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GoHerd35

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Registered: 11-23-2003


GoHerd35

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Welcome to MotorStorm™, the world's most brutal off-road racing event where the goal is to win at all costs. Choose from seven vehicle types, from high-flying dirt bikes to powerful big rigs, and destroy anything that gets in your way in a no-holds barred sprint to the finish. Try and survive.
 
General Information:
 
Published by: Sony Computer Entertainment
 
Developed by: Evolution Studios
 
Genre: Racing
 
Number of Players: 1

Maximum players online: 2-12

Price: $59.99 USD MSRP
         
Release Dates:
  • US: March 6th, 2007 *Released*
  • JP: December 14, 2006 *Released*
Media: Blu-ray Disc
 
Rating: "T" for Teen; Language, Violence
 
Platform:
PLAYSTATION®3
 
Websites:
Reviews:
Boxart:



Media:
Screenshots:









Track Listings:



DustDevil - High speed, big-air loose earth and hard rock racing in the baking desert sun, DustDevil focuses on the slippery, gritty, surface types in an open-form, expansive race, with ribbons of fast rock and patches of slow vegetation providing a variety of handing challanges.



Mudpool - A showcase for our mud technology, Mudpool offers mudfilled gullies, trenches and riverbeds. Every section is a dirty, slippery challenge against the environment as well as your competitors.



The Grizzly - The longest, most dangerous and most diverse track featured in the festival. Encompassing multiple terrain types and many set-piece areas for an epic and varied challenge.



Sidewinder Gulch - Set amongst a network of deep, dangerous canyons and narrow water-cut gorges, this snaking track offers a thrilling, fast and wild ride.



Rockhopper - Racing on the razor's edge: vertigo-inducing, precarious roller-coaster ride across knife-edge ridges and mushroom mesa-tops. Windy, exposed, and fraught with danger, Rockhopper features perilous drop-offs and wind-smooted slick rock surfaces for an altogether unique race environment.



Rain God Mesa - A test of skill and bravery set atop the enormous Rain God Mesa, taking in both perimeter and interior areas, with the constant threat of the ever-present 'edge' lending the track a unique identity and feel.



The Tenderizer - Bone-shaking bumpiness and extremely rocky terrain dominate this accurately-named vehicle-wrecker. Based around a mud-bottomed, boulder-strewn valley, the course takes in a long mud-bath section, an abandoned quarry, and plenty of junked vehicles obstructing the track.



Coyote Rage - No description.

Vehicles:



MX Bike - Lightweight, agile and thin. Bikes have a good degree of acceleration and average speed, but are vulnerable to damage.



ATV - Similar to the bike, but heavier and bulkier. ATVs are more stable and durable, but not quite as agile.



Buggy - A good combination of speed and ability to cross rough terrain, these vehicles are one or two seat space-frame contraptions, custom-built to rugged specifications.



Racing Truck - These modified pickup trucks are powerful, heavy machines. Good ground clearance means they are capable of crossing rough terrain, but do not have the acceleration of the lighter vehicles.



Rally Car - Fast and relatively light, but limited by the types of terrain they can cross. Anything too rough or boggy and these will suffer. Made of lightweight materials, they are not very durable.



Mudplugger - The biggest of the cars, these imposing vehicles have big wheels and heavy-duty suspension letting it deal with even the worst terrain. Speed is the biggest weakness.



Big Rig - Large, powerful and pretty much unstoppable. Low on speed and agility, but who cares when you can just drive over people?

MotorStorm Soundtrack:
  • Curve - Hell Above Water
  • Elite Force - Presha
  • Everytime I Die - The New Black
  • Gluecifer - Automatic Thrill
  • Hyper - Hot Rockin'
  • Kings of Leon - Sprial Staircase
  • Krafty Cuts - Bass Phenomenom
  • Lunatic Calm - Leave You Far Behind
  • Monster Magnet - Powertrip
  • Nirvana - Breed
  • Pendulum - Slam
  • Pitchshifter - Scene This
  • Primal Scream - Dolls
  • Primal Scream - The 99th Floor
  • Queens of the Stone Age - Medication
  • Slipknot - Before I Forget
  • Spiritualized - Electricity
  • The Experiment - The Cost of Freedom
  • The Reverend Horton Heat - Big Red Rock of Love
  • Trach Palace - Animal Logic
  • Wolfmother - Woman

Articles:

MotorStorm Updated Hands-On (GameSpot)

Sony's SCEE-developed MotorStorm is set to hit the PlayStation 3 with a muddy, physics-heavy bang when it comes to the US early next year. The over-the-top racer has been catching attention since it first appeared at the 2005 Electronic Entertainment Expo as a flashy trailer and has been prominently featured at a number of Sony events. Most recently the game has appeared in demo form in the PlayStation 3 online store. Though the demo offers a taste of what to expect from the upcoming game, Sony recently showed off an even more polished work-in-progress version at a press event that featured new tracks as well as a look at how the single-player game is going to work. We had the chance to hit the road with the game and talk to a member of the development team to find out more about this crazy racer.

The version on display at the event showed off the centerpiece of the single-player game: the MotorStorm Festival. The Burning Man-esque festival takes place in a desert setting and appears to be attended by throngs of action junkies looking for a fix. The game's front end contains video of the attendees walking about and is shot in a documentary-style complete with shaky camera. Besides serving as an eye-catching visual, the festival serves as the structure for you to progress through the game. You're essentially cast as an attendee and participate in the festival by entering events. The various events will become available to you as you collect the appropriate tickets. Each ticket will represent a specific event and, from what we saw, will offer anywhere from one to several races for you to engage in. The events appear to range from a typical race wherein everyone is using a similar off-road vehicle, to crazier scenarios wherein you'll be required to use an alternate vehicle, such as a dirt bike, while everyone else is rocking cars. Once you get the hang of such insanity, you'll find that some events don't tie you to a specific vehicle and will let you choose whatever you feel like driving. As you clear the events, more tickets will become available and will send you to different locales to get your race on.

We were limited to the first three tickets in the game, which let us check out several new tracks--with suitably edgy names like The Grizzly, Mud Pool, and Rockhopper--and their events. For the most part, the tracks featured variations on the themes we've seen in the game: high-speed racing on cliffs that rely on well-thought-out, or incredibly lucky, maneuvering and the use of your vehicle's boost. This time we were able to get a better appreciation for the different routes through the various tracks. The routes are highlighted on one of the load screens shown before races and offer you food for thought as you try to figure out just how you're going to use that flimsy motorcycle against a pack of big rigs and take first in a race. The Mud Pool area showed off the gooey challenge of tearing through mud at high speeds.

Control in the game is solid and varies in accordance with what you happen to be driving. The layout on the Sixaxis is intuitive and even offers the option to use the motion sensing functionality to steer your vehicle. The larger big rigs are a challenge to control due to their size and the high speeds you'll be traveling at, whereas the motorcycles are fast-moving rockets that are destined to send you flying off into open space initially until you get used to their quirks. The game's arcade-style sensibilities have kept the solid control and high-speed racing balanced between fun and realism. You'll have to respect the natural order of physics, but it doesn't wind up being so realistic that you can't have some fun.

Sony reps on hand offered up some additional information on what to expect from the game beyond what was on display. First and foremost was the game's artificial intelligence, which, because the tracks we were racing on were taken from the start of the game, was about as nonconfrontational as could be. As you progress deeper in the game, the AI will apparently go from "Care Bear" to "completely hateful," resulting in opponents that will eventually start teaming up on you and actively trying to rub you out during a race. Reps also verified that the copious amounts of damage your car will undergo will not affect its handling, because the team wanted to focus on a fun racing experience that skewed arcade-y (as evidenced by the lack of an onscreen speedometer or map). However, the big question mark for us was MotorStorm's online content, which has been discussed here and there but never properly outlined. While reps weren't able to lay it all out for us yet since the online component is still being worked on, they did offer some solid tidbits. The game is currently being targeted to support a minimum of up to eight players with support for voice chat. The team also intends to offer online ranking you can track via leaderboards, as well as tournament support. Finally, as we've seen demoed before, the game will also support downloadable content in the form of tracks and vehicles, though specifics on what and how much aren't ready just yet.

