You know, I’ve really missed driving games. I spent a great deal of my youth in seminal titles Gran Turismo and the early Need for Speeds, even playing some of the more esoteric titles like the very first cel shaded game I ever played Auto Modellista. Later on I’d spend countless hours with my mates playing Need for Speed Underground, spending most of the time customising our rides before spending what time we had left together racing or trying to beat each other’s drift scores. The want to go back is definitely still there, heck I was staring down buying a racing wheel for far too long recently, but I just haven’t dived fully back in yet. So dipping my toes back in with something that notionally straddled the “driving” genre with one I’ve gravitated more heavily to over the past few years seems like a good middle ground to start off with. Cloudpunk is that game and there’s certainly a lot to love here, from the unique visuals to the simple pleasure of simply driving around the surprisingly large world, the open world tropes that have made their way into the game really detract from the game’s solid core.
You are Rania, a young woman from the Eastern Peninsula who’s moved to the big floating city of Nivalis to escape the debt corps who chased you out of home. You’ve taken a job with a delivery called Cloudpunk; their business? Simple: they’ll deliver a package from A to B for you without any questions asked and they’ll do it faster than anyone else can. This is your first night on the job and it becomes clear that life in the city is nothing like where you come from and just making it through this first night is going to be a challenge in and of itself. You don’t have much time to think about that however as Control tells you that you have a delivery and it’s time to get to work.
I honestly can’t remember the last time I played a voxel based game (quick search shows it was over 5 years ago, The Deer God) so it was refreshing to see agame go back to this art style. Given that you spend a great deal of the game zoomed out though it’s easy to forget that it’s essentially 3D pixel art that you’re looking at, especially given the incredible amount of detail that the developers have packed into the game. Truly the game’s scale is really impressive, especially with the amount of diversity there is in the various details (like different levels having different styles befitting their status). Of course when you do get to zoom in close the extreme lack of detail in things becomes abundantly clear, like just how few blocks make up the majority of the items on screen. Still though it’s the best looking voxel game I’ve seen to date so hats off to the art team behind this.
As the opening plot summary would indicate this is basically a game of fetch quests, sending you between two points with the usual array of challenges mixed in. It is an open world game though, allowing you pretty much free reign of the entire game right from the get go. Exploration is encouraged and rewarded too as you’ll find tons of items, side quests and other tidbits of plot or worldbuilding scattered around everywhere. Thankfully everything is helpfully displayed on your map too, ensuring that if you want to go item hunting you won’t be spending a lot of time trying to discern one clump of voxels from another. There’s also some market mechanics although they’re never explained, but should you want to make a bucket of lims you could do trade runs once you find some arbitrage to exploit. Finally there’s a whole host of cosmetic upgrades for your character and apartment although they have absolutely no impact on the game whatsoever. All said and done there’s quite a bit to unpack in Cloudpunk and for those who simply love driving around and exploring I’m sure this is a game that’d give you quite good value for your money.
The main campaign ticks over at a steady pace throughout game, which you’re most welcome to ditch at any particular point (save for a few specific missions) to go off and do other things that interest you. All of the side missions are self-contained as well and don’t have any bearing on how the main campaign plays out. Your choices in the main campaign will have an effect on the story and the world however, although in all honesty I don’t think you can really move the needle too much in one way or the other.
After a while though the monotony does start to set in however as you’re often sent from one side of the map to the other only to find out that you’ll have to switch to another level and then traverse that to get to your destination. This wouldn’t be so bad if the driving was a bit tighter, or at the very least had upgrade options that’d make it a lot more enjoyable. To be sure there are upgrades but most of the handling ones didn’t seem to make much of a difference. I can understand that it’s part of the game’s design, hover cars after all probably wouldn’t drive like they’re on rails, but when the main thing you’ll be doing for more than half the game isn’t particularly enjoyable perhaps it’s worth looking at sacrificing authenticity for enjoyment.
It’d also help if the upgrades were somewhat rewarding but they’re honestly not. I was pretty excited to see that there was a retro console upgrade and retro game cartridges as collectible items. Figuring that I’d put 2 and 2 together and get something cool, maybe even an achievement, I bought the upgrade. Trouble is I couldn’t tell you where in my apartment it was nor could I interact with it at all. This goes for basically all the upgrades which are simply just more voxels for your PC to render. The clothing upgrades for your character are worse still, some of them just being basic colour changes. It feels as if the game was built with a reason for you to need a truckload of lims but never got around to implementing it fully. So instead we just have what amounts to cosmetics in a single player game, not particularly worth it if you ask me.
