Posted 20 hours ago

Midnight Club 3 : DUB Edition (PSP)

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Obviously, it's really too bad that such an opportunity for party gaming is pissed away with the PSP version.

True, there's not a ton of finesse to this game -- at full speed, you're just hammering the handbrake and hoping that you re-engage the wheels before you slam up on the wall -- and there's still a dead zone in analog sensitivity. The third installment in the Midnight Club series arrives with more speed, choices, and chrome than in previous editions. And if you're worried that the show car features fine detail that won't be in the game itself, you'll be psyched to see the end result of your work when it rolls out on city streets.

Midnight Club 3: DUB Edition delivers fast, open-city racing in Atlanta, San Diego, and Detroit, complete with eight-player online competition and vehicle customization. It's certainly gotten a little more polish than your average licensed Activision release, but it’s still not worth your time. The player begins in San Diego by meeting Oscar ( David Barrera), the mechanic of Six-One-Nine Customs, a tuning garage in San Diego. Draw distance/pop-in is pushed to just about the vanishing point in most cases, and the more complex architectural details such as ramps, statues, and unique landmarks are all replicated in place and in detail. Recolored Menu UI, being recolored from a mostly blue/gold UI to a red/black/silver colored user interface.

Just like in the console game, there are only degrees of performance that you have full control over instead of having give-and-take on various parts and upgrades that you might see in reality (although, for the money that you're putting in for upgrades at this level, it's pretty much be pure "take" anyway), but you still have a wide range of manufacturers to pick from for your parts. Frenzy events also available in Arcade, are time trial races where the player gets every 15 second a nitrous boost, also the handbrake won't work and the race only ends when the time is over. As with ATV Off-Road Fury on PSP, console-quality graphics are something you get used to surprisingly fast, and unless the game does something special, it might not stand out even if it is visually stunning.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). Why, for example, does the game have to load track and traffic data for a waypoint race when completely random map points would have been just as fun to race around? Amazingly, these are aspects that I was actually able to get over -- play it for a couple of hours, and might get to hardly notice the chugging. The 103 third parties who use cookies on this service do so for their purposes of displaying and measuring personalized ads, generating audience insights, and developing and improving products.

You can change your choices at any time by visiting Cookie preferences, as described in the Cookie notice. Better-performing games will come along that provide these kinds of thrills, but this game was ALMOST there right now, and I would have been perfectly happy with MC3 as my go-to racing game this summer if it had been polished off. Other than modifying the external looks, the vehicle's performance can also be improved (with the exception of all "A" Class non-motorcycle vehicles). Neons are not as prominent as they are in EA's game (but they're also not as silly in their exaggerated glow effect), and rims spin into a blur instead of slowly ramping up and then spinning backwards stroboscopicly, but the parts and effects are all there, Even logos are incredibly sharp (I never expected the Dodge Ram to look like a ram in a tiny rear window sticker, but there it was), and if you get up close enough to a car, you can see some of the finer polygonal detail (such as the taillight lamps being modeled lights and not just textures) at work.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.

Headlights are a disappointing effect (and is it just me, or is there no way to turn these things on and KEEP them turned on), but there wasn't much to the effect in the console game, and nobody's doing headlamps great this gen anyway. Still, I encourage you to pick Midnight Club 3: DUB Edition up and give your dusty PSP something to play, even with the load time issue. 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!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. 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.

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