The visuals in this version of game show off some additional polish, focusing mainly on performance and effects that give the experience a sharper look. The various vehicles looked great, thanks to a high level of detail and a cool, though painful, level of deformation, which is one of the game's selling points. Next to the overall madness of tearing along on cliff edges, seeing your car come apart in various chunks as you slam into objects and opponents is primal pleasure. The new mud track also appeared to be delivering on the promise of the early demos of the game that showed off the messy, gooey physics you'd expect when tearing through a muddy course. As far as speed goes, MotorStorm cruises along at a fairly stable and smooth frame rate. Though the game doesn't have the blistering speed of a 60-frame-per-second racer, the inclusion of various motion blur and particle effects conveys a suitably white-knuckle sense of motion in both the first- and third-person cameras offered. The only rough edge we noticed was some inconsistent texture work, which varied radically from the gorgeous, near-photo-realistic locations and vehicles, to much simpler textures that looked smeared. To be fair, many of the less-attractive textures were in out-of-the-way places we happened upon after careening out of control. Sony was showing the game off in 720p on some epic Bravia televisions via an HDMI cable, which gave the visuals some extra kick.

The audio suits the action perfectly and doesn't differ too much from what we've heard before. The engine noise and collisions are still satisfying and painful, depending on how the race is going. The racing music predictably leans toward loud rock tunes from Slipknot and the like, which is fine, since MotorStorm doesn't exactly lend itself to a catchy pop soundtrack.

Based on what we played, MotorStorm is shaping up to be a tasty PS3 game. It features a solid gameplay foundation that's satisfying, albeit straightforward. The visuals and audio complement the action well and do a good job of holding your attention. The promise of online play and downloadable content (provided we don't get charged an arm and a leg for it) should definitely help the game find an audience. MotorStorm is currently slated to ship in March 2007. Look for more on the game in the coming months, including import impressions of the Japanese version, which is slated for this month.

Source


MotorStorm Final Hands-On (IGN)

Wow. We've just played through the final Japanese version of MotorStorm and we're still shaking from the experience. It's not hangover jitters either, rather the effect of adrenaline coursing through our veins after playing PS3's off-road epic on an eight-foot screen via a high-def projector. To say it looks awesome is an understatement: the earlier builds we've played looked impressive but now it's faster, more detailed and closer to the original E3 tech demo than we ever expected. In short it's the most impressive racing game we've seen in a long time and is a definite must-have come the launch of PlayStation 3.

But before we get carried away with the fabulously filthy fun that can be had in MotorStorm, let's start at the beginning. After a gloriously over-the-top intro sequence that talks of warriors doing battle in the desert (what!?) you're presented with a single game mode - Festival - that takes racers onto the off-road circuit in search of fame and glory. The racing game equivalent of a campaign mode, Festival is filled to bursting with 21 events - called tickets - although only three are accessible at the beginning. There are four races in each category, unlocked one-by-one by finishing in first, second or third.

Races are split into vehicle types rather than individual tracks so the same circuit can frequently appear in a single group of events. For example, there are three tracks in the In At The Deep End event - one set on the Raingod Mesa circuit, one on the Rock Hopper track and two on Coyote Rage - even though there are four races. However, only certain vehicles are eligible to compete in each race, with bikes, buggies, racing trucks and rally cars all grouped together rather than a free-for-all involving MotorStorm's entire garage of cars in one go.

That's not to say players are limited to a single vehicle. There are at least two to choose from for every race, albeit of the same type, and each available in multiple colours and designs. Although car-hungry gamers may feel cheated because they can't access every car right from the start, we like the way the cars are introduced gradually, given as a reward for winning races and earning points. What's more, each vehicle type handles very differently from the next, with heavy rigs gripping the track, ATVs bouncing around uncontrollably and rally cars sitting somewhere in the middle, so the staggered car roster helps players to gradually familiarise themselves subtle differences in handling.

The half-dozen tracks we played on are just as diverse as the vehicles too, not just in their design but also the different types of surfaces you race on. The Raingod Mesa track, which we covered in the last MotorStorm hands-on a couple of weeks ago, is located on top of a mountain and the hard stone surface provides fantastic grip, although boulders and sheer drops are lethally treacherous if you miss-time a jump or overdo it on the turbo.

A number of noticeable improvements have been made to the tracks since the last version of the game we saw, including an increased number of spectators (albeit static) cheering from the side, destructible scenery that stays destroyed throughout the entire race (opening up shortcuts in some cases) and huge video screens that display the race in real-time. Races take place at different times of the day too, with cars shining brightly under the dazzling midday sun or basked in red as the sun sets during early evening competitions.

Another track we've already road-tested, the Coyote Rage circuit, has also been given an overhaul. The loose dirt and mud affects the handling of cars much more than before, plus tyres ruts are much more evident, so much so the bloody great ditches carved out by big rigs can flip an ATV if it hits it at the wrong angle. Recovering from crashes in the mud is tougher too, with the wheels spinning and struggling for grip in the sloppy dirt.

The third track we tested, Dust Devil, is a much more open course with multiple routes snaking through rocks and other obstacles. Naturally some routes are safer than others, with wide sections of the track providing a danger-free - although lengthy - path through the desert. Shortcuts are much more hazardous, forcing drivers to squeeze through obstacles, which isn't easy when your buggy's pelting along at full whack.

The type of vehicle you're driving can affect the routes you take around the circuits, with heavy trucks capable of smashing through wrecked cars and advertising hoardings, while bikes must sneak through the gaps in between. Nowhere is this more evident than on the Rock Hopper track, which has multiple routes all the way around the circuit. Heavier vehicles are best off sticking to the low, undulating paths that stretch along the valleys, while buggies and bikes can take to air by leaping off jumps and speeding around banked curves that make up the upper section of the course. It's tremendous fun whatever you're driving, plus the speed has really been cranked up compared to previous versions of the game so gliding through the sky on a dirt bike really is an exhilarating blast you'll never forget.

The experience is further heightened by mud and dust that's kicked up off the ground, caking your windscreen in dirt. Get stuck behind a pack of buggies and it's almost impossible to see where you're going, especially if you switch to first-person. What's more, if you really want to admire MotorStorm's smorgasbord of next-gen effects, you can hit 'Start' at any time to freeze the action and zoom in, out and around your vehicle - Matrix-style. The balls-out racing action is perfectly complemented by the game's rib-shaking soundtrack too, with live tracks by Primal Scream, Slipknot, Nirvana and Kings of Leon thumping over the growl of revving engines.

Having spent a few hours caning cars, battering bikes and totalling trucks around some of most extreme courses we've seen in a racing game, we can happily report that MotorStorm really is shaping up to be the eye-meltingly fast racing epic it promised to be when it first debuted. It's fast, it looks incredible and, with almost a hundred race events to get stuck into, there's more than enough to keep speed freaks coming back for more. In fact the only feature missing was an online multiplayer mode, which apparently won't make it into the final Japanese game. However, it will make it into the US and European versions, along with downloadable content, so some things really are worth waiting for.

Source

MotorStorm's Mud Pool (IGN)

Easily one of our most anticipated post-launch PlayStation 3 games, MotorStorm looks to infuse offroad racing with a tall order of chaos and a plentiful helping of carnage. While many people have gotten a taste of the game either at in-store kiosks or via the downloadable PlayStation Store demo, no one has yet gotten to see more than one or two of the title's tracks and environments - until yesterday, that is.

If you've seen both the in-store and downloadable demos, you'll know that the PlayStation Store version is newer and showcases a much tighter framerate. The build we played yesterday is even tighter, only shying away from its rock-steady pacing once during our rather extended look at the game, and we're confident that was simply a pre-release fluke. Indeed, the game is running great at this point and it's looking a tad bit cleaner as well. Some particle effects are a little smoother and many of its post-processing effects, like the motion blur, are a little more refined. The game also appears to move a little quicker - not enough to mistake it for the next Burnout, but worries of a slow racing experience are certainly a thing of the past.

