Software:Midnight Club II
| Midnight Club II | |
|---|---|
Cover art featuring Maria, Dice, and Moses with Saikou XS and Monsoni | |
| Developer(s) | Rockstar San Diego |
| Publisher(s) | Rockstar Games |
| Director(s) | Steven Olds |
| Producer(s) | Jay Panek |
| Designer(s) | Mauro Fiore |
| Programmer(s) | Ted Carson Mark Rotenberg |
| Artist(s) | Scott Stoabs David Hong |
| Writer(s) | Gillian Telling Marc Fernandez |
| Series | Midnight Club |
| Platform(s) | PlayStation 2 Xbox Windows |
| Release | PlayStation 2 XboxMicrosoft Windows |
| Genre(s) | Racing |
| Mode(s) | Single-player, multiplayer |
Midnight Club II is a 2003 racing video game developed by Rockstar San Diego and published by Rockstar Games for PlayStation 2, Xbox and Microsoft Windows. It is the sequel to Software:Midnight Club: Street Racing and the first in the series to feature motorcycles. Players can race through cities such as Los Angeles, Paris, and Tokyo. The game received positive reviews.
Gameplay

Races (Career and Arcade) 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.
Various details have been improved compared to its predecessor Software:Midnight Club: Street Racing. Vehicles and cities have been developed from scratch, but many new features were added as well. 2-Wheel drive, Burnout, Weight Balance (for motorbikes) were all unique to the game. 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.
Dry, hilly suburbs and congested interstates can be found throughout Los Angeles, and just like its predecessor, the city contains many landmarks, as well as numerous shortcuts and jumps. Paris is home to cobblestone alleyways, monumental roundabouts, and the Paris Catacombs, as well as jumps across the river Seine and into alleyways. Tokyo is a city of neon-glittering avenues and tight alleyways, and contains an equal array of tourist sights and attractions.
The vehicles in Midnight Club II all resemble real-life vehicles but have subtle differences to their counterparts, such as different headlamps or tail lights. Also, most of them have aesthetical modifications commonly found in street racing and import scenes, such as spoilers, hood scoops, and body kits.
In the car selection menu, descriptions and stats of each vehicle can be seen, along with the option to choose among 4 colors. Once a car is viewed, a sound effect unique to that car is played in the background.[8]
Each character will cruise around the city, waiting for a challenge. This excludes Moses, who helps the player begin the Career Mode, as well as the four champions who will seek the player out after all predecessors are beaten. They will talk to the player or "think loudly" during pre-race cut-scenes, during which the player can discover their motives, see the statistics of their vehicle, and learn each character's unique theme song.
Midnight Club II also features an online multiplayer component. The Xbox version was supported through Xbox Live which was shut down on April 15, 2010. The game is now supported online with replacement online servers for the Xbox called Insignia.[9][10]
Development
The game had a marketing budget of $6.1 million.[11]
Soundtrack
The album was released at E3 in 2003 as a promotional gift.[12] It consists of mainly techno and trance music along with rap music.[13] The soundtrack contains 38 tracks produced by various artists. The tracks "Outrun" and "Extra Dry" were featured in the 2002 film Irreversible and produced by Thomas Bangalter.
Reception
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The game was met with positive reception. Metacritic gave it a score of 85 out of 100 for the PlayStation 2 version[44] 86 out of 100 for the Xbox version,[45] and 81 out of 100 for the PC version.[43]
Entertainment Weekly gave it a B+ and stated that "whether racing against the clock or attempting to beat the other drivers in checkpoint contests, memorizing the maps and finding the many shortcuts is crucial".[41] The Village Voice gave the PS2 version a score of eight out of ten and wrote that "the only way [Rockstar] could make [the game] better would be to set it in Boston, where drunks get kicked out of the bars long after the T has shut down, flooding construction-choked highways".[42] Maxim also gave the game a score of eight out of ten and said that "it may not boast garages bloated with the usual name-brand chick magnets you find in other racing games, but the dark racing underbelly of Midnight Club II has every bit as many thrills as the leading grease monkey autopia".[46] Playboy gave it 75% and noted its controls as "touchy" and imprecise.[47]
References
- ↑ "What's New?" (in en-gb). Eurogamer.net. 2003-05-02. https://www.eurogamer.net/news020503whatsnew.
- ↑ I. G. N. Staff (2003-04-08). "Rockstar Ships Midnight Club II" (in en). https://www.ign.com/articles/2003/04/08/rockstar-ships-midnight-club-ii.
