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Midnight Club II User Review

DynV

Fun but too hard!

  • Posted Aug 3, 2011 11:55 pm GMT
Difficulty:
Very Hard
Time Spent:
40 to 100 Hours
The Bottom Line:
"Mixed reactions"
I didn't have so much experience with vehicle/car games when I played it but I tag-teamed the career mode with a friend that had /extensive/ experience with the genre. What would usually happen is if the race wasn't too hard then I'd beat it, sometimes I'd ask for a second chance but most of the times when the race was hard, I failed and my friend beat it the first time.

It is a fun game and it does have an arcade feel because a collision with a car from behind felt like IRL (in real life) hitting a scooter or tiny car from behind and a face-to-face collision felt like IRL hitting a bit larger car from behind hand hitting a wall felt like IRL hitting a filled cube (transport vehicle having a square door, usually white). So it's not a realist game but a fun one still ;anyway who in their right mind race in traffic anyway, the authorities would rush and with a minute or two there would be a dozen police cars chasing you, and those go fast! And you'd end up in jail for a long time.

The problem of the game is that getting at the end, the races get *very* hard. Going back to my play-style example, me and my friend would pass the remote and try the race more and more times before getting to the next one, of course him getting much further in the race. At some point, there ware so many tries that at some point I'd give up and watch out through the window or browse the internet for the additional 10 minutes or so that it took him to beat the race. When it got to taking more than an hour to beat a single race, we were close to giving up. At some point we did give up and started over thinking a fresh start would have up pick something up that we may have not grasped but that second career try ended up the same way (races taking very long to beat).

It was pretty lame, it was more a recalling game than anything, having to know exactly which time to start turning and how much to and other racing details of the like. It wasn't about the racing experience anymore but tweaking exactly the steps.
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