The game is centered around the MotorStorm festival, which sounded to us to be something similar to Burning Man, only with a heavy emphasis on offroad racing. The game's running background video shows thousands of party-goers camped out in the middle of nowhere dancing to music and watching racers perform donuts around bonfires.

The progression of the game is directly related to this festival setup. Events are tied to tickets, with each ticket allowing you to enter anywhere from one to four races. Completing one ticket will open the next. It's fairly linear, though as you'll normally have multiple races to choose from, you're able to take them on in any order you want.

The game's events are based around both a specific location and class of vehicles. Some events are essentially set up as challenges, where you might need to hop on a bike while everyone else is in big rigs, forcing you to race defensively. Others will be open to any class of vehicle and it's your choice as to what sort of wheels you'll bring to the race.

While the Raingod Mesa track featured in the demo only very slightly hints at this, the tracks are designed around multiple pathways designed for use with certain vehicle classes. For example, racing down in the trenches is great for bigger vehicles as you won't need to navigate through tight turns and over treacherous jumps as often, though you'll be tire-deep in mud. Bikes and ATVs are better suited for racing up high, though you'll need better control over your steering column. The different event types will ensure that you mix things up over the course of the game though, so you'll want to change your routes according to your current vehicle class.

During our time with the game we were able to check out a handful of new tracks. The Grizzly is a wide-open course with tons of space to weave in and out of other rides. It seems like a rather introductory course, one that will let you get used to the controls without punishing you too much for making mistakes. Coyote Rage has relatively quick laps, running only about a minute or so, that run through tight crevices in the area's rocks. You need to make plentiful use of your brakes here to slide in and out of turns to keep your speed up.

The Mud Pool is easily the dirtiest track we tried with what must be thousands of gallons of slippery mud lining the bottom of the course. The environment does a nice job of showcasing MotorStorm's deformable terrain, with tires cutting through the crusty top layers of dirt to reveal the slick and wet mud below. Bikes and such will want to stick to the higher and drier ground, carefully hopping back and forth over the lower section.

The last track that we got to try out is entitled Rockhopper and ranks as our favorite track so far. Seemingly the longest course of the day, you take your vehicle from rock to rock via either tight bridges or short but wildly-angled ramps. It's a bone-dry course, so you don't have to worry about navigating the muddy wakes of other vehicles, but you do need to be ultra-careful about taking a ramp at the wrong angle and plummeting to your fiery death.

While MotorStorm is set for release in Japan sometime this month, it's February or March release in the US will see the addition of online play. Specific details about how this will work are still under wraps, but we're told there will be ranked play complete with leaderboards, tournaments and support for at least eight players, maybe more depending on how well the net code holds up in the end.

Every time we've gotten a chance to see MotorStorm we've been more and more impressed, and that was still the case this time out. The game is really damn fun at this point, providing for some of the most chaotic racing we've seen in some time. We can't wait to get our hands on its final form in a couple months.

Source

MotorStorm Online First Impressions (IGN)

If you've been following IGN's extensive coverage of MotorStorm over the past few months, you'll already know how it's one of the must-have games for PlayStation 3, thanks to its **bleep**tail of intricately-designed dirt tracks, turbo-charged cars and mud-spattered gameplay. You'll doubtless also know it topped the charts when it was released in Japan, even though it was missing any kind of multiplayer mode. And while Evolution Studios has been busy squeezing the online option into the PAL and US versions of the game in time for its March release, no one has managed to get down 'n' dirty with multiplayer MotorStorm - until now.

Before we get stuck into the nitty-gritty of MotorStorm's multiplayer mode, it's worth noting that the game's servers have yet to be fully populated - the game isn't out yet, after all - so, at this point, our impressions are based on racing against a handful of other players rather than a packed-out track. As such, racing around bigger circuits didn't have quite the same intensity as jostling for first place against a crowd of ultra-competitive AI cars, but that will all change when the players from Europe and the States are also competing online.

It's also worth pointing out there's no split-screen multiplayer mode in MotorStorm, only online play, with up to 12 vehicles competing in any one race. Available races are displayed in the lobby area; you can either join a game or host your own. All of the eight tracks - the Grizzly, Coyote Rage, Mudpool, Rock Hopper, Tenderizer, Dust Devil, Sidewinder Gulch and Raingod Mesa - are available right from the start, along with all the different types of vehicles. These can be restricted to allow for all-bike races, big-rig blow-outs or any other combination of car class. Not all of the individual cars are available at the beginning of the game though, and are only accessible in multiplayer if you've unlocked them in the single-player game first.

Races lasts up to five laps and the host player has the option of choosing the time of day at which the race takes place: either in the morning, midday, the afternoon, evening, dusk and at night. Opt for a day race and the bright midday sun makes it easy for rookie racers to negotiate the multiple routes through each of the tracks. Choose dusk and the low sun means it's difficult to pick out corners and obstacles, while racing at night, with no headlights to light the track ahead, is best left to the pros - at least to begin with.

Last but not least, the other important pre-race option worth mentioning is catch-up. Without it switched on, every race really is a battle of skill, with more experienced drivers pulling away from novices with ease. While that's all well and good if you're a decent player who fancies a bit of an ego massage, it doesn't make for a particularly exciting race. Enable catch-up and players who are trailing are given a helping hand as their boost bar fills slowly and drains quicker, enabling them to use it more often and, ultimately, to drive faster. Of course, push the turbo too hard and your engine will explode, meaning the race leader edges out in front even further.

Out on the track, MotorStorm's multiplayer game looks and feels almost identical to the single-player game. It's by no means the fastest racing game around - that's always been the case so it's no surprise it's no different here - but, as ever, in the bonnet-cam view, with the turbo pressed down, it's still a total blast. More importantly, in all the multiplayer races we competed in, we never once experienced lag or slow-down. Although there's no guaranteeing this will be the case when the track is packed with bikes and buggies, all kicking up gobs of mud and dirt, it's a promising indication that the multiplayer experience will be every bit as exciting as the solo game.

One of the few visual differences between the single- and multiplayer game is the addition of rivals' gamer names, which appear over their vehicles. This allows you target specific players if you're feeling particularly nasty, or get out of their way if they have a habit of ramming you off the road. In that respect the game is the same in both on- and offline modes: a big-rig will always make mincemeat of lighter buggies and bikes in a collision, but faster vehicles have the advantage of being nimble enough to get out of the way. Coming out of a collision unscathed is no easy task though - even if you're behind the wheel of a heavyweight vehicle - because driving over the crumpled remains of an off-road bike can easily unbalance your mud-slapper, causing you to slip off course and into a rock.

Crashing is much more costly in multiplayer compared to single-player too - the extra time it seems to take your car to right itself enabling rival cars to race much further into the distance. Catching up can be a bit of an uphill struggle then, unless the front runners make a mistake and crash themselves, or if the catch-up mode is switched on - which is when online MotorStorm really is at its best.

Jostling for first place among a pack of racers from around the globe is what this game is about, especially when players of all different skill levels are competing on pretty much an even playing field. The best players still have the edge because they're less likely to total their car, which always costs precious seconds, but MotorStorm's multiplayer game promises to succeed because anyone can compete in any race and still be in with a chance of taking the chequered flag, and that's definitely a good thing in our book.

Source

MotorStorm Import Impressions (IGN)

If you're desperate to get your hands on MotorStorm, you might have considered importing the Japanese version of the game. Well I'm here to save you fifty bucks with a quick mental exercise.

First, power up your PS3, go into the PlayStation Store, and download that impressive MotorStorm demo that everyone has been talking about. Play it, taking note of a few areas in particular -- the title screen, with the rolling video in the background, the festival mode, which uses "tickets" to stand for racing events, the car select screen, which likes to keep you waiting while it loads up new car models, and so forth. Now (and here comes the mental part), close your eyes and picture that exact same demo, but with the following:

1. More video in the background during the title screen.

2. A set of six high definition movies under the movie section of the main menu. Included is a neat little look at how Motorstorm has progressed from an early demo featuring rough polygonal cars, to its not-so-final shape in the Japanese release, and a live action flythrough of Monument Valley, the setting for the game.

