most original game out there, and it might have been nice to see it build on the trick system in SSX instead of just copying it wholesale. But nonetheless, its focus on tricks, boosting, and larger-than-life jumps over gorgeous environments pays off. This is an exciting racing game that seriously delivers on its promise of high-speed, high-adrenaline action.
Cool:
* Breathtaking environments
* Trick system is straightforward and compelling
* Good track variety
* Excellent online play
Poor:
* Doesn't offer much in the way of originality
See also on Car Games To Play:
car games to play - speed racer
MX vs ATV - untamed car game that has a lot to keep you busy
Tuesday, 16 September 2008
MX vs. ATV Untamed - Car Game that Has a Lot to Keep You Busy
www.gamespot.com
With high-profile games such as MotorStorm and Dirt already released on the PlayStation 3 and Xbox 360, the bar has been raised for recent off-road car racing games. Rainbow Studios' MX vs. ATV Untamed feels a lot like previous entries in the MX vs. ATV series and, as a result, doesn't meet that same standard of quality. Nevertheless, despite its problems, Untamed manages to be a worthwhile and jam-packed off-road racing experience.
As with previous versions of the MX vs. ATV series, Untamed tosses in a mess of rip-snorting off-road vehicles your way: everything from your standard MX bikes and ATV quad racers, to dune buggies, monster trucks, and even pocket bikes. The different vehicles have their handling quirks--for example, MX bikes are more nimble but less stable than ATVs --but all of the vehicles are governed by Untamed's fast-and-loose take on physics. The result are vehicles that are able to make epic jumps, turn and twist in midair, and, if you're careful, land with four wheels on the ground and minimal damage to vehicle or rider.
However, landing those jumps can be a dicey prospect. When tackling the largest jumps in the game, you never really know for sure when or if your rider is going to be eating a mouthful of dirt after a nasty-looking crash. Of course, part of this is a result of the game's rhythm-racing concept, in which the player is required to preload jumps by pulling back on the left analog stick and pushing forward at the lip of the jump to add extra height and distance to the jump. Learning when and where you need to preload is one of the skills required for making your way through the game. Unfortunately, Untamed is inconsistent in its approach here. Often what seems to be a perfect approach for a landing will result in a painful-looking and time-wasting spill.
As a result, gameplay in Untamed is an odd mix; the game encourages players to pull off massive jumps and chain together continuous trick combos but, because of the touchy physics, it often seems as if the game is fighting itself, preventing the player from landing those tricks. This is most pointedly felt in the freestyle events in the game's huge X-Cross Tournament single-player mode. The X-Cross Tournament will have you driving every type of vehicle in the game and playing in practically every single mode available as you make your way through a linear tournament.
Unlike the race modes that make up the majority of the X-Cross Tournament, the freestyle events are solely trick-based. Here, racking up trick points is the goal and, unlike the rest of the mode, the game's arcade physics seem bent on preventing you from succeeding at, or indeed enjoying, these freestyle events at all. One peculiar quirk of the X-Cross Tournament is that you can't restart an event once you've begun it, so if you fall behind quickly, you'll still need to finish the event completely before going back and trying again.
If frustration sets in during the X-Cross Tournament, the good news is that you can always move on to something else. Untamed is packed with things to do. In addition to the aforementioned X-Cross, the game has a number of event series (nationals, supercross, supermoto, and so on) to take part in, as well the ability to customize single events of your choosing. Then there are the multiplayer options, including split-screen, LAN play and online play for up to 12 players on the Xbox 360 and eight on the PlayStation 3 version. Though the online racing is straightforward enough, you can also check out some online minigames, such as Snake (think of a dirt-themed version of Tron's light-cycle game) or Tag, which challenges you to grab and keep a ball for a full minute. Each time you're "tagged" by an opponent, the ball changes possession.
Perhaps the starkest difference between the Xbox 360 and PlayStation 3 versions of Untamed--apart from the lack of rumble in the Sixaxis controller (which is especially noticeable in an off-road racing game full of bumps and jumps)--are the graphics. The Xbox 360 version looks superior in practically every way, with a superior frame rate, less aliasing, slightly sharper textures, and less graphical pop-in. Playing Untamed on the PS3 will result in some noticeable frame-rate chop in the corners, especially when multiple vehicles are making their way through the turns. Regardless, neither version of Untamed is a graphical showcase, with frequently indistinct textures that are especially noticeable in the lineups before a race begins.