- ↑ "NEWS". 2003-04-13. http://www.rockstargames.com/midnightclub2/news.html.
- ↑ "What's New?" (in en-gb). Eurogamer.net. 2003-06-20. https://www.eurogamer.net/news200603whatsnew.
- ↑ "GameZone.com - Xbox News - Rockstar Games Ships Midnight Club II For The Xbox". 2003-06-08. http://xbox.gamezone.com/news/06_04_03_08_00PM.htm.
- ↑ "What's New?" (in en-gb). Eurogamer.net. 2003-07-11. https://www.eurogamer.net/news110703whatsnew.
- ↑ Zucker, Gabrielle (July 1, 2003). "Rockstar Games Ships Midnight Club II for the PC". Take-Two Interactive: pp. 1–2. https://ir.take2games.com/static-files/ef7600f1-84e4-45dc-8c2b-ecb701110663.
- ↑ "All 31 of the Midnight Club II Vehicles (with stats).". YouTube. June 17, 2012. https://www.youtube.com/watch?v=epS2TtlL_OE. Retrieved June 17, 2012.
- ↑ "Insignia - Midnight Club II" (in en). https://insignia.live/games/54540008.
- ↑ Xbox, Pure (2023-11-16). "Xbox Live 1.0 Replacement 'Insignia' Now Supports 150 Games" (in en-GB). https://www.purexbox.com/news/2023/11/xbox-live-1-0-replacement-insignia-now-supports-150-games.
- ↑ Parisi, Paula (August 10, 2004). "Game points". Archived from the original on September 3, 2024. https://web.archive.org/web/20240903113501/https://go.gale.com/ps/i.do?p=GPS&u=wikipedia&id=GALE%7CA121283480&v=2.1&it=r&sid=bookmark-GPS&asid=338d29b3. Retrieved September 4, 2024.
- ↑ "Midnight Club II Soundtrack Sampler". Discogs. April 8, 2003. http://www.discogs.com/Various-Midnight-Club-II-Soundtrack-Sampler/release/2245616. Retrieved June 17, 2012.
- ↑ "Midnight Club II Soundtrack page". YouTube. https://www.youtube.com/user/MidnightClub2OST. Retrieved June 8, 2012.
- ↑ Marriott, Scott Alan. "Midnight Club II (PS2) - Review". AllGame. Archived from the original on November 16, 2014. https://web.archive.org/web/20141116051401/http://www.allgame.com/game.php?id=39403&tab=review. Retrieved November 23, 2014.
- ↑ Marriott, Scott Alan. "Midnight Club II (Xbox) - Review". AllGame. Archived from the original on November 16, 2014. https://web.archive.org/web/20141116094446/http://www.allgame.com/game.php?id=42161&tab=review. Retrieved November 23, 2014.
- ↑ 16.0 16.1 16.2 Edge staff (July 2003). "Midnight Club II". Edge (125).
- ↑ EGM staff (June 2003). "Midnight Club 2 (PS2)". Electronic Gaming Monthly (168): 111. Archived from the original on March 30, 2004. https://web.archive.org/web/20040330030654/http://www.egmmag.com/article2/0%2C2053%2C1490473%2C00.asp. Retrieved September 5, 2014.
- ↑ EGM staff (August 2003). "Midnight Club 2 (Xbox)". Electronic Gaming Monthly (170): 116. Archived from the original on March 31, 2004. https://web.archive.org/web/20040331040833/http://www.egmmag.com/article2/0%2C2053%2C1489562%2C00.asp. Retrieved September 5, 2014.
- ↑ Reed, Kristan (May 7, 2003). "Midnight Club II (PS2)". http://www.eurogamer.net/articles/r_midnightclub2_ps2. Retrieved September 5, 2014.
- ↑ Reed, Kristan (July 7, 2003). "Midnight Club II (Xbox)". http://www.eurogamer.net/articles/r_midnightclub2_x. Retrieved September 5, 2014.
- ↑ Kato, Matthew (May 2003). "Midnight Club 2 (PS2)". Game Informer (121): 76. http://www.gameinformer.com/Games/Review/200305/R03.0729.1610.15052.htm. Retrieved September 5, 2014.
- ↑ McNamara, Andy (July 2003). "Midnight Club II (Xbox)". Game Informer (123): 113. http://gameinformer.com/Games/Review/200307/R03.0807.1605.13790.htm?CS_pid=210324. Retrieved September 5, 2014.
