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Midnight Club Dub Pc
midnight club dub pc

















midnight club dub pc

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And surprisingly, it almost all fits. There may be a handful of other games we've seen in previews that are more technologically advanced game on PSP (though this certainly has plenty of aspects to boast about.) And as far as using the PSP to its max, this is not the ultimate example of how much power this system offers game makers (if anything, I'm sure Rockstar will be back to kick this game's ass.) But as far as ambition and total package, it's only got maybe one or two other handheld games in its league.Midnight Club 3: Dub Edition is a game shoehorned into the PSP, ten gallons of game crammed into a five gallon bucket. You've seen big-name games cut down to fit the system, and other big-name games ported almost pixel-for-pixel to the handheld.Why am I talking tech here in this review before saying one word specifically about Midnight Club 3, the highly-anticipated PSP version of Rockstar's renown racing series? Because more than any game on the system so far, this game pushes and pulls at the system, bending it over and twisting it around to try to perfectly recreate the deep-as-a-thong-string gameplay of the console blazer by Rockstar San Diego (formerly Angel Studios). You've read gripes that this or that is underpowered, and that we're already seeing the highest heights that the system will hit with the launch games because bottlenecks clip its wings. You've heard stories that the system is as powerful as a PS2 - in some ways even more powerful.

And Midnight Club 3: Dub Edition for PSP takes up the idea of portability the same way a Hummer takes on the concept of sensible driving. They should be playable anytime you're on the road, and the portable experience of playing when you have a free moment is one of the main attractions of having games to go. In a nutshell, portable games should be portable. As high as the PSP raises the bar for handheld gaming, there are standards set down by portable games that still have their purposes. I might say that same thing tomorrow, depending on how much patience I have in me. If it weren't for some first-gen technical issues and a few really disappointing missed opportunities to tailor this into a PSP game, it would have been right up their with THUG 2 Remix in terms of offering the most bang for the buck you can get on a portable.On the other hand, if you had asked me at any time on the first day that I played this game what I thought of it, I would have told you that I found it to be a busted port of a game that has no business being on PSP.

midnight club dub pc

But Midnight Club is just too much. Somebody's who's quick and has nothing to read might be able to drop something else off at the pool in that same time.We've railed against this issue elsewhere - we've even knocked a few otherwise enjoyable PSP game for making us wait. Using the industry-standard for loadtimes: I wasn't able to make a sandwich while waiting for the game to boot (I might have made it if I had a pre-sliced loaf of bread), but several times, I went to take a leak and still had plenty of time to wash and dry my hands before the race started up.

Races often take 2:30 minutes to complete, and there's 1:10 of loading in between each heat. Or quit out of a challenge you didn't like. And took up a new challenge. Imagine if, in THPS, you had to quit to the main menu every time you completed a challenge. The game has to load every time you start a race - it's a big, open city, but you can't do anything in it without having to reload the whole thing.

Midnight Club Dub Pc Full Pause While

Even the menus take their dear, sweet time to load, and forget about the FMV - having to reload the game just to take a quick refresher glance at the cinematic of one 15-second tutorial clip is like a rule across your knuckles when you're trying to learn.Of course, it is a very, very big game - how much slack can PSP gamers expect to give its technical shortcomings? After all, we've felt the wait of loads in launch games (and with Midnight Club coming just three months after launch, it's very much a first-gen game.) Can't we just accept that a game this big will strain the system?In my book, not really. Switching cars takes what feels like forever, the stat bars don't always load in the meantime, and there's a full pause while you wait for the 3D car to load instead of having the car model load in the background. And all that cool car mod work that driving aficionados love Midnight Club for, it's weighed down by loading as well.

Figure that out, and you'll fly into a rage every time that minute-long load pops up every time you start a new race - it's already all there! Sure, the game has to load the map points, but is that a minute of loading? Of course, the game has to load the car models of your opponents, but then why does the second and third race against the exact same opponents take exactly as long? Traffic patterns have to be reset, maybe some custom track details have to be put in for specific events (such as cop car placement or intersection timing), but it's a free-roaming game - how much pre-planned mapping needs to be loaded when I'm making my own path to the finish line?This is what drives me crazy about the PSP version of this game. You can turn off the music and pop the disc out, and the game will play. The game's world is entirely stored in memory. And while I'm no tech expert, a few experiments with the game engine show that a much better game could have been plenty possible, if only the game had been given more time and a more focused approach to the port.If you're thinking that it's all of that heavy data streaming needed to create this vast, console-quality racing world that's holding the game up, think again. But even for die-hards, there's always this nagging suspicion in the back of your mind while playing (or rather, waiting) that it may not be the PSP screwing everything up.

If Rockstar's Leeds studio could have gotten this game to run entirely inside the PSP's racing engine (to be fair, the Xbox/PS2 games also required loading in between races. Anything! Whatever could have been done to get the game to fit, it would have been for the better. Cut the track complications down, make point races more random and less specific, or even (and car nuts, don't kill me for saying this) cut the detail down on the opponent cars.

As far as no-compromise PSP production quality, this is everything EA said they were aiming for with its dialed-down PSP launch games - except for the waypoint editor not showing up on the menu (and no online play on PSP, which is a bummer but still easy to get over this early on in the system's life), everything is there. Midnight Club 3: Dub Edition is pretty dang near the console game, and that's powerful stuff. The thing comes so close.MC3: A Fully-Loaded, Dubbed Out PSP Escalade?OK, enough on the rough roads - let's talk about how this game runs once it hits the highway. If you could have picked points to race to in multiplayer, or had an in-game menu of modes to jump into while in Cruise Mode, it would have been a killer party game. A minute-long wait would have been irritating, but if everything else played right there in the game without loading, it'd be a great bus-trip game.

Textures and building architecture are remarkably accurate to the console edition - like Tony Hawk's Underground 2 Remix from Activision, there's little that's noticeable at first glance besides the smaller screen you're playing the game on. This is the console game, put in your pocket.If you're expecting cuts to have been made in order to jam this into the PSP, you'll be in for a shock when you drive around the environments here. The tuners, trucks, lux models, and even bikes are all in, and all ready to be fully pimped out to your liking.

midnight club dub pc