There’s also a few items which could use some fine tuning. The physics engine sometimes gets real confused when you bump into another car and shoots you directly upward as far as you’re allowed to go. This would be an edge case issue if the hitboxes for the cars weren’t quite a bit bigger than the models themselves, making unintended bumps and skyward punts more common than you’d expect. It would also be nice to have a way to upgrade your walk speed (for the record I did try the caffeine drink, whatever it was, and it seemed to make Rania run faster but I couldn’t tell you if she really did) as walking back through the same area for the 5th time does get a bit laborious and it’d be nice to be able to rush through them. Apart from those small issues though the game is basically fault free.
The story is kind of middling although it does have a great cast of characters that are given enough screen time to build them out substantially. In the beginning it is a bit much to have everyone you meet vomit their life story at you but after a while they do start to build together into an expansive world which is quite intriguing. However the story told within that just doesn’t really hit the mark and the emotional highs it tries to put forward feel unearned. The ending is also sub-par, taking the end-o-tron 3000 approach after spending most of its time trying to impress upon you the gravity of the choices you’ve been making. I’d definitely play a sequel if the devs choose to revisit this world, though.
Cloudpunk crams a lot into one place with vast voxel environments for you to explore from the comfort of your trusty hover car. There’s been a lot of care and attention paid to the visual experience and they’ve really managed to capture that dystopian, cyberpunk future feel. However the actual gameplay is very middle of the road, with the repetitive nature of the core game loop, unrewarding progression mechanisms and so-so story making for an experience that’s good, but not great. If all you’re looking for is an excuse to drive through a neon-soaked futuristic dystopia then I don’t think there’s many better alternatives around right now.
Cloudpunk is available on PC, PlayStation 4, Xbox One and Nintendo Switch right now for $28.95. Game was played on the PC with 7 hours of total playtime and 63% of the achievements unlocked.
Just as the indie resurgence saw the rebirth of game genres from the golden age so have other mediums seen the old come new once again. The new music genres of synthpop, vaporwave and future funk are all examples of this, seeking to capture the essence of the 80s/90s music scene and revamp it for current times. With them has also come the aesthetic of the time something which Outdrive embodies whole heartedly. Indeed Outdrive is more a tribute to this music scene than it is an actual game, serving mostly as a neon-slathered music player.
You play as, I believe, a reformed criminal who’s trying to leave his old life behind him. You can’t believe that you’ve managed to find a second chance with this girl who’s taken you, and all your faults, into her life without question. Unfortunately tragedy strikes and she’s mortally wounded by your former crew and the only chance you have to save her is to hook her up to your car (really). Now you must drive to keep her alive. How long she lives for is up to you and your driving abilities.
Outdrive’s visuals take cues from the 80’s stylized vision of the future with bright neon glows drenching the jagged, low poly landscape. There’s also a few distinctive elements to really seal the retro-future vibe like the low-fi sun that hangs over the landscape and the 80’s styled billboards. The environments aren’t terribly detailed, something which isn’t an issue most of the time since you’re flying past them, but does mean that once you’ve driven past them twice you’ve basically seen it all. There’s really not much else to say about Outdrive’s visuals as what you see in the screenshots here are pretty much what you get.
The game play is a pretty simple driving simulator that uses pre-generated segments that are randomly mashed together. You have to keep your speed up in order to make sure the girl stays alive, but not so fast as to hurt her. There’s going to be various objects that will get in your way, including an attack helicopter, but even the most egregious of crashes likely won’t lead to the girl dying. Indeed you can bump, grind and floor it constantly without any ill effects which takes any semblance of challenge out of the game completely. Given that it’s mostly focused on the music above anything else I’m not completely surprised but that does mean that, as a game, Outdrive doesn’t really stack up.
Don’t get me wrong, I thoroughly enjoy the kind of music that Outdrive is promoting and do enjoy the odd mindless game when I want a break from the more cerebral titles I find myself playing. However once you’ve played Outdrive for 10 minutes or so you’ll have figured it out completely and likely seen every landscape it has to offer. The music, whilst great, isn’t enough to hold the game together. It’s a bit of a shame as putting a little more effort into the overall experience would have made it so much better, rather than it just being a nice visual MP3 player.