3. A bunch of additional racing tickets, some locked away until you've cleared the easier events.

4. An additional selection screen prior to some races that allows you to select a type of car. This allows you to, as just one example, drive a truck in a race full of motorcycles. I don't think I need to let you know what happens next.

5. A few additional effects to make an already pretty game even prettier.

Got all that? Congratulations! You've just imagined the final Japanese version of Motorstorm.

Based on its Japanese release (and I'll remind you that the version I'm writing about isn't the one that's due out in the West), Motorstorm is the most featureless racer I've ever played. There are only a couple of options, for adjusting the sound and screen and switching the motion sensor controls on and off. Missing are options for adjusting the number of opponents and track count, and such standard modes such as free run and time attack.

The game doesn't even have any form of multiplayer racing. While we knew about the lack of online in the Japanese version, there's no multiplayer what-so-ever, not even split screen!

Motorstorm also shipped to Japan with some of the glaring problems from the demo still in place. Load times prior to the start of a race can take up to 45 seconds. Car selection requires that you wait for new car models to load up, and you can't even see your car's stats on the selection screen (the stats are available in the manual). It's exactly like the demo, and is unacceptable for a final product.

The PS3 is software starved in Japan (since launch, there have been only two mahjong games, and I, the reigning mahjong champion of Northeast India, have no need for the digital variety), so I put up with the missing features and spent the weekend playing Motorstorm's racing events. And sure enough, I agree with the glowing impressions our boys in Europe have previously posted here at IGNPS3. The driving component of Motorstorm is a blast to play. You've never played a racing game quite like this, where the type of car you select can totally change the feel of the course, where the bumps and other obstacles that line the course are more of a challenge than your opponent racers, and where each lap can be raced on a different path. As I played, I found myself thinking that no two races are ever alike, and every race is better than the last.

Motorstorm is also the first real proof of the PS3's true technical prowess (Resistance provided just a few hints). The game manages to deliver sharp detail up close for the cars and tracks, along with distant views full of extraneous details, including lots of waving banners. And beneath all that is an impressive simulation of 20 cars interacting with the track. While a few shortcomings get in the way, including the occasional unfortunate camera angle during replays, a bit of slowdown here and there, and mud effects that need a bit of work, this is the most technically impressive game I've ever played.

And it will likely be even more impressive once Evolution Studios finishes up development. Motorstorm was clearly not ready for its Japanese debut, and considering how poorly non-Japanese games tend to sell in the Japanese market, we're not sure why Sony wasted the team's precious time on rushing the Japanese release. We look forward to playing the real version of Motorstorm early next year, and, based on the preview provided by the Japanese version, fully expect it to be one of the finest racing experiences ever.

Source
MotorStorm Chat Transcript - Friday February 9, 4:00 PST 2007 (PlayStation Underground)

illini psp: when is the game coming out?
Nature_Boy: To illini psp Hi there. MotorStorm will be released on March 6th.

joshbarker44:
Will the U.S version of Motorstorm have a multiplayer offline feature?
bANGERnomics: To joshbarker44 The US version is focusing on the online multiplayer mode. We have 12 concurrent players in any vehicle class competing in a brutal race to the finish line. If you like the offline demo, you'll love the online - real people are so much fun to crash into.

Monsignor:
In regard to the Havoc Engine, how has this engine enable you to do things that previous engines were limited to.
RushyUK: To Monsignor The Havok engine in conjunction with the Cell processor has allowed us to integrate advanced physics into MotorStorm on a scale that hasn't been seen before. It's the sheer amount of things that we can do at once which has impressed us most about Havok and the PS3.

wizardentity:
Will the game run in 720p or 1080p and at 30 0r 60 fps?
RushyUK: To wizardentity The game will run in 720p at 30 frames per second.

Kalelx2x2:
Hey guys, Will the Online partion of the game feature voice chat via bluetooth headset?
Nature_Boy: To Kalelx2x2 Online mode will most certainly feature voice chat via both USB or Blue tooth headsets. It's great fun teasing your friends aftyer you have just wiped them out ;o)

tRySt:
Will there be downloadable content after the game is released? Such as vehicles, tracks, etc.
Nature_Boy: To tRySt Downloadable content is a must for MotorStorm. You can expect much more than just vehicles or tracks. Keep your eyes peeled for more info soon!!

ray_xcoolx:
What made you decide the name of the game?
OldSpot: To ray_xcoolx Wow, thats a tricky one, it seems like such a long time ago! it was the idea that came first not the name, so we spent ages looking for something that fitted. initially we wanted to call it Stampede, because, well that's just what the game kinda is. Only problem is it just didn't have a ring to it. To cut a long story short, we sweated for ages over the name until MotorStorm came along, which just kinda seemed right.

ks_hunter:
What is the max amount of players in an online race?
OldSpot: To ks_hunter You can wipe the floor with up to twelve total players online.

rodband:
Will there be offline multiplayer when the game is released in march?
Nature_Boy: To rodband Hi, at launch the offline mode will be single player only.

Da Kid B:
How soon can we expect downloadable content?
OldSpot: To Da Kid B There is plenty of DLC on it's way, but you guys have got the whole game to look forward to first.

Wip3ou7:
Will MotorStorm ever feature any type of remote-play functionality with the PSP such as a live orbit camera or rearview mirror?
Nature_Boy: To Wip3ou7 Motorstorm does not feature any PSP connectivity.

gnx231:
will the game have downloadable online content?
Nature_Boy: To gnx231 Motorstorm will indeed feature downloadable online content. The exact details of which will be released in the very near future

JDplasma11:
One thing I feel important to address is the CG trailer shown at E3 05. How do you guys feel about that? Did it give you guys a benchmark to reach, add pressure to make the game great, or was it just unnecessary pressure on you to live up to it?
bANGERnomics: To JDplasma11 The MotorStorm trailer was a great thing for us really. At Evolution, we always aim to model the real world, not just make our game look better than other games. This shows with the World Rally games we made for PS2 also. Targeting a high benchmark is part of our culture - think big or go home.

zspeed:
First off, although it may be premature, but congratulations to Sony and the Evolution crew for a truly masterful piece of software. Is Evolution considering a sequel to Motorstorm, perhaps using the latest version of the Havok physics engine? Also, will online updates for enhancements be available for Motorstorm? Thanks!
OldSpot: To zspeed Thanks for the kind words! We're definitely considering development of a sequal, and we'll certainly be working closely with Havok in the future. See the previous answer about online updates.

doozman:
How many players will be supported by the game?
Nature_Boy: To doozman MotorStorm is 1 player offline and up to 12 players online

Xrob_edgeX:
i saw a video of a view inside the vehicle where mad splatters on the winshield and the wipers clean it off, will this be in the game?
RushyUK: To Xrob_edgeX Yes it will. The game features 2 camera views for each of the vehicles. All the driven vehicles (Buggies, Big Rigs etc...) include a third person camera and a first person camera. The ridden vehicles(ATV & Bike) have two different 1st person cameras.

Dustin_Bowls:
I noticed a great Nirvana track on the Demo. Are there any other big names lined up for the soundtrack?
OldSpot: To Dustin_Bowls Loads of ace tunes on the sountrack, we've got Slipknot, Queens of the Stone Age, Wolfmother, Primal Scream, and my personal favorite, the Reverand Horton Heat. Super fast psychobilly at its finest!

0rin:
has the game had any *dramatic* graphic changes since the japanese versions release?
Nature_Boy: To 0rin The game has undergone numerous minor tweaks but the biggest improvement you will see is the inclusion of 12 player online play

jaxmkii:
Do you have any plans for a open roaming track as a downloader for PS store?
Nature_Boy: To jaxmkii There are no plans at this time for an open roaming track for PS Store

Terminator 101:
Will there be AI cars when playing on-line?
RushyUK: To Terminator 101 MotorStorm Online will allow you to compete with up to 11 others players on any track, with any vehicle combination but AI will not be featured whlist playing online.