The vehicle roster in Untamed is defined by its variety, and the same can be said for the game's racing environments. The open-door events are the best in the game; they're typically faster and more wide-open, with just enough narrow passages and tricky sections to keep you on your toes. On the other hand, the indoor events, namely the supercross events, are more technical by nature. As a result, supercross events are far more demanding (read: frustrating) because even the smallest mistake can put you off your rhythm or, worse yet, off your bike completely. A couple of new modes can be found in Untamed. One is endurocross, which you can think of it as an indoor supercross course with rocks, ponds, and logs as your obstacles, but it's a bit too plodding to be fun. Nevertheless, Untamed's best, most imaginative tracks are full of drastic elevation changes and challenging, high-speed series of jumps, and these are sure to give race fans the thrill they're looking for. In keeping with the game's "kitchen sink" approach, Untamed has a huge variety of difficulty settings. For example, in the early X-Cross Tournament events, there are nine artificial-intelligence difficulty levels to choose from, though that number shrinks as you progress through the tournament.
With Untamed, the formula for the MX vs. ATV series hasn't changed much, and the car game is at its best when focused on freewheeling, pedal-to-the-metal speed. There are moments of abject frustration--think of the most tedious of the supercross events and practically any freestyle contest--but that frustration is mitigated somewhat by the fact that there's always something else to do in the car game. Sure, it's more of the same with MX vs. ATV Untamed, but at least it's a lot more.
Cool:
* Fun variety of vehicles
* Outdoor courses are by and large very fun
* Lots to keep you busy in the game
Poor:
* Not a great-looking game, especially on the PS3
* Landing jumps can be unforgiving
* Several events are more plodding than fun
* Freestyle events don't feel like they fit
See also on Car Games To Play:
car games to play - speed-racer
sega - full auto - burnout with guns
Tuesday, 26 August 2008
Forza Motorsport 2 - Races Just Feel Right!
www.blogspot.com
Forza 2 delivers on nearly every aspect you'd want in a Forza sequel. It drives incredibly, it's wonderfully presented, and it's rich with modes and features.
It's exceedingly rare when you can say that a car games is built for everybody. Considering how splintered the driving-game audience can be, with the hardcore sim-savvy fans on one side and the more casual, arcade-oriented crowd on the other, most games that have tried to appeal to both markets haven't pulled it off. However, Microsoft's Forza Motorsport for the Xbox flew in the face of other such failures. It created a game that was both easily accessible and remarkably deep, with a challenge level so scalable that you'd be hard pressed not to find some setting you liked. Now, Forza has come to the Xbox 360, and expectations are understandably high. In most regards, Forza Motorsport 2 delivers on those expectations. Not only does it continue to improve and tweak an already fantastic driving model, but it also piles on more cars, more tracks, more modes, and more features than you'll know what to do with. That's not to call the game flawless, but for every little quirk that pops up in Forza 2, there are a myriad of awesome elements to make those issues practically irrelevant.
Forza 2 cobbles together more than 300 cars from 50 major manufactures; a ton of licensed, aftermarket parts and upgrades; and 12 racing environments, several of which are real-world tracks like Laguna Seca, Mugello, Sebring, and the dastardly Nürburgring. It's a healthy jump in content over the original Forza, especially with the cars. Looking down the list, you'll race in everything from a Volkswagen Golf or Mini Cooper to top-of-the-line Ferraris, McLarens, and Saleens. It's a huge list, with tons of custom-built variations on popular rides and exceedingly fast racers. Between the 12 tracks, 47 different ribbons are available, meaning many of the tracks can be raced through a host of different ways. The best tracks in the game tend to be the ones based on real life. A couple of the tracks can be real snoozers, but even they have a ribbon or two that can be fun, given the right situation.
Another thing that sets all the different cars apart from one another is the new performance index rating system. Cars are still classified through a lettered system (D-class cars are the lower end of stock, store-bought rides; S class is all high-performance vehicles; and so on), but the new performance index now separates out cars within their own class by assigning each a numerical value based on individual stats in speed, acceleration, braking, and the like. Upgrading cars with new parts boosts the PI, and if you go over a certain number, the car will actually move into a new letter class. Seeing the PI of opponent cars versus your own lets you know exactly what you're up against and, in some cases, if you need to spend some cash before you're able to compete. 