- ↑ Major Mike (April 14, 2003). "Midnight Club II Review for PS2 on GamePro.com". GamePro. Archived from the original on February 7, 2005. https://web.archive.org/web/20050207073624/http://www.gamepro.com/sony/ps2/games/reviews/28947.shtml. Retrieved September 5, 2014.
- ↑ Dan Elektro (June 3, 2003). "Midnight Club II Review for Xbox on GamePro.com". GamePro. Archived from the original on February 8, 2005. https://web.archive.org/web/20050208013055/http://www.gamepro.com/microsoft/xbox/games/reviews/29610.shtml. Retrieved September 5, 2014.
- ↑ Connor, Angela K. (April 2003). "Midnight Club II Review (PS2)". Game Revolution. http://www.gamerevolution.com/review/midnight-club-ii. Retrieved September 5, 2014.
- ↑ Gerstmann, Jeff (July 18, 2003). "Midnight Club II Review (PC)". http://www.gamespot.com/reviews/midnight-club-ii-review/1900-6071928/. Retrieved September 5, 2014.
- ↑ Gerstmann, Jeff (April 10, 2003). "Midnight Club II Review (PS2)". http://www.gamespot.com/reviews/midnight-club-ii-review/1900-6024936/. Retrieved September 15, 2014.
- ↑ Gerstmann, Jeff (June 6, 2003). "Midnight Club II Review (Xbox)". http://www.gamespot.com/reviews/midnight-club-ii-review/1900-6029621/. Retrieved September 5, 2014.
- ↑ Accardo, Sal (July 8, 2003). "GameSpy: Midnight Club II (PC)". GameSpy. http://pc.gamespy.com/pc/midnight-club-ii/5976p1.html. Retrieved September 5, 2014.
- ↑ Williams, Bryn (April 10, 2003). "GameSpy: Midnight Club II (PS2)". GameSpy. http://ps2.gamespy.com/playstation-2/midnight-club-ii/5765p1.html. Retrieved September 5, 2014.
- ↑ Williams, Bryn (June 3, 2003). "GameSpy: Midnight Club II (Xbox)". GameSpy. http://xbox.gamespy.com/xbox/midnight-club-ii/5879p1.html. Retrieved September 5, 2014.
- ↑ Raymond, Justin (July 27, 2003). "Midnight Club 2 - PC - Review". GameZone. Archived from the original on October 3, 2008. https://web.archive.org/web/20081003003455/http://pc.gamezone.com/gzreviews/r20345.htm. Retrieved September 5, 2014.
- ↑ Bedigian, Louis (April 13, 2003). "Midnight Club 2 - PS2 - Review". GameZone. Archived from the original on October 5, 2008. https://web.archive.org/web/20081005214206/http://ps2.gamezone.com/gzreviews/r20345.htm. Retrieved September 5, 2014.
- ↑ Romano, Natalie (June 9, 2003). "Midnight Club 2 - XB - Review". GameZone. Archived from the original on October 6, 2008. https://web.archive.org/web/20081006061249/http://xbox.gamezone.com/gzreviews/r20345.htm. Retrieved September 5, 2014.
- ↑ Butts, Steve (July 3, 2003). "Midnight Club II Review (PC)". http://www.ign.com/articles/2003/07/03/midnight-club-ii-review. Retrieved September 5, 2014.
- ↑ Perry, Douglass C. (April 8, 2003). "Midnight Club II (PS2)". http://www.ign.com/articles/2003/04/08/midnight-club-ii-3. Retrieved September 5, 2014.
- ↑ Boulding, Aaron (June 4, 2003). "Midnight Club II Review (Xbox)". http://www.ign.com/articles/2003/06/05/midnight-club-ii-review-2. Retrieved September 5, 2014.
- ↑ "Midnight Club 2". Official U.S. PlayStation Magazine: 82. April 2003. Archived from the original on April 7, 2004. https://web.archive.org/web/20040407104035/http://www.playstationmagazine.com/article2/0%2C2053%2C1490475%2C00.asp. Retrieved September 5, 2014.
- ↑ "Midnight Club II". Official Xbox Magazine: 80. August 2003.
- ↑ "Midnight Club II". PC Gamer: 102. October 2003.
- ↑ 41.0 41.1 41.2 41.3 Robischon, Noah (July 18, 2003). "Driving Forces". Entertainment Weekly (719): 82. http://www.ew.com/article/2003/07/18/driving-forces. Retrieved September 5, 2014.