Pyrros:
One Sony Exec says 1080, another Sony Exec say 720p, What is the Official Resolution? No one seems to be on the same page.
Nature_Boy: To Pyrros I can confirm MotorStorm runs at 720p

pitbul13:
How much of the PS3's capacity are you using with this game?
bANGERnomics: To pitbul13 We are using all of the SPU processors and all of the memory. We also use most of the Blu-Ray disk (thank god its not a DVD!). We are confident however that we can still sqeeze a great deal more out of the PS3 and as we found by making World Rally Championship for PS2 every yeat for 5 years, doubling the visual through put is not unusual on EVERY ITTERATION!) - yes, it even amazes us!

Wip3ou7:
Are there any games or movies you feel might have been influencial or inspirational in the creation of MotorStorm?
OldSpot: To Wip3ou7 To be honest the biggest influence on MotorStorm wasn't a film or a game. We really beleived that no one has really captured really awewsome scenery in a video game. We really like the setting monument valley provided, and we found everything we ever wanted for the game there.

-Zaku-:
I recall an interview reporting about a Split Screen feature being absent from the game upon release but if there was enough demand for it, it could be added in at a later time. Is this still in consideration?
Nature_Boy: To -Zaku- At the moment we are focusing on the online multi player side of things. a 12 player online motorstorm game is an experience like no other ;o)

JDplasma11:
Going into the next gen, what do you guys as devs feel is important? It's easier for us gamers to complain and ask for certain things, but I wonder what you guys think should be done going into the new generation.
OldSpot: To JDplasma11 The thing about the next gen is that we've really nailed graphics now, and we believe we can make things look awesome. We can now start thinking about the other stuff like physics and AI that used to play second cousin to graphics.

PL@Y$T@T10N 3 1N4M3R:
Say im on a muddy track. my wheels are all muddy right. If i decide to jump off a clean ramp, will the mud from my tires stay on the ramp?
bANGERnomics: To PL@Y$T@T10N 3 1N4M3R Not exactly, but we do have some amazing mud technology. The track gets ripped up as you have already seen and the wheels of the vehicles actually bounce around in the tracks (try riding a bike slowly on the mud and switch the camera around to a side view to check the detail). Also our mud spray actually paints onto the vehicle bodies in realtime and when you see how much mud there is flying around, you'll realize just how much power is required to process that much data in realtime.

tylerc93:
What sixaxis features will the game have?
OldSpot: To tylerc93 You can steer you vehicle with the sixaxis... ever had that moment when you're playing a racing game and find yourself leaning into the corners, even though you've just got a controller in your hand? Well if you're one of those perople, driving MotorStorm with a sixaxis will make lots of sense ;-)

Rodrigo6411:
Will there possibly be an update to include Custom Soundtracks? (I love the ones already in the game) I think it would give me a rush of excitement to listen to my favorite music while crashing into other players.
Nature_Boy: To Rodrigo6411 At the moment we have no plans to do this, but if it is a popular suggestion that is certainly possible in the future.

NO FEAR!!:
Hi All and welcome. I was wondering how much of the cell does your physics use? Did you need to dedicate one of the SPE's. How challenging was it to program for?
bANGERnomics: To NO FEAR!! we used all of the SPEs, but we are sure that we can use them even more efficiently in the future - so watch this space for even more cutting edge stuff.

amarican version 2.0:
How long was this game in development?
OldSpot: To amarican version 2.0 It took us just over 2 long, hard years to write MotorStorm, and we hope you like it!

Stryfeno1:
What would be the best vehicle to use?
OldSpot: To Stryfeno1 The best vehicle depends on the race you're in, that's the trick, they've all got their own stregnths and weaknesses. The only exception is when you're on the track called 'The Grizzly', where you can choose you're own vehicle. On that I drive a rally car, but you've really got to know the route to win on the later stages.

AndreIssa:
How much space does the game take up on the Blue Ray Disk? I am assuming it is on a 25 GB disc right?
bANGERnomics: To AndreIssa We use most of it, about 18GB if I remember correctly (and everything on the disk is actualy compressed at a 2:1 ratio too as the CELL is so powerful, that it can decompress the data faster than it can read it.

Kenjix:
will the online have voice chat?
Nature_Boy: To Kenjix Yes we do support online voice chat in-game, with both USB and blue tooth headsets

Xenokai:
On a Scale of 1 to 10 how much graphical & CPU power do you think Motorstorm uses out of the Playstation 3?
bANGERnomics: To Xenokai As with every game ever made, the developer typically pushes as much as they can through the system and believe that they have delivered the best that can be done. However, every time you start the next game, you typically double some of the elements by changing the implementation. WRC on PS2 proved this. We kept thinking we hit the PS2 limits, then we smashed them with the next version.
RushyUK: To Xenokai We think we've done a pretty good job for a launch title to get a lot out of the PS3, but past experience tells us that it won't be until be much later into the lifespan of the console until we get everything out of it. Just look at the differences and the progression over time with our WRC franchise on the PS2. I'm sure you'll see a lot more out of the PS3 in the future.

MC.POP:
As a Racing game, in what ways did you make this game different than many other racing games?
OldSpot: To MC.POP Evolution have got a pedigree in racing games, and we like to think we know what's good and what's bad about them. We really felt that 'sim' racerrs were cool, but they we're all lacking that certain buzz. We tried with MotorStorm to make something that was fun, the analogy we used in development was not to make a sim, but make a Hollywood script of a sim.....

meep:
Any chance of a new demo on PSN before March 6th?
Nature_Boy: To meep There is a new demo which will be on the store. It will essentially be the same as the previous Rain God Mesa track but it's more optimised so you should find it a little more faster. Can you handle the extra speed??

Flumshid:
Have any graphical enhancements been made since the downloadable demo? IE....undercarriage textures, or 3-D plants?
OldSpot: To Flumshid We've made lots and lots of tweaks to the game while we have been developing the online infrastructure.

Ballagh:
Will there be a Downloadable patch for us gamers that purchased the import version so we can play on the US online servers?
Nature_Boy: To Ballagh As of yet there is no confirmation that the Japanese version of the game will be patched to include online play

Krigon:
How many variation of Taunts does the game have?
OldSpot: To Krigon Wow, without the stats in front of me, I couldn't tell you, but there ar plenty, plus variations for different vehicles, and variations betwen male an female riders.Congratulations, you've stumped me!

doozman:
What is the max number of vehicles that can race at one time in the offline portion of the game?
RushyUK: To doozman Including the player vehicle you will have up to 16 vehicles on the track at any one time.

HyperBear:
I was wondering, how hard or easy is it to work with the Cell Processor in the PS3? and could you make this game using other technologies like Xbox 360 and WIi, or was it always PS3 and PS3 only right from the beginning?
bANGERnomics: To HyperBear Evolution Studios makes games exclusively for PS3. We cant really comment on the other platforms, but we can say please judge us by our results. We made MotorStorm from scratch in 2 years with a modest (but exceptionally tallented) dev team. Making great games is always hard, but it's not usually the platform that causes this, its the drive to make it just that bit better that challenges the team - but we bring that on ourselves.

dabears1020:
Do you guys have a favorite track from the final game? If so, which one?
OldSpot: To dabears1020 I love al lthe tracks, they're a labour of love, and our environment builders did a heroic job on really bringing them to life, making them feel part of Monument Valley, and making each one play very differently.

FabianN:
Can the European players play against the US players?
Nature_Boy: To FabianN At launch US players will only be able to play against other US players. We made a very careful decision on this based on the latencey the user may experience when playing over such distances. We had to ensure this was at a minimum to ensure the chaotic nature of MotorStorm was retained during online play.