What primarily makes Forza 2 such a joy to drive is the way you can scale the difficulty to your own skill level. If you're a novice player and don't know a Gran Turismo from a Need for Speed, Forza 2 eases you into simulation driving nicely with several driving-assist features. There are basic ones, like stability control, antilock braking, and traction control that all work to keep your car on the road without too much duress. The big feature in the original Forza was the dynamic driving line assist, which essentially put a big line of color-coded arrows along the track (green means accelerate, yellow means slow down, red means brake), dictating the ideal driving path. This same line is present in Forza 2, but there's also a modified version of it that only shows braking spots. This ends up being the ideal line to use, as the original line has a tendency to become something of a crutch. Here, you're really only getting help with the turns, and once you've run a track a few times, you can usually get a good feel for where every ideal spot for deceleration is. If you're already into the hardcore driving sim genre, these features probably sound more annoying than anything else. Fortunately, you can turn it all off and get the full, realistic driving experience if you like. Doing so does make the game significantly more difficult, so consider yourself warned.
Even with all the assists turned on, careful driving is a must in Forza 2. Take a turn slightly too fast, and you're spinning out in the rough. Likewise, driving too passively will drop you down in placings fast, as the artificial intelligence will capitalize quickly. That's what you'd want in opponent AI, of course, and in most every situation, opponent drivers behave smartly. Unless you give them a reason to, opponents rarely bump or slam into you; instead, they concede corners if they can't pass you cleanly. And if you happen to start slamming around like bumper cars, the AI will adjust accordingly, with more easily intimidated opponents backing off and more aggressive opponents knocking you off the track if they get the chance. Generally though, they'll stick to their racing lines and drive professionally. In a sense, you know the AI is good because you don't find yourself thinking about the other cars much, except at moments where you're fixing to pass them or one of them is aiming to pass you.
There's more to Forza 2's driving model than great physics and smart AI. The driving interface is another huge factor in what makes the game so enjoyable. While driving, you can bring up a variety of different menus that show where your car is damaged, the temperature of your tires, and even some advanced telemetry data that might look like gobbledygook to a more casual player, but these give fantastic insight into the performance and status of your car for those who know how to read it. These options are what sets Forza 2 apart from other games of this type.
Perhaps the best overall aspect of Forza 2 is that it gives you so many ways to experience its fantastic driving model. You can start out participating in exhibition races or time trials, hop online to take on the rest of the world, or dive right into career mode, which is the true meat of the game. Career mode starts you out picking a region to call your home, with options of North America, Asia, and Europe. Specifying a region essentially dictates what brands of cars you want to establish a relationship with early on, and you'll quickly find yourself earning discounts with automakers from your region.
With a region picked out and your first car bought, you'll be presented with only a few unlocked racing series and a driver level of one. From here, it's race, race, race. The career mode is where you earn all your cash and boost your driver level. Boosting your cash flow lets you buy new cars and part upgrades, while upping your driver level earns more discounts on cars and unlocks new races to take part in.
What's neat about the career mode is that it finds ways to keep the progression fresh, even if it is putting you on the same courses again and again for dozens of hours. You'll encounter region-specific races, class-specific races, ones limited to certain levels of horsepower, and the ever-sadistic endurance races that have you racing on the same course for far, far longer than the average five- to six-lap endeavor. The lack of track variety starts to wear after a bit, especially considering how long the career mode is, but there's enough variety to the types of races to keep you very much interested in finishing your career.
The slightly goofy thing about career mode is that you can buy your way to victory as you please. Since you get a quick look at what your opponents are rolling with before a race, you can simply take your qualifying car, boost it to the hilt, and smoke the competition from the get-go. Now, that doesn't work in every situation. Some races require cars of very specific speeds and performance indexes to enter, so you have limits on what you can do. Even still, if you know how to work within those limits when upgrading, you can usually outclass the competition. If you find this a cheap practice and prefer to drive more evenly matched cars, you certainly can. But if you just want to get through the career, it's not hard to upgrade your way to relatively easy victories.
If you get tired of beating up the AI and still need to earn more money, you can hop online and take part in online career races, which earn you cash just as in the offline career races. These are the equivalent of standard ranked matches on Xbox Live, though the host does have more control over the settings of a race. Apart from the standard track and laps info, hosts can exclude certain car classes and even force any of the individual driving aids off for all racers in a match, including the driving line. Once you hop into an online race, you'll find a smooth experience. We rarely ran into any noticeable lag during our online matches, and though there were a few crash-happy online racers, you can most often weed out those players by forcing off some of the driving assists.
