Does the game shift well to portable gear?
September 15, 2005 | 3:24 PM PSTHow annoying would it be if this review loaded? Well, technically it did if you are on a slower internet connection but wouldn't it be more annoying if every sentence loaded? Now to parallel this with Midnight Club 3 – DUB Edition. Yes, there is a lot of loading to be done for this game, rightfully so, there is a lot crammed into that small UMD. It was cute at first but after awhile it got annoying.
Graphics
The graphics are the razzle dazzle feature of the game, they also make it one of the best looking PSP games to hit shelves. While a few of the textures are iffy here and there, the overall package is solid. So solid that it would be within the realm of possibility to say this game looks better than some first generation PS2 games. All the bells a whistles are there too. Destructible lamp posts and particle effects make the game sparkle and shine. Again, you pay for these shocking visuals with long load times.
Sound
Sound is another plus to Midnight Club. Using popular songs and some more “underground” beats make the game more believable with the urban feel. These are licensed songs and they don't disappoint. The world sound FX are ok, standard engine and traffic sounds are always present. The blow off valve when your car changed gear was a neat little treat to hear. Really though, the music has a nice assortment and won't get on your nerves while trying to weave and dodge traffic.
Control
The controls work well, mainly because it's a copy and paste job from the PS2 version. The close quarters of all the buttons on the PSP make it a little hard to execute precise movements, even more so after a long game session.
Gameplay
The gameplay has always been a hallmark of the Midnight Club games. The fast and furious arcade style racer remains faithfully intact in the PSP version. Flash your high beams and get a race going with a fellow illegal racer. It doesn't get much easier than that. Not only is getting into action easy, getting help is much easier. There is a nifty feature built into the game that gives players pointers for new tricks as they progress. The only thing that it is hampered by is the long loading times. Otherwise, what you get in the console version of Midnight Club is what you get in the PSP version of Midnight Club. The technical feat alone is mind boggling. It's almost as amazing as watching 50 clowns pile out of a miniature WV Beetle. Seriously, there is no slouching in the game world, it seems to be a living city. The draw distance isn't that bad either, while not infinite, you're more than able to see a few blocks in the distance.
The racing is arguably the most important feature of the game, seeing that it is, in fact, a racing game. That's how you make your cash and pimp your ride. The action is fast and the cars go even faster, that is all nice and all but the races seem to be over quickly and then back to the loading screen (starting to see a theme?). When you aren't waiting at the loading screen, the races are challenging and fun. There are a few races where you swear the computer is cheating and you'll have to restart a race to not mess up.
Graphics
The graphics are the razzle dazzle feature of the game, they also make it one of the best looking PSP games to hit shelves. While a few of the textures are iffy here and there, the overall package is solid. So solid that it would be within the realm of possibility to say this game looks better than some first generation PS2 games. All the bells a whistles are there too. Destructible lamp posts and particle effects make the game sparkle and shine. Again, you pay for these shocking visuals with long load times.
Sound
Sound is another plus to Midnight Club. Using popular songs and some more “underground” beats make the game more believable with the urban feel. These are licensed songs and they don't disappoint. The world sound FX are ok, standard engine and traffic sounds are always present. The blow off valve when your car changed gear was a neat little treat to hear. Really though, the music has a nice assortment and won't get on your nerves while trying to weave and dodge traffic.
Control
The controls work well, mainly because it's a copy and paste job from the PS2 version. The close quarters of all the buttons on the PSP make it a little hard to execute precise movements, even more so after a long game session.
Gameplay
The gameplay has always been a hallmark of the Midnight Club games. The fast and furious arcade style racer remains faithfully intact in the PSP version. Flash your high beams and get a race going with a fellow illegal racer. It doesn't get much easier than that. Not only is getting into action easy, getting help is much easier. There is a nifty feature built into the game that gives players pointers for new tricks as they progress. The only thing that it is hampered by is the long loading times. Otherwise, what you get in the console version of Midnight Club is what you get in the PSP version of Midnight Club. The technical feat alone is mind boggling. It's almost as amazing as watching 50 clowns pile out of a miniature WV Beetle. Seriously, there is no slouching in the game world, it seems to be a living city. The draw distance isn't that bad either, while not infinite, you're more than able to see a few blocks in the distance.
The racing is arguably the most important feature of the game, seeing that it is, in fact, a racing game. That's how you make your cash and pimp your ride. The action is fast and the cars go even faster, that is all nice and all but the races seem to be over quickly and then back to the loading screen (starting to see a theme?). When you aren't waiting at the loading screen, the races are challenging and fun. There are a few races where you swear the computer is cheating and you'll have to restart a race to not mess up.
< previous | page 1 of 2 | next >


