Pyrros:
How many courses is MotorStorm coming with?
Nature_Boy: To Pyrros MotorStorm features 8 tracks. Each of these tracks vary in size but are far bigger than your average racing game with multiple routes. These routes that can also only be accessed by certain vehicles. This gives each track a unique flavour every time you play it with a different vehicle.

GoHerd35:
Coyote Rage was featured on the Japanese MotorStorm site as a playable track, but is not listed on the North American page. Will Coyote Rage make an experience in the North American version?
OldSpot: To GoHerd35 Coyote Rage IS in All versions of MotorStorm. Must have been a misprint :-)

Kingler5:
I know we will see night races, will the cars feature working headlamps?
OldSpot: To Kingler5 Night races was a design choice. We don't have headlights, but you can see the action under the moonlight...it just makes it all the more tricky ;-)

US_ARMY3:
As you say that you aim to model the real world. Was making the mud in the track a major feature u wanted to include to reach this. and if so, was it difficult?
OldSpot: To US_ARMY3 To be honest, getting mud right was really, really hard, but we really felt that getting dirt to work well in a game was something we could really make work with the Ps3's power. Previous generations of hardware just weren't up to the job.

ZeroMiss:
How mamy playable vehicles are there in the game?
RushyUK: To ZeroMiss We have a total of 7 distinct vehicle classes in the game (ATV, Bike, Buggy, Racing Truck, Rally Car, Mud Plugger & Big Rig). Each class has 5 different styles to select from with a number of unique skins.

JonathanDS:
For the last couple of months, the MotorStorm demo has been my "Look what the PS3 can do" game. That brings up my questions.... will the final version look as good as the movies at the end of the demo, and what percentage of the PS3s abilities were you able to clock the game at (rumors that some games only use 20% of it's capabilities)?
bANGERnomics: To JonathanDS I'm glad you like the demo. In terms of stating if the game rivals the movie - I guess that's for you guys to decide. We're certainly happy with what we created, not just visually, but the entire experience that we managed to deliver.

SocomMaster11:
What new innovations in this game set it apart
Nature_Boy: To SocomMaster11 First of all no other game has ever thrown 7 very different classes of vehicle into one race before. The very chaotic nature of MotorStorm sets it apart from other racers with the added factor of the very clever AI which always makes the player feel they are racing with other human competitors and not AI! We think Motorstorm is actually a genre within the racing genre. Brutal, off Road survival racing...experience it and you won't want to go back to any other kind of racing ;o)

ROYA:
Does Motorstorm support full HD uncompressed audio like Resistance?
bANGERnomics: To ROYA we have 7.1 audio via HDMI as well as Dolby Digital support. We also have a technology we refer to as 'Live-Fi' that presents all of the music tracks in the front end of the game as live versions. These have been cleared with the origional artist and you can't get them in this format form anywhere else.

-Dims-:
Will the game use the xmb friends list and messeging system or will it use its own system like the current online games
RushyUK: To -Dims- The initial release won't utilise the XMB friends list but watch this space as we'll be looking to improve the online game wherever we can in the future.

Flumshid:
Upon beating the single player game, will there be any in-game unlockable content such as movies, scetches, extra vehicles...etc?
Nature_Boy: To Flumshid As you progress through the game you will unlock new vehicles within each class plus new races on the tickets. There are multiple HD videos available in the main menu which show MotorStorm through the course of development plus concept artwork, etc.

Bleyd:
Which programming model(s) did you first start out trying to achieve with Motorstorm? Did it end evolving into something else by the time you were done with the major changes in code?
bANGERnomics: To Bleyd We focussed our coding effort at massively parrallel approach. This allowed us to make the best use of the CELL processor and the SPUs. As
Evolution Studios are an exclusive developer for Sony, and MotorStorm was built entirely for PS3 only, it allowed us to focus our efforts on making the most of PS3 without the consideration of other platforms.

davez82:
Are the shadows in the final version less flickery than in the demo?
RushyUK: To davez82 Since the demo was released on the Playstation Network we have made many improvements to various aspects of the game, shadows being one of them. Shadows will now appear smoother and with less flicker than was exhibited in the demo.

SCEI:
Great job on the game so far. I was wondering what amount of women are working at Evolution studios if any? If so, what positions were they helping with? Programming, Art, etc..?
RushyUK: To SCEI We have a number of women working at Evolution who have worked on MotorStorm. The majority of which have art based backgrounds either working in creative/concept or as a world builder. One of the 6 strong design team on MotorStorm was also female.

Azn Kid With a PSP:
So how does the online feature work? Is it just a matchmaking kind of feature, or do you just find a room and simply play? And also, is there a ranking system?
RushyUK: To Azn Kid With a PSP MotorStorm online uses a lobby based system where the players look through all the games currently online and choose the one that best suites them. We do have a ranking system, but unlike previous ranking systems you may have seen we base ours on the players current form rather than their total experience. This means that it isn't just a case of putting in the hours to top the rankings, you'll need to race well consistently.

Lt.ThunderBird:
Hey Dev's, thanks for being here . My question, how does MotorStorm set itself apart from it's genre?
OldSpot: To Lt.ThunderBird where does MotorStorm fit in it's Genre? Tricky one. We love racing games here at Evo, and we were itching to do something different with them. in one sense MotorStorm is a Sim, everything under the hood is acting as it should in the real world, but sims can be a bit inpenetrable. We wanted MotorStorm to be as real as we can make it, but when push comes to shove, MotorStorm wants to entertain you...

Kyrwolf:
Sorry I'm late to this dance. Why make the crashes so spectacular as to almost eclipse the quality of racing itself?
RushyUK: To Kyrwolf We wanted to celebrate crashes in all their glory and make them as satisfying as we possibly could do so. At times you'll wince, other times you'll laugh but most importantly we just wanted to get an emotional reaction out of the player to the brutal onscreen antics.

_NYMO_:
The Game Is Set In The 'MotorStorm Festival'. Was There An Actual Festival That Inspired This Title?
OldSpot: To _NYMO_ Not one festival inspired the MotorStorm Festival;, but we've all been to enough to know what makes them awesome places to be. Thye MotorStorm festival was intended to be the best gig you've ever been to combined with the most spectacular racing you've ever seen.

RexKwonDo:
Are there weather effects in the game such rain or dust storms? If not is there a possibility of that being added in the near future?
Nature_Boy: To RexKwonDo There are no weather effects in MotorStorm as such, but it does constantly rain mud, especially in 1st person cam when you're behind a Big Rig on the Mudpool ;o) And the amount of dust kickup you see on other tracks means there may as well be a 'duststorm' happening! We do have many different times of day for each of the tracks....
bANGERnomics: To RexKwonDo we based the game in Monument Valley and focussed on good weather mainly - people always say that European developers tend to make games that are dark and gloomy due to the weather we get here (its currently snowing by the way). So we really wanted to keep it bright. We included a few oppressive and darker tracks too though, just to break it up.

Flare:
How did you go about programming the physics aspect of Motorstorm? Did you do any hands-on research actually racing or as a spectator to a dirt track race?
RushyUK: To Flare We had a dedicated Physics programmer who's sole job was to develop a versatile yet complex handling model which would allow us to create a wide range of vehicles. Myself and the programmer spent months so that they handled as we wanted, and more imporantly that they where balanced against each other. In terms of real life experience, we might not have been able to drive all of the real life counterparts, but we do enjoy racing our Mitsubishi Evo around the track when we get a chance.

Vinc333:
What are you guys the most proud of between everything you achieved in the making of the game?
OldSpot: To Vinc333 Personally I'm proudest of the fact that people who play it, love it :-)

turkish319:
Will we be able to play you guys (devs) online at scheduled times? Or do you prefer to race privately?
OldSpot: To turkish319 There's no plans as yet, but I'm sure once the game's out there we will be popping on to give you all a run for you're money. We have had a LOT of practice, and, as we say here in the UK "Come and have a go if you're think you're hard enough" :-)

dam6655:
What will the ranking system for online looking like?
RushyUK: To dam6655 Ranked play will be based on the players form rather than their total experience. Every single race played online will contribute to the players stats which will affect their rankings (and yes that does include if you quit from the game mid-session!!) that'll give you a named rank such as zero, hero, legend, god etc...but only a few will be able to hold the best ranks in the game.

marvelus242:
Are you guys using Cell in any way to help RSX with graphics?
bANGERnomics: To marvelus242 Yep - although I cant give you specifics without boring you to sleep. But seriously - we do tricks like reformatting data on the fly to pass it around quicker etc.