There's far more to the online mode than basic races. Microsoft is hosting weekly tournaments for various car classes that anyone can attempt to get in on. The system for tournaments is pretty awesome. You simply sign up for a tournament that hasn't started yet by doing a qualifying lap on the first-round track. Depending on the number of overall slots for the tournament, the number of players with the top qualifying times equal to the number of available slots gets in. From there, you race one round a day and progress depending on your placing within the race. As cool as the tournaments are, there is one odd thing about them, namely that it's not entirely clear why some racers progress and others do not. There was one instance during our testing that we showed up for a race with only one other opponent (there were supposed to be four racers total), and even though the two of us completed our race, we didn't move on to the next round. The other tournament we ran didn't give us any problems and we progressed normally, but it would be nice if the interface did a bit more to show why one racer is progressing versus another.
There is also a very strong community element to Forza 2. Apart from being able to take in-game photos of your races and upload them to the Forza Web site, you can gift and sell cars online. Gifting a car is as simple as picking a car, picking someone on your friends list, and sending it off. Selling cars has seen an upgrade from the original game. Instead of only being able to hook up in lobbies and sell cars at set prices, you can now put your rides up for auction to the entire Forza community. You just select a car from your garage, set a price, and hope someone's willing to bid. And if you're the bidder, you just put money down and hope for the best. The only issues with car auctioning are on the bidder's side. There's no way to set the maximum price you're willing to pay, Ã la eBay, so if you're in a battle with someone over a car, you'll have to keep going back and forth until one of you gives up or runs out of available money.
If you want to sell a ride online, you're going to want to do some customizing--and not just in performance parts. Forza 2 has a huge visual customization element to it that is both amazing and incredibly daunting at the same time. The customization mode uses a layering system that lets you stack shapes on top of one another as well as resize and move them as you see fit. There are limits to the number of layers you can make, but it's a very high one. Just looking at the mode wouldn't give you the impression that it was all that impressive, but after seeing some of the absolutely bananas cars people have already made, you realize there's way, way more to it than first glance reveals. Not everyone is going to have the patience to make these painstakingly detailed decals, but for those who do, there's a lot to work with here.
Even if you don't slap a bunch of anime girls or Pringles logos all over your car, the stock rides look exceptional. Nearly all of the game's graphical oomph is in the car models. They look and move incredibly realistically, and the game's nice use of lighting and reflection gives the cars even more of a gorgeous sheen. Sometimes that sheen is slightly rebuffed when you notice a bit of aliasing around the edges of the cars while playing with a high-definition display, but apart from that, it's hard to find much fault with the car models. There's even damage modeling to enjoy, though it's not exactly elaborate. Bumpers will sheer off, fenders will dent, paint will chip, mirrors and wings will fall off, and so on. But there's no truly horrific crash damage. Going head-on into a wall at 150mph doesn't result in much more damage than you'd accrue when banging into an opponent's hatchback at 50mph. Still, what damage modeling the game does offer looks good, and it's nice that it's there at all. And if you happen to have simulation damage turned on, big wrecks will pretty much break your car, making it nearly undriveable. So even if the outward damage isn't terribly impactful, you can still screw up your car royally if you're not careful.
Somewhat less impressive, though still attractive, are the tracks. If you get an up-close-and-personal look at some of the ground textures, foliage, or other set pieces scattered around a track, they won't look so hot. But then, if you're getting an up-close look at these pieces, you're probably doing something wrong. The scenery is meant to stay to the periphery while you whip by at ridiculous speeds, and in that context, it all looks great. And that's the thing of it, really. You don't spend much time looking at the track backgrounds because the sense of speed is so phenomenal. It helps that Forza 2 runs at a solid 60 frames per second, with almost no hiccups to speak of. That fast frame rate, combined with some really fast cars, creates a sense of speed that can be breathtaking at times. If the trade-off for not having exceptionally detailed track environments is the game running at a constant 60 fps, that's fair enough.
The last thing of note about the visual presentation is the camera angles, or lack thereof. The game does feature four camera angles, two outside the car, one on the hood, and one at bumper level, and these all work great. The bummer is that there's no cockpit camera view. Games like Project Gotham Racing 3 and Test Drive Unlimited both had full-on cockpit camera views with individually modeled dashboards for each car, so it's disappointing that there isn't any such option here.
On the audio front, engine sounds are crisp and clear, as are the other peripheral sounds of a race, from tires squealing around the track to bumpers cracking as they hit up against one another. If there's any flaw to be found with the audio effects, it's that there just isn't enough variety to them. Many of the engines sound nearly identical to one another, even in instances where it seems like more differentiation ought to be present. The sounds themselves are often excellent, but some dissimilarity in effects would have been beneficial. Though there's no in-game music (unless you're running a custom soundtrack, of course), the game features an excellent array of licensed tracks for the menus from artists like the Chemical Brothers, The Crystal Method, Bloc Party, Prodigy, CSS, LCD Soundsystem, and more.
