La Rush — PlayStation 2 cover art

La Rush

Midway's arcade Rush series traded checkpoints for an open Los Angeles, West Coast Customs body kits and a revenge plot about winning back your stolen cars.

Download La Rush 2.1GB .CHD Game manual 3.2 MB .PDF

CHD is a compressed disc image. Point PCSX2 (or any emulator with CHD support) straight at the file — no need to extract it first. The manual is the original scanned booklet.

Platform
PlayStation 2
Format
CHD
Released
2005
Developer
Midway Studios San Diego
Publisher
Midway Games
Players
1
Serial
SLUS-21112
Region
NTSC-U
About La Rush

The Rush games built their name on physics that treated San Francisco's hills as launch ramps, cars sailing over intersections with no regard for weight or consequence. Midway's 2005 attempt to modernise that idea moved the series to a free-roaming Los Angeles and hung a story on it: your garage gets cleaned out by a rival, and every race from there is about clawing individual cars back. The jumps survived the move. Almost nothing else about the transition went as smoothly.

The open city is the pivot point. Instead of picking events from a menu, you drive between them across a compressed version of LA, past the beach, the hills and the downtown blocks, and the map is genuinely large for a PS2 racer of its year. That size costs something. Pop-in is constant, traffic materialises at awkward distances, and the frame rate sags in the busier districts, which matters more here than it would in a slower game because the handling is deliberately loose and fast. You are asked to make split-second lane decisions in a world that has not finished drawing itself.

Customisation was the other headline, built around a West Coast Customs licence at the peak of that show's cultural moment. Rims, kits, paint, hydraulics, the full catalogue of mid-decade tuner iconography. It is presentational rather than mechanical for the most part, though the shops do give the recovery-of-your-cars structure a payoff beyond a number in a garage list. Winning a vehicle back and immediately dressing it up is a decent loop, if a shallow one.

Where the game still works is in its refusal to pretend to be a simulator. Cars slide, boost, and take air off freeway ramps in a way Burnout fans would recognise, and the checkpoint runs threaded through real streets carry some of the old arcade tension. Where it stops working is everywhere the ambition met the hardware. This wanted to be an open-world racer with the personality of a coin-op, and the PS2 could give it one of those things at a time.

It landed in a crowded 2005, between Need for Speed's tuner dominance and Midway's own decline, and it never found an audience. Play it now and you get a curious artefact: the last real gasp of a beloved arcade series, wearing somebody else's clothes and not quite filling them out. The jumps are still fun. The city around them never earned the right to be there.

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