Outdrive does a good job of showcasing the music it set out to highlight however, as a game, it simply fails to deliver anything above a rudimentary driving experience. Visually it’s impressive, capturing that retro-future feeling aptly with its bright neon glows and muted hues. However when it comes down to it the game is unchallenging and not particularly interesting. It’s a shame as more effort put into the actual game itself would have made the entire experience so much better. It’s still worth a look in if this kind of music appeals to you, as it does to me, but for anyone else this one is probably best left to one side.
Outdrive is available on PC right now for $1.99. Total play time was approximately 1 hour.
The Steam Top Sellers chart is a rather strange place. For the most part it’s in a constant state of flux with titles popping on and off it almost daily, usually when sales of a particularly good title go on sale or a hotly anticipated game goes up for pre-order. However there are some titles that manage to secure a top spot on there for a long time, seemingly immune to the regular ebbs and flows of the market. Titles like Rust, DayZ and Counter Strike: Global Offensive are regularly up there but every so often one title manages to break into there, seemingly out of no where. Spintires was one such title attracting quite the following for a game that, to me, seemed to be little more than Euro Truck Simulator with mud. Still the videos were enough to convince me to give it a look in, even if it wasn’t a genre I’d typically play.
The premise of Spintires is simple: you’re to get a bunch of lumber from the mill to its destination, easy right? Well in between those places is a whole mess of treacherous terrain just waiting to stop you in your tracks, foiling any attempt at lumber delivery. However you have a multitude of vehicles at your disposal which you’ll need to make full use of if you want to complete that objective in a reasonable amount of time. Honestly after playing it for a few hours I feel like my initial assessment of it was quite apt as whilst the premise sounds rather dull there’s definitely a lot going on in Spintires that I’m sure simulation geeks will love.
Spintires is quite impressive visually, making heavy use of level of detail and depth of field that give it a much more realistic feel than it would otherwise. Games like this typically forego visual flair for more accurate simulation but Spintires seems to get a decent mix of both of them, being both visually appealing (if a little drab) combined with a driving simulation that matches my brief experience with driving in similar conditions. There are limits to the simulation of course which will provide joy and annoyance in equal amounts but overall Spintires is a surprisingly polished product.
As I mentioned earlier the core gameplay of Spintires is centered around taking lumber from one location and delivering it to another. Depending on what vehicles you have at your disposal (or unlocked by exploring the map) you’ll be able to deliver different loads which have higher point values, allowing you to accomplish the task quicker. However it’s not simply a matter of driving from one location to another as there are numerous hazards that will get in your way, not the least of which is the seemingly endless mud tracks that you’ll be trucking across. In some of these situations you’ll have to bring along additional help in order to get yourself out of trouble or, if you don’t plan it right, dig yourself in even deeper.
Whilst the controls are pretty easy to get the handle on initially it becomes quickly apparent that the tutorial, if you could call it that, is a little bit inadequate. The above screenshot shows you how most things work however even if you combine that with looking at the keybindings you’re still likely to find yourself wondering how to do certain things. Thankfully Oovee’s forums are filled with tons of good advice for people like me who had no idea what they were doing. Still it feels like Spintires could probably do with a short tutorial map with everything unlocked in it so you could get a feel for the game before diving into the bigger maps.
The simulation experience is pretty good and from what I can remember of the short time I went 4WD driving with my scount troop back in the day it mirrors real life pretty well. Whilst you’ll most likely be running full diff lock and all wheel drive constantly (which makes the point about it consuming more fuel mostly moot) there’s still a lot of challenge to be had, especially if you’re just exploring or trying to remove the cloaking on a map. The core game of transporting lumber is somewhat less exciting though as unless you’re transporting the long logs you’ll be doing multiple trips and that just loses its luster very quickly. Still there’s a lot of fun to be had in trying to bug out the physics engine, which I assume is part of the appeal for games in this genre.
It doesn’t take much to do that unfortunately as whilst the simulation seems to work well in most circumstances it starts to behave very oddly once it’s outside its comfort zone. Rocks floating softly up and down, vehicles having a distinct preference for being right side up (unless special circumstances are met) and ground changing it’s consistency randomly are all issues I encountered during my brief play through. There was also the issue of it crashing to desktop a couple times with one time resulting in my save game file disappearing. There’s also the issue of the camera which seems to be too smart for its own good, making moving it around an exercise in frustration. In all honesty it has much the same feeling as many other just off Early Access games do, something which I feel all developers need to take note of and avoid in the future.