What Forza 2 ultimately achieves is the precise brand of evolution you'd want from a sequel to the original Forza. The driving model has been made even better with the tweaks and adjustments made to it, and the features set is so remarkably deep that you're likely to lose large chunks of your free time buying, customizing, and racing your favorite cars. It's a testament to the original Forza's design that this sequel can feel both so much like the original and yet so much better at the same time. If you've got even an inkling of a theory that you might like driving games, you need to play Forza 2.
Cool:
* A phenomenal driving model that's appealing to both beginners and experts
* Races just feel right, from the great car physics to the top-notch opponent artificial intelligence
* framerate consistently holds steady at a brisk 60 frames per second
* Tons of cars to buy and modes to race them in
* Customization is ridiculously deep.
Poor:
* Racing sound effects aren't as varied as they could be
* Could have used a few more tracks.
See also on Car Games To Play:
project gotham racing - 4
stuntman - ignition
burnout paradise - one of best car game to play
RacePro - preview
Wednesday, 13 August 2008
RacePro: Preview
www.gamespot.com
Swedish game developer SimBin Studios is no stranger to racing simulators and is the team responsible for the popular GTR and RACE series of games. Fans of the aforementioned series will be happy to know that the team is hard at work on RacePro, a driving simulator headed exclusively to the Xbox 360 later this year. Arcade racers will want to switch off the ignition and walk away now, because this title is focused solely on offering an authentic track racing experience. Full vehicle tweaking and customisability play pivotal roles in RacePro, so you'll be able to fiddle with your engine, brakes, suspension, and much more to get your car running just the way you want.
Because of the game's focus on true-to-life simulation, even at the easiest difficulty we found the learning curve quite punishing. Locking up the brakes late and hard and then trying to steer your way through corners is simply not an option, and in our first go we spent a considerable amount of time pushing kitty litter when we tried this approach. Early braking is the key to successful corner navigation, and with onscreen indicators giving you reasonable notice of upcoming turns, you'll be able to adjust to road conditions accordingly.
Atari reps couldn't put an exact figure on the number of drivable vehicles RacePro will feature, but they did say they're aiming to offer known and loved car manufacturers such as Volvo, Seat, BMW, and Honda, to name just a few. Four racing modes-career, single race, championship, and time attack-will be available for up to 15 offline AI opponents.
Online support hasn't been finalised yet, but at this stage the team is working towards 12-player racing. Hotseat multiplayer gameplay is also planned for inclusion and will see each player drive for a bit before passing the controller on to the next person. It's billed to test quick reactions and precision driving-even from sim veterans. There will be 13 real-world tracks in the game, including Macau, Porto, and Pau, as well as the Laguna, Seca, and Road America US tracks.
From our time with a work-in-progress build of the game, it's currently a little visually lacking compared to its biggest competition, Forza Motorsport 2 on the Xbox 360, and the established Gran Turismo series from Polyphony Digital on the PlayStation 3. Car models appeared quite detailed, but lower-resolution environments let the title down somewhat. Despite its goal of offering a realistic racing experience, even when you're screaming down a straight the game is simply not convincingly fast-you feel as though you're at the wheel of an underpowered hatchback rather than a performance vehicle. We're hoping this is addressed before the game is finalised. Physics and vehicular damage to the car's control systems were accurate enough, and spending face time with walls will result in a ride that pulls realistically to the left or right even on straight road. Unfortunately, even careening off the bitumen and causing massive head-on damage with walls resulted in only minor cosmetic remodelling on the car.
The game's Autumn 2008 shelf date is looming, and while the game is showing promise, we're hopeful the kinks presented will be ironed out before the game makes it into the hands of sim racer fans the world over. Check back soon for our full review.
See also on Car Games To Play:
project gotham racing - 4
stuntman - ignition
burnout paradise - one of best car game to play
Monday, 28 July 2008
Midnight Club: Los Angeles - Preview
www.gamespot.com
Rockstar San Diego returns with its long-awaited open-world racer, and we were invited to have a first play of the game.
It's a summer afternoon, and as we arrive at Rockstar's London offices, we can sense the post - Grand Theaft Auto IV 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: Los Angeles 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.
project gotham racing 4
motorstorm - pacific rift - preview