- ↑ 42.0 42.1 Catucci, Nick (June 3, 2003). "Sharp Shooters". The Village Voice. http://www.villagevoice.com/news/sharp-shooters-6410262.
- ↑ 43.0 43.1 "Midnight Club II for PC Reviews". https://www.metacritic.com/game/midnight-club-ii/critic-reviews/?platform=pc. Retrieved October 16, 2011.
- ↑ 44.0 44.1 "Midnight Club II for PlayStation 2 Reviews". https://www.metacritic.com/game/midnight-club-ii/critic-reviews/?platform=playstation-2. Retrieved October 16, 2011.
- ↑ 45.0 45.1 "Midnight Club II for Xbox Reviews". https://www.metacritic.com/game/midnight-club-ii/critic-reviews/?platform=xbox. Retrieved October 16, 2011.
- ↑ Boyce, Ryan (April 9, 2003). "Midnight Club II (PS2, Xbox)". Maxim. Archived from the original on September 6, 2014. https://web.archive.org/web/20140906000436/http://www.maxim.com/gaming/midnight-club-ii. Retrieved November 23, 2014.
- ↑ "Midnight Club II (PS2, Xbox)". Playboy: 34. July 2003.
External links
- Midnight Club II official website
- Midnight Club II official website (Internet Archive)
- MobyGames is a commercial database website that catalogs information on video games and the people and companies behind them via crowdsourcing. This includes over 300,000 games for hundreds of platforms.[1] Founded in 1999, ownership of the site has changed hands several times. It has been owned by Atari SA since 2022.
Features
Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]
Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.
History

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]
In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]
See also
- IGDB – game database used by Twitch for its search and discovery functions
References
- ↑ 1.0 1.1 Sheehan, Gavin (2023-02-22). "Atari Relaunches The Fully Rebuilt & Optimized MobyGames Website". https://bleedingcool.com/games/atari-relaunches-the-fully-rebuilt-optimized-mobygames-website/.
- ↑ Litchfield, Ted (2021-11-26). "Zombie company Atari to devour MobyGames". https://www.pcgamer.com/zombie-company-atari-to-devour-mobygames/.
- ↑ "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1.
- ↑ "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards.
- ↑ 5.0 5.1 5.2 Miller, Stanley A. (2003-04-22). "People's choice awards honor favorite Web sites". Milwaukee Journal Sentinel.
- ↑ "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/.
- ↑ 7.0 7.1 7.2 Plunkett, Luke (2022-03-10). "Atari Buys MobyGames For $1.5 Million". https://kotaku.com/mobygames-retro-credits-database-imdb-atari-freyholtz-b-1848638521.
- ↑ "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. https://www.gamedeveloper.com/game-platforms/report-mobygames-acquired-by-gamefly-media.
- ↑ Corriea, Alexa Ray (December 31, 2013). "MobyGames purchased from GameFly, improvements planned". http://www.polygon.com/2013/12/31/5261414/mobygames-purchased-from-gamefly-improvements-planned.
- ↑ Wawro, Alex (31 December 2013). "Game dev database MobyGames getting some TLC under new owner". Gamasutra. https://www.gamedeveloper.com/business/game-dev-database-mobygames-getting-some-tlc-under-new-owner.
- ↑ "Atari invests in Anstream, may buy MobyGames". November 24, 2021. https://www.gamesindustry.biz/articles/2021-11-24-atari-invests-in-anstream-may-buy-mobygames.
- ↑ Rousseau, Jeffrey (2022-03-09). "Atari purchases Moby Games". https://www.gamesindustry.biz/atari-purchases-moby-games.
- ↑ "Atari Completes MobyGames Acquisition, Details Plans for the Site's Continued Support". March 8, 2022. https://www.atari.com/atari-completes-mobygames-acquisition-details-plans-for-the-sites-continued-support/.
- ↑ "Atari has acquired game database MobyGames for $1.5 million" (in en-GB). 2022-03-09. https://www.videogameschronicle.com/news/atari-has-acquired-game-database-mobygames-for-1-5-million/.
- ↑ Stanton, Rich (2022-03-10). "Atari buys videogame database MobyGames for $1.5 million". https://www.pcgamer.com/atari-buys-videogame-database-mobygames-for-dollar15-million/.
- ↑ Harris, John (2024-03-09). "MobyGames Offering “Pro” Membership". https://setsideb.com/mobygames-offering-pro-membership/.
- ↑ "MobyGames on Patreon". http://www.patreon.com/mobygames.
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