Midnight Club II

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Midnight Club II
Image:Midnight Club II Coverart.png
Developer(s) Rockstar San Diego
Publisher(s) Rockstar Games
Series Midnight Club
Engine Angel Game Engine
Platform(s) Xbox, Microsoft Windows, PlayStation 2
Release date(s) PlayStation 2
USA April 8, 2003
PAL May 2, 2003
Xbox
USA June 3, 2003
PAL July 20, 2003
Microsoft Windows
USA June 30, 2003
PAL July 11, 2003
Steam: January 4, 2008
Genre(s) Racing
Mode(s) Single-player, Multiplayer
Rating(s) ESRB: T
OFLC: G8+
Media DVD, Steam download

Midnight Club II is the first sequel to Midnight Club: Street Racing, published for the Xbox, Microsoft Windows, and PlayStation 2. Players race through cities inspired by Los Angeles, Paris, and Tokyo. The game also features an online multiplayer component.

Dry, hilly suburbs and congested interstates can be found throughout Los Angeles, and just like Midnight Club: Street Racing, the city contains many landmarks, as well as numerous shortcuts and jumps. Paris is the home to cobblestone alleyways, monumental roundabouts, and the Paris Catacombs. Also featured are a lot of jumps taking you across the river of Paris and into an alleyway. Tokyo is a city of neon-glittering avenues and tight alleyways, and contains an equal array of tourist sights and attractions.

Los Angeles in Midnight Club 2.
Paris in Midnight Club 2.
Tokyo in Midnight Club 2.

Races consist of a series of checkpoints, represented by columns of light. In some 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 other races the checkpoints may be cleared in any order. In that case, the arrow points to the nearest checkpoint.

It is up to the player which route to take from one checkpoint to the next. There are no artificial barriers 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 starts to overheat and the race is immediately lost.

The game features a damage model. 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. 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 a new car.


Although the game is nearly 6 years old now, many fans of the franchise still play it via multiplayer. CTF (Capture the Flag) was the most appreciated (and still is) form of racing within the game.

The vehicles in Midnight Club II all resemble real life vehicle eg. the Interna resembles the Honda S2000.

  • This second installment of the series was heavily criticized for using many derogatory racial stereotypes, for the racers in the game.
  • Cheat codes were also usable in multiplayer, hindering the fairness of gameplay.
  • The game did not offer customization, since the cars are already modified to battle against the bosses
  • There is an ability to quickly change your online user name, thus being able to join in and sabotage a race, and not being able to ban the user for his or her activities.
  • The maximum speed in the game is 249 mph (401 km/h), even with nitrous.
  • Along with traffic there were also pedestrians. If the pedestrians were in the path of the car, they would be run over. Many players were disturbed about this.
  • The game is currently incompatible with Windows Vista.

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