Tag Archives: Angel Studios

GAMES I REGRET PARTING WITH: Smuggler’s Run

To me, Smuggler’s Run was probably my first dip into an open world environment. The fact that I was driving a vehicle and could leave the road at any point for a zip through the desert, going left or right as I pleased, felt revolutionary at the time. In fact, this type of driving was encouraged, especially when the U.S. border patrol began chasing after you. I wasn’t locked into a course with walls and barriers or even invisible walls, forced to follow the path that the developer wanted me to follow, doing the same thing as anyone else playing the game was doing. I was a smuggler on the run, running how I saw fit.

Like I just said, in Smuggler’s Run, you play a smuggler who needs to prove himself in this underground world and has a number of different vehicles at his disposal to do so, including dune buggies, rally cars, and military vehicles. These vehicles are used to smuggle assorted cargo through three different large, open levels. It’s a fairly weak plot to begin with, and your mission objectives are spelled out for you via some quick narrative before each mission. The missions  range from basic smuggling operations that involve moving the contraband from point A to point B, to customized versions of a checkpoint race and the loot grab modes, to completely original objectives like destroying a series of radar towers.

Smuggler’s Run had a couple of different modes to explore, and I’ll cover ’em briefly here because, honestly, I really only played one mode over and over again before eventually using this game and some others as a trade-in offer for…well, I have no idea what I got for them, but that’s beside the point. Smuggler’s Mission mode is basically the story campaign I described in the previous paragraph, seeing you go through three consecutive levels (forest, desert, and snow) with about ten missions per level. Turf War mode had three different mini-games, two of which involved smuggling cargo while fighting against a rival gang; the final mini-game involved a race through a popular spot in a level. Lastly, Joyriding mode allowed you to freely roam to and fro in any level without having to deal with the U.S. border patrol or CIA, and it was a great way to get to know the ins and outs of any level before taking it on via the story missions.

If I recall correctly, your vehicle will take damage not only from collisions with other vehicles and objects, but also from bouncing all over the particularly rough terrain. When your damage meter runs out, your engine stalls, and if a police vehicle touches you while you’re stalled, you’ll be placed under arrest. If no cops are around, you can restart your engine and continue on your merry way…though chances of that were seriously unlikely. The AI-controlled police were absolutely relentless, chasing you everywhere you go, which is why I mostly spent my free time in the Joyriding mode, free from such hassles.

For its time, Smuggler’s Run looked fantastic. The game’s terrain is large and detailed, and pop-up and fog were nowhere to be found…though that giant green arrow pointing you to your mission objective was then and is now beyond fugly. Each of the three maps are massive, with the missions taking place in smaller sections, but you aren’t limited in where you can roam. There’s also quite amount of small details everywhere, such as tire marks, active wildlife, train tracks, and actual hiking trails, which are just things you expect nowadays, but really helped add a bit of realism to the game on the PlayStation 2.

Evidently, they made a sequel with Smuggler’s Run 2, though I never played it. The only interesting factoid I know about it is that the game was originally supposed to take place in Afghanistan, but following the attacks on the World Trade Center on September 11, 2001, as well as the subsequent invasion of Afghanistan, the developers changed the Afghanistan levels to the deserts of Georgia/Russia instead. Rockstar also later released downloadable content for Grand Theft Auto Online named Smuggler’s Run, which added a customizable hangar and additional vehicles to play around with. At least they didn’t completely forget about this IP.

GAMES I REGRET PARTING WITH is a regular feature here at Grinding Down where I reminisce about videogames I either sold or traded in when I was young and dumb. To read up on other games I parted with, follow the tag.

