While everyone else stuck with their hotrods, I asked for a decent motorcycle. I think I like the plain-vanilla one best, though one flag and every player for themselves. Like the racing modes, CTF has a number of varieties to choose from. I think they're too fun to ignore, though.įlush with semi-success in the first race, I moved on to capture the flag. Of course, you can turn the power-ups off if you want to run a straight race. In addition to defensive powers like nitro and shield, you've got offensive abilities like ice (hope they've got snow treads), go (disables their brakes), pulse (sends out a 360 degree shockwave), disruptor (distorts their screen), and the ever-hilarious reverse steering. DUB Edition features over ten different pick-ups to exploit, and proper use of these can mean the difference between the glory of second place and eating the dust of the other drivers. My secret? Abusing those power-ups, especially nitro. After getting used to the controls (I'd previously played on Xbox) I managed to get a respectable second place behind IGN's emperor of RPGs, Jeremy Dunham. Many other race varieties are also available, such as circuit (multiple laps) and autocross (racing with barriers). A normal point-to-point race was chosen, with power-ups turned on. I started off in a Monte Carlo muscle car, which had a nice kick to it. So, the helpful Rockstar guys put in a code to unlock everything, and then gave me a few suggestions. I may know a bunch about games, but my knowledge of cars is negligible. The well-implemented online play was one of the best parts of Midnight Club II, and from what I've sampled I don't doubt that the same will hold true for the 8-player madness of DUB Edition. Midnight Club 3: DUB Edition is just around the corner: it's due out next week! Time was tickin', so Rockstar swung by the offices one last time to show off the game's extensive multiplayer capabilities.
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