ProphetLINY:
With this being a launch title and having only 2 years to develop, It looks amazing. I don't doubt that you guys put your heart and soul into making this game a hit, but now that it's about to go out the door ... have you already started (or planned on starting) working on a sequel that you can spend more time to develop? Can we expect to perhaps see a new game that will use more of the PS3's capabilities now that you might have more experience with the cell processor.
OldSpot: To ProphetLINY Of course were looking at where we can go with MotorStorm , but let us worry about that... Go out and enjoy MotorStorm ;-)

DoomsDay:
Hey guys, I was wondering if there was any specific finishing touches you guys have done since the demo was released.
bANGERnomics: To DoomsDay We have, see if you can spot them. Throughout the game everything was geared at improving the experience.
Nature_Boy: To DoomsDay We've added lots of polish, optimisations and other tweaks under the hood to make Motorstorm the ultimate brutal off road experience!!

The Almighty Ray:
What are the different racing modes featured in the game?
RushyUK: To The Almighty Ray MotorStorm features a primary game mode that is the festival, where players will need to race well to unlock tickets to further races. But each race features its own unique challenges as we tune the vehicle line up and the AI to ensure that every race feels different from the last. Expect more variety with future downloadable content.

hippl5:
Compared to developing for PS2, would you say its easier to develop for the PS3?
bANGERnomics: To hippl5 The biggest advantage with PS3 was that its a generation beyond the PS2, so the tools and technology are much more accessible and intuitive.

pspplaya2005:
You mentioned above that the bike would have two different first person angles. Does this mean the third person on the bike like playable in the demo has been wiped out?
OldSpot: To pspplaya2005 Sorry, misunderstanding. It is more like two third person views. The bike has the traditional third person view, like in the demo, and a closer in 'shoulder' view.

JacobSkane:
Can you list the game modes in the US version of MotorStorm?
OldSpot: To JacobSkane The Us version has two main modes, offline play, where you get to race in many many varied races in our MotorStorm Festival mode, and onlnie play, where you get to grind your mates into the ground.

Schabeugen04:
What online features should we expect ? Online leagues, sponsored competition. . . etc.
RushyUK: To Schabeugen04 No specific plans have been made to organise any online events at this time, but there is no reason why we won't be able to do so when the time is right. So watch this space...

ASSYRIANB:
Do you guys think that this game will motivate people into going out of their way to purchase a ps3, if they already don't have one?
bANGERnomics: To ASSYRIANB In Europe the highest demanded PS3 package is the MotorStorm pack, so I guess they already are...

OldSpot: To Watching Users
Thanks everyone, and good night!

Nature_Boy: To Watching Users
Thanks for all your questions guys. We hope you enjoy MotorStorm as much as we've enjoyed making it ;o)

bANGERnomics:
Just a quick note to say its been great actually being able to talk directly with you guys. Hope you love MotorStorm and dont be shy about letting us know what new stuff you want in the future and we'll get right on it. Thanks again - now its time for bed - 1am in the morning here...

Patriot:
Alright everyone, lets give a big thanks to the MotorStorm Dev Team for stopping by today to answer your questions! Be sure to pick up your copy of MotorStorm on March 6th, 2007 in North America. www.motorstorm-thegame.com

Patriot:
See Ya! :-)

Source

MotorStorm Review (IGN)

Outside of existing franchises like Metal Gear Solid, Killzone and Final Fantasy, perhaps the biggest and most anticipated game coming to the PlayStation 3 has been MotorStorm. After the extremely impressive, but fully CG, trailer that was shown at E3 during the system's first unveiling, PlayStation fans worldwide have been waiting to see if the final product could live up to the target render. The downloadable PlayStation Store demo gave gamers a taste of what was to come, but the full release is finally upon us.

So the question is, does the game live up to and properly recreate what we saw in the target video? Yes and no. The game doesn't look quite as good (though it is certainly a system showpiece), but it does come extremely close to bringing the chaos that we saw in the video to the PlayStation 3.

MotorStorm lives and thrives on the moments when you're right in the middle of a pack of vehicles, everyone pushing each other towards the cliff sides and you're doing all you can just to survive. There are more "Oh $#@&" moments in MotorStorm than any other game around, and no matter how many laps around the same track you've made, you'll constantly see new crashes and vehicles careening to their death.

Really, there are very, very few racing titles (or even games in general) around that deliver as engaging an experience as MotorStorm. There's really no better way to put it than that.

The game lets you choose from a number of different vehicle types, each of which have their own strengths and weaknesses. For example, motorcycles are very quick and agile, but can't stand toe-to-toe with bigger rides and slide in the mud like a hound dog on ice. On the flip side, the large trucks can plow through hazards and other rides, and the changes in environment types barely affect their handling. But, they're not very quick and must stick to the slower and wider sections of the tracks.

The variety in handling and inherent play styles between each of the vehicles is fantastic, and you'll find that you'll play the game a little differently with each one of them. Regardless of which vehicle you're driving, you'll be whipping around corners, launching off of ramps, hopping over chasms and more, and the vast differences in each of the vehicles' handling, braking and acceleration abilities mean that you'll always take a different approach to each race.

While most of the vehicles are great fun to drive, this isn't the case for all of them. While hopping over jumps in a motorcycle, whipping around corners in a rally car or sliding through the dirt in a buggy is simply awesome, the biggest and slowest vehicles can be a little boring to drive. The big rigs are the biggest culprit here, their hulking masses forcing you to take the most boring routes on the tracks and generally limping along to the finish line. That's not to say that they can't win a race, as their ability to plow through the other vehicles is a great asset, but they're just too slow and sluggish to be much fun.

One of the coolest parts of the target movie was some of the in-car camera work that we saw. MotorStorm will allow you to race from a first-person perspective in some of the vehicles, but not all of them, like the motorcycles. This means that if you're a fan of first-person racing, you'll have to swap between first and third-person views depending upon which vehicle you're in. It's also a little unfortunate that the only first-person view available is an over-the-hood camera. It does work extremely well to heighten the sense of speed and chaos, but an in-the-car view would have been nice.

On a similar topic, it's quite clear that MotorStorm is a beautiful game and one that really shows what the PlayStation 3 is capable of. One of the reasons that it's so engaging is because of just how brutal the crashes can look, or how imposing the other vehicles can appear when you're racing tire-to-tire. When a computer driver misses a jump and smashes into a cavern wall and its vehicle smashes into a hundred flailing bits, a smile will cross your face. The game's terrain rendering system really lets you know what sort of surface you're driving on, and tires will cut through encrusted layers of dirt to reveal the slick and dirty mud below it.

The game's lighting system is extremely nice for the most part, though it isn't perfect. The canyon walls and vehicles are beautifully rendered, with a great blend between direct sunlight and shadowed areas. Some of the projected shadows are a little low-res however, with pixilated edges that flicker as you move about. You never notice this while racing, but it's very apparent in some of the crashes. It's not terrible per se, but it does stand out as everything else looks so good.

MotorStorm's track designs are generally fantastic. Each course features a number of different pathways that you can take, with the quicker, higher routes geared for bikes and ATVs more risky than the ground-level paths straight through the mud. There are shortcuts everywhere, and a large part of your racing strategy will be based on which paths you take. In many courses there are so many options that half of your entire race can be unique, even after three laps.

One of the best design choices that Evolution Studios made with MotorStorm's development was to make each and every track very punishing for the racers. If you're not careful, you'll crash into wall after wall or repeatedly plunge to your death. This helps ensure that the game will be as chaotic as possible, with the computer racers crashing just as often as you do. The harder you have the gas pedal slammed on the floor, the more afraid of destroying your ride you need to be.