GAMES I REGRET PARTING WITH: Midnight Club: Street Racing

This might be hard to believe, considering my long and well-documented love for all things racing games, but I willingly bought a copy of Midnight Club: Street Racing for the PlayStation 2 some time back in that wacky, inexplicable decade known as the aughts. I suspect I got it for cheap at the Blockbuster near my college’s campus when they started selling used games–or rather “previously rented”–but that’s just a suspicion, based mostly on the fact that that is where I got a small chunk of my early PS2 collection during my poorer days eating ramen noodles and working a few hours during the week in an art gallery. For the record, and yes, I just looked, here are all the games still in my collection rocking a “Previously Rented Game – Quality Guaranteed” label from the now defunct Blockbuster business:

Yup. Quite a super-squad there. With that said, let’s get on to the star of today’s show. Everybody, start your engines. Vroom vroom vroooooom…

Surprisingly, for a game centered around driving speedy cars quickly and aggressively, Midnight Club: Street Racing kind of had a story behind all its engine-driven action. Granted, around that timeframe, my experience was fairly limited to car-related adventures through things like Vigilante 8, Super Mario Kart, and Crash Team Racing, where vehicular combat was the central element, and it didn’t matter who was behind the wheel so long as they could toss projectiles out like everyone else. So, taking place in both New York City and London, you’re a bored-as-bored-gets cabbie looking for some street-style racing action…for reasons. Magically, you stumble across your first challenger named Emilio and are then invited to join the titular Midnight Club to continue proving your worth and burning gang leaders in races. There’s no real introduction, and the dialogue sections are flat images with character portraits speaking while two cars sit idly next to each other. Look, it’s not Great Expectations, or even Fast Five, but it’s something.

Not shockingly, when you see that Rockstar had a hand in this, but Midnight Club: Street Racing is a bit open-worldish. Y’know, a genre just starting to hit its stride then. You’re able to cruise around the respective cities, looking for trouble in the form of hookmen, which are visible on your mini-map, which, when you glance at the screenshot above, defies the definition of the word mini greatly. I mean, that was the UI for the era–big, bright, and loud. Anyways, once you get behind them, you’ll have to keep up with their ride until they feel that you’re worthy of a race, which is you against that driver’s entire posse. Also, you can call up these hookmen on your cell phone–a novel concept back then–for a more fair one-on-one race. If you win the race, you get to add your opponent’s car to your garage, which I guess is akin to carving up a dead animal and wearing its skin as a prize. I don’t know a lot about cars.

I remember being initially impressed by the scale of Midnight Club: Street Racing offered, but do remember the cities feeling lifeless and empty. Now, I’ve only ever been to New York City, and I remember a lot of cars and honking while there, as well as swarms of people; here, it is just mostly empty streets, with little traffic to deal with, and that just wouldn’t cut it today. Still, one must consider that this game came out before things like Grand Theft Auto III and Need for Speed: Hot Pursuit 2. It was also frustrating that, to even start a race with another member of the Midnight Club, you needed to follow them to the starting line first, weaving through traffic and praying they didn’t get too far ahead of your slow whip, which was often more challenging than the race itself.

Most races are checkpoint races, which means you can veer off the beaten path so long as you hit all the checkpoints and cross the finish line before anyone else. That might sound like there’s a ton of freedom at hand, but this is a condensed city-scape and not miles of Smuggler’s Run‘s open terrain, and there were generally only one or two ways to get the job done efficiently. If rubbing and racing isn’t your thing, well…there’s an arcade mode, which lets you set up head-to-head, checkpoint, and two-player races. Also, some sort of capture the flag mode where you need to bump into the car carrying the flag to steal it and then deliver to some hotspot on the map. I don’t believe I ever took down the gang champion of New York City, thus never even seeing the second half of the game set in London.

I have no idea if Midnight Club: Street Racing hold up in 2018, and I’m not interested in finding out. Still, if I had my copy around, I might pop it in randomly one night for a zip down memory lane, but oh well. Much like Blockbuster, this franchise stalled years ago, and newer, more efficient racers have taken the lead, like Burnout Paradise.

GAMES I REGRET PARTING WITH is a regular feature here at Grinding Down where I reminisce about videogames I either sold or traded in when I was young and dumb. To read up on other games I parted with, follow the tag.