Spintires is a game that I’m sure will appeal to lovers of this genre as it recreates the experience of driving heavy vehicles through muddy terrain with a disturbing amount of accuracy. This shows through in several aspects of the game, namely the visuals and the core simulation engine, something which I’m sure many will appreciate. However it still seems to be suffering from some early stage teething issues and honestly whilst I can see the attraction to these kinds of games it’s probably not the kind of title I’ll find myself investing anymore time in. So if you’re a lover of all simulators great and small you probably won’t go wrong with Spintires.
Spintires is available PC right now for $29.99. Total game time was 4 hours with 6% of the achievements unlocked.
You’d have to be living off the grid to not have heard about the latest instalment in the Grand Theft Auto series. The budget alone made waves when it was announced rocketing it to the number one spot for most expensive video game ever developed. Of course this has since translated into it being one of the biggest selling games of all time selling well over $1 billion worth of copies in its first day and looks like it will be well on its way to being the highest grossing entertainment product of all time. Even though my history with the series isn’t the greatest (Vice City was probably the only one I actually enjoyed) there was no question that I had to play GTA V and stick with it long enough to do it justice.
GTA V, unlike its predecessors, shares its main story between 3 different career criminals. The first you’re introduced to is Michael, a once great mastermind of planning and execution he has now entered retirement. The circumstances surrounding how he got to this point is something of a mystery but its obvious that his retirement isn’t sitting well with him. Franklin, a former gang banger who’s trying to go legit, runs across Michael’s path when he’s tries to repossess a car that belongs to Michael’s son. Seeing his potential Michael takes him under his wing, bringing him along for the first real heist he has done in a decade. This has the unfortunate consequence of alerting one of Michael’s former running mates, Trevor, to the fact that he’s still alive, something which doesn’t sit particularly well with him.
This is likely to be the last big hurrah for the current console generation and true to form the graphics for this title are pretty astounding. Sure I’ve seen a lot better on the PC, indeed there are few things that can hold a candle to Crysis 3 these days, but for a console architecture that’s pushing 8 years old the level of fidelity is very impressive. What really sets GTA V apart from other open world style games is the incredible amount of detail in the world, something which becomes readily apparent when you’re flying over it in your aircraft of choice. This does come at a cost some times as even my less than 1 year old Xbox struggled to keep up at some points but I’ll gladly wear the occasional frame dip if it meant graphics of this calibre everywhere.
That breadth extends into the game world itself as there’s innumerable things for you to do in this world. I personally stuck to the storyline missions as they’re the things that interested me most but, should that not exactly tickle your fancy, you’re pretty much guaranteed to find something to do. Indeed you might not even need to go looking for it as there are randomly generated events that can happen anywhere so its quite likely that even just mindless driving won’t be as uneventful as it sounds. This is then complimented by how alive the GTA V world feels with it teaming with NPCs that aren’t just mindless zombies, they’re active parts of the environment. From what I can remember from GTA IV this is quite a stark contrast as by comparison it felt a lot more…sterile.
From the get go its obvious that Rockstar put a lot of time into getting the driving mechanics of GTA V just right. This doesn’t mean realism, as much of the driving physics are certainly not based in reality, more in the context of the game the driving experience and how it interacts with the larger game feels very solid. Should they have foregone this for some reason I’d probably have a much dimmer view of the game overall as you’ll be spending a great deal of your time driving through Los Santos’ roads. I will admit that towards the end I started taking taxis everywhere as I was getting a little tired of having to drive all the way across the map all the time but at least the developers had the foresight to include such a mechanic, alleviating a lot of potential frustration.
Combat is done through a traditional 3rd person cover based system which thankfully avoids the usual pitfall of only allowing you to have 2 weapons at a time. Instead your entire arsenal is always at your disposal, from night sticks and pistols all the way up to miniguns and rocket launchers, all available through a weapon selection wheel. Whilst some would argue that this could trivialize some of the encounters (and it does, to an extent) I think going for the 2 weapon norm would have taken out much of the fun that comes with the GTA brand. The flip side of this is that, when combined with the aim assist that’s built into the game (which, I admit, I did not turn off) most of the encounters aren’t exactly difficult and are more about positioning and use of cover than they are about weapon choice.
