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Midnight Club II

Midnight Club II
Midnight Club II Coverart.jpg
Developer(s) Rockstar San Diego
Publisher(s) Rockstar Games
Distributor(s) Take-Two Interactive
Series Midnight Club
Platform(s) PlayStation 2
Xbox
Windows
Release PlayStation 2
  • NA: April 9, 2003
  • EU: May 2, 2003
Xbox
  • NA: June 2, 2003
  • EU: June 20, 2003
Microsoft Windows
  • NA: June 30, 2003
  • EU: July 11, 2003
Genre(s) Racing
Mode(s) Single-player, multiplayer
Review scores
Publication Score
PC PS2 Xbox
AllGame N/A 3.5/5 stars 3.5/5 stars
EGM N/A 8.83/10 8.5/10
Eurogamer N/A 9/10 8/10
Game Informer N/A 9/10 9/10
GamePro N/A 4.5/5 stars 4.5/5 stars
Game Revolution N/A B N/A
GameSpot 7.2/10 7.3/10 7.9/10
GameSpy 4.5/5 stars 4.5/5 stars 4/5 stars
GameZone 8.4/10 9/10 9.2/10
IGN 8.8/10 9.1/10 8.8/10
OPM (US) N/A 5/5 stars N/A
OXM (US) N/A N/A 9.3/10
PC Gamer (US) 88% N/A N/A
Entertainment Weekly B+ B+ B+
The Village Voice N/A 8/10 N/A
Aggregate score
Metacritic 81/100 85/100 86/100

Midnight Club II is a racing video game developed by Rockstar San Diego (formerly Angel Studios) and published by Rockstar Games. It is the first sequel to Midnight Club: Street Racing, published for the PlayStation 2, Xbox and Microsoft Windows and first in series to feature Motorcycles. Players can race through cities based on Los Angeles, Paris, and Tokyo. The game also features an online multiplayer component. It is the second game in Midnight Club franchise, followed by Midnight Club 3: DUB Edition.

Races consist of a series of checkpoints, represented by columns of light. In most races, the order in which the checkpoints must be cleared is prescribed. In this case, a transparent, glowing arrow points to the next checkpoint. In a few other races, the checkpoints may be cleared in any order. In that case, the arrow spins randomly without pointing in any particular direction. It is up to the player which route to take from one checkpoint to the next. There are no artificial barriers in the game's open-world environment that force the player to stay on a specific course. Any area that is drivable or jumpable in the free-roaming cruise mode between races may be used to get to the next checkpoint.

Some areas can be driven upon that are not intended for such use outside of a computer game. Examples are escalators, roofs, railways and riverbeds and many ramps. However, many areas that would be drivable in reality, for example entrances and some stairs, are fenced off with invisible barriers. In some areas, the player can jump or drop down. Using this to the player's advantage can be necessary in order to win a race. If the car falls into deep water, the damage meter goes to its maximum stage and the car is instantly totaled, the race being immediately lost.

The game also features damage models. The amount of damage inflicted upon a car is indicated by both an HUD indicator and visual damage to the car. The performance of a car does not degrade with damage like some other racing games. When the damage limit of a car is exceeded, the car explodes or stalls. After a delay of a few seconds, the player can continue with an undamaged version of the same car.


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