Despite that GTA V does a good job of creating tension during combat by using your ability to switch between characters. You’ll usually start off using one of them and then you’ll need to switch to another in order to keep on progressing forward. Sometimes this will be because they have some kind of tactical advantage, like being on the roof and able to take out snipers, other times it will be so that you can get them out of a jam. To be honest I was sceptical that this would add anything to the game play but the execution of the idea is done well enough that it alleviates much of the repetition. This could also be due to my storyline-first play style which saw me go through many varied environments but even the small fire fights I got into outside of them felt quite varied.
Whilst there’s not explicit levelling or progress counter in GTA V there are aspects of the game that are gradually unlocked or made accessible to you as you progress through the game. As far as I could tell newer weapons were made available to you after a certain set of storyline missions were completed as it wasn’t until late in the game that I was able to get the Advanced Rifle. To be fair though you really only need a shotgun and an assault rifle to get you through pretty much everything and when a mission requires you to have a special kind of firearm its given to you free of charge. Car upgrades also seem to be somewhat moot as whilst I could save the car in my garage I couldn’t seem to figure out how to make it my default car so after one mission it, inexplicably, disappeared along with the $100K I had dumped into it. I’m willing to admit ignorance on that one, however.
For a game of this size GTA V manages to get out of it relatively bug free, especially if you don’t go out of your way to find them. I ran into a few random occurrences however the most notable of which was reloading a quicksave that put a lightpost through the middle of my car. Driving forward then threw it up into the air and, had it been on the other side, would have likely resulted in my character’s death. There were also some rather unusual physics that occurred when driving around, usually when at moderate speeds and I’d clip something that I couldn’t see and then proceed to be sent skywards. None of these detracted from the overall game however and considering just how much content there is within GTA V I’m quite surprised that there are so few; a testament to how much polish Rockstar has put on this title.
Out of everything in GTA V I’d have to say my favourite part would have to be the heists, especially the first one at the jewlery store. Now I’m not sure if this was a failing on my part or not but there seemed to be a indication that more heists would be made available later on but, as far as I could tell, they weren’t. So whilst it was all well and good to say that crew’s skills would get better with repeated heists I never felt like I had the opportunity to take the risk on the cheaper ones in order to skill them up. Indeed it seemed whenever I did take one of the cheap ones they always ended up dead so I really had no choice in the matter. I’ve since read that heists will be a co-operative encounter in the GTA Online experience but since it was only released recently (and has been struggling with the load) I haven’t had a chance to play it.
The story of GTA V is pretty engaging and is probably the only reason why I stuck through it for as long as I did. Whilst I avoided many of the side missions, mostly because the few I did play were total crap (i.e. tow truck with Franklin) they did seem to be a good way to flesh out the 3 main character’s backgrounds, if you were interested in knowing more. The one thing that I will take issue with, and again this might be due to my storyline first play style, is that many of the issues that the characters have (both with each other and the various other NPCs in the world) seem to wrap up rather quickly during the last couple missions, seemingly out of no where. This does make for a rather satisfying ending (I chose the death wish option, if you’re wondering) it did feel a little hacked together.
GTA V is one of those rare examples where a big budget, long development cycle and never ending hype has actually culminated in a game that lives up to all the expectations lumped on it. The world is large and varied, peppered with numerous different things for you to do and distractions to give you a break in-between missions. Nearly every aspect of the game has received the level of polish we’ve come to expect from Rockstar games with many of them exceeding my expectations. It’s not a fault free experience, as much as some fans would like to say otherwise, but it is an incredibly solid game, one that sets the standard for all others in its genre to be compared against. Whilst my typical aversion to open world games means that I probably won’t be racking up many hours on it for years to come it still stands on its own as a solid single player game experience, one that’s definitely worth your time to play.
Grand Theft Auto V is available on PlayStation3 and Xbox360 right now for $78 and $78 respectively. Game was played on the Xbox360 with a total of 24 hours played with approximately 60% completion.
4. That’s the number of times I hit the snooze button this morning. The bed in the hotel was so beautifully comfortable that the prospect of leaving it was more than I was willing to bear. Still I had set the alarm for a reason: I had an important task to accomplish today and it had a start time, 10:00am. The alarm dutifully went off at 9am but was slammed into silence multiple times so that I could enjoy just a few more sweet moments sprawled out under the covers. The enormity of the task I had set myself soon began to weigh on me however and I pulled myself out of bed to get ready for this monumental task.
I was going to pick up my first American rental car.
Usually this wouldn’t be much of a big deal but since I’d never driven a car in a country that drives on the wrong side of the road (even though the majority of the world does so) I was on tenterhooks as to how I would cope with it. I tried to soothe myself with some facts like the one that many countries have completely switched from one side to the other with no ill effects, even on the day of the switch. Still those first few moments when I sat in my shiny red Toyota Yaris had me scrambling to figure out which way was up, with blinkers and window wipers going crazy as I tried to gain control over my 68hp beast.
The following couple hours of driving were strikingly uneventful as I drove towards my chosen destination the Florida mall. This was due, in whole, to the fact that I got completely and hopelessly lost for those two hours. It wasn’t for the fact I didn’t know where I was going, I had looked it up before I went. No it was more due to the fact that I had no idea how to interpret 90% of the road signs and missing the other 10%. Thanks to the plentiful McDonalds restaurants that spotted the highway I was able to purloin free wifi Internet to help guide me on my way to the Florida Mall. I arrived there around lunch time and set about hunting down the places I could do the following things:
The first task was relatively easy, despite my tendency to be completely disinterested in most fast food. I eventually found a place that had a decent chicken salad and a juice bar that served up a mean fruit cocktail. Once I was flush with energy from consuming all that I went onto a shoe store called Sketches which I had seen multiple times before in other places. I managed to find two pairs of shoes that I thought were pretty decent and they had a sale going on so I grabbed both of them:
Getting my online self mobile proved to be a little more difficult however. After searching most of the store I couldn’t find anyone that sold AT&T, the only cell provider I knew would support my iPhone with 3G. As it turns out Radioshack stocks them so I hunted down one of their resellers. I had done some research prior to leaving that said all I needed to do was to buy the cheapest handset I could find and then rip the sim out of it and stick it in my phone. It made sense to this former phone salesman so I scored myself a brand new Samsung A107 for a cool $20 (including $15 credit), plus another $15 for credit (required for activation, apparently). After spending 10 minutes with the salesman getting it activated I headed off for the trip back home. On the way I, of course, got myself lost and thought this would be the perfect opportunity to switch out the sim and get the maps working.
As it turns out not only are the phones locked to the AT&T network they also lock the sim to the phone itself. After wrangling with my iPhone to get the new sim in it greeted me with a No Service error and refused to work. That, my friends, was $40 down the toilet and a couple quick Google searches confirmed that AT&T had been doing this for about a year. So much for that plan then. I’m not sure if I’ll bother trying to get an American sim now, it might just be worth grabbing a cheap-o GPS unit like my friend Nick did on his jaunt over a couple months back. That’s basically all I’d need it for anyway (and my next car apparently comes with one for free).
After dealing with my fail I managed to get myself back to the hotel and worked off the aggression with a good workout. I then had dinner at one of the local restaurants where the food was palatable, but nothing to write home about. I took this opportunity to sample one of the local beers, this one being a Sam Adams Octoberfest:
It was a decent brew, easily comparable to some of the more premium Australian lagers. I’ve become more of an Ale man over the past couple years of refining my beer palate so there wasn’t much to write home about this one but it was a decent accompaniment to my meal of skewered beef and roasted vegetables. Hopefully I’ll be able to indulge my inner beer fanatic a bit more when I’m down in Miami as I’ve read that there are some very good restaurants down there.
Casting off the exhaustion of yesterday was a good feeling and whilst my day was filled with fail it still felt good to get out and about around Florida. Tomorrow the real fun begins as I say goodbye to my plucky Yaris and trade up for a more manly set of wheels: a Z06 Corvette. I’ll also be upgrading my hotel from the Hyatt Regency to the Viceroy in Miami and by all accounts it looks to be one heck of a step up. I’m looking forward to living a little bit of the highlife down there as my suit has been aching to get out of the cramped confines of my suitcase. The heat here however has been quite intense so it will probably be a night only affair. Still with the reputation Miami’s night life has I don’t think I’ll be out of place late a night, seeking a classy encounter 🙂