While the tracks are excellently designed, the game's biggest drawback is that there simply aren't enough of them. With fewer than ten tracks at your disposal, you'll quickly find that you're taking part in the same races over and over again. The tracks were designed in a forward manner, so you aren't able to race any of them in reverse, further limiting the variety. Again, there are a whole lot of different paths and such to take in each track, but the overall count leaves a lot to be desired.

Along the same lines and just as detrimental to the overall experience, the only gameplay option you have is the main career mode, which is simply made up of race after race. There aren't any separate challenges, elimination races, one-on-one duels or anything of that sort. There isn't even a quick race option, so if you want to play a single race on a specific course with a certain field of vehicles, you need to dig through the tickets in the career mode to find a race that suits your mood. It's rather easy to unlock a large number of them so you won't be stuck with only a few for very long, but we're still scratching our heads as to why the same options that a host sees for an online game couldn't have been applied to the singleplayer game as well.

Speaking of online, MotorStorm happily delivers here in spades. The game can be extremely fun online, especially when you're talking trash with a bunch of your friends and cursing at them when they run you off a cliff. Again, you can only take part in straight-up races, but you do have options for things like turning on or off catch-up assist, what vehicles you want to be made available and what time of day you want to race.

Helping to keep people glued to their seats, the game includes a ranking feature that allows you to increase your title. One small issue that we have here is that your overall record is dictated solely by how many wins you've attained. If you're always playing in 12 player races and constantly finish in the top three, but don't actually win all that often, other players should be able to see that you finish well in large competitions. Two friends who only ever race each other and split the wins will look incredible compared to the full-field racer.

Closing Comments

Sony has jump-started its newest racing franchise in a fantastic way. Yes, the limited number of tracks and gameplay options hold it back quite a bit, but the fundamental racing is incredible. The variety in vehicle types is great, the track designs are awesome and the online is extremely fun. We simply cannot wait for a sequel.

Source


MotorStorm Review (GameSpot)

Sony and developer Evolution Studios' Motorstorm is undeniably one of the more anticipated of the upcoming crop of PlayStation 3 games. It was one of the first major games shown for the system and looked to demonstrate the kind of incredible visual fidelity the PS3 was to be capable of. In this regard, Motorstorm does not disappoint. It's easily one of the best-looking games on the system (if not the best thus far), and you'll be hard pressed not to ooh and aah as the game's vehicles crash and explode into one another again and again. Trouble is, that's pretty much the bulk of what you're going to get from it. While the racing is legitimately exciting and filled with visual treats, there's only a handful of ways to experience it, and the only way that really holds up over time is online against friends.

Think of Motorstorm as what would happen if someone in a postapocalyptic future decided to crossbreed rallycross racing and Burning Man-style music-festival culture into one ridiculous orgy of vehicular violence and heavy music. Of course, no one would ever do that, but it makes for a compelling-enough game concept. The twist with Motorstorm's brand of racing is that a variety of different vehicle types all coexist on one track, from big rigs all the way down to dudes on motorcycles. While that might sound like a nightmare for those who prefer their vehicles more on the svelte side, don't worry--you're not destined to be bopped endlessly by bigger vehicles. All the tracks in Motorstorm have multiple paths, and different vehicle types are more suited to some than others. If you're on a bike, ATV, or dune buggy, you can take the higher ground, which tends to be loaded with jumps and other obstacles not properly suited to the bulkier racers. On the flip side, the lower ground tends to be muddy and less reliant on crazy turns and narrow ledges--precisely the kind of stuff a bigger vehicle would be perfectly designed for.

This balancing act permeates every aspect of the racing, and it actually works quite nicely. Some of the vehicles can be a bit of a drag to drive on certain tracks, but as there are plenty of vehicles to choose from, you're bound to find something that works for each situation. It's all about finding the type of vehicle you're most comfortable with and then finding the sections of the track that will get you to the finish line fastest. All the while, you'll be fighting off both other racers and the track itself to survive. Make no mistake, the tracks are treacherous. Jumps are often a tricky prospect to pull off, and there are broken-down cars, mud pits, ledges that will send you flying off a cliff and to your doom (until you respawn, of course), and all sorts of other unpleasantness there to get in your way. As things go, you'll have to deal with the incessant bopping and other antagonizing antics of your opponents. The big guys can wreck into whomever they please, but even the little guys aren't left out in the cold. Racers on bikes and ATVs can attack one another as they drive past, knocking opponents off their rides, which can be immensely satisfying.

It's too bad, then, that there's not more to it. As chaotic as some of the cinematics of the game make the racing look, it's not quite as chaotic as you might expect. The racing isn't exceedingly fast, and the whole core of the racing experience is really just about vying for position based on size and which paths you can take. Your vehicle has a nitro boost that can be liberally used to help put you past opponents and take higher jumps, but there's no real combat to the racing beyond bumping and the occasionally thrown elbow. There's nothing really wrong with that, but the racing in Motorstorm can still get a bit tedious in spots. Once you figure out the right way to take a track for your type of vehicle, that's pretty much what you tend to stick to. That there are only eight tracks in the game heightens the repetitive nature of the racing. They're long tracks, and with all the varying paths, it will take you at least a few go-arounds with each to figure out their various intricacies. But once you do, you'll find yourself pining for some additional variety.

It doesn't help that there's so little to do in the game overall. All Motorstorm offers is a kiddie-pool-shallow single-player mode and online racing. The single-player mode offers up a series of event tickets. These tickets open up races to take part in, and how you place in each race determines how many points you earn to spend on more tickets. You keep doing this until you've unlocked all the races, and, well, that's it. If you're waiting for the part where you unlock new race types or new, unique vehicles, keep waiting. Yes, you can unlock new vehicle types, but they're purely aesthetic changes. New vehicles don't display any new or improved statistical info, so if you're racing one vehicle in a weight class, you're racing any of them. As for race types, there's only one: races. You can't even adjust what types of vehicles play in a race--all that stuff is predetermined based on the event, meaning you're stuck with a specific class in the vast majority of the races. The actual progression of the events doesn't offer a lot beyond the ability to unlock new vehicles and to serve as a practice mode for the online game. That's a decent-enough offering, though once you get to the later events, where the CPU drivers turn into sadistic jerks that endlessly frustrate you, you'll probably just give up on the single-player mode altogether and stick to the online play.

The good news is that online mode is a fun time all around. The unpredictable style of racing Motorstorm uses is a perfect fit for rousing multiplayer matches, and with the ability to have up to 12 players in a race, there's plenty of anarchist fun to be had. The game uses a solid lobby and ranking system (though it only ranks wins, not other placings), and voice chat is supported, as well. Furthermore, the online mode lets you do a few things that you can't in the single-player, like letting you choose from any of the available vehicles at all times. Online matches don't seem to suffer from much, if any, lag. The only real bummer about the game's multiplayer is that you can't play it offline. Online play is excellent to have, for sure, but if you just want to hop into a race with some friends that happen to be sitting next to you, you can't do it.

However, when you consider how fantastic Motorstorm's graphics are, the lack of split-screen multiplayer maybe makes a bit more sense (though it's no less disappointing, all the same). Of the current crop of PS3 games, Motorstorm absolutely takes the prize as the best looking. Sure, there's some ugly textures that crop up now and again, and the frame rate tends to dip during particularly destruction-heavy moments (split-screen would have probably murdered it altogether), but those few issues aside, the game's a real visual achievement. It all starts with the vehicles, which are some of the most beautiful jalopies you'll ever see. Each vehicle is extremely detailed from bumper to bumper. Even the driver models are fully detailed, which is plainly obvious when you're driving a motorcycle or ATV. And the crashes are even better. Your rides break apart in incredibly dynamic ways, creating completely different forms of destruction each time out. And even when you just slam into something and don't completely wreck it, you'll see that damage. Tires will bend or start to come off, bumpers will deform, paint will chip, and every vehicle eventually becomes so caked with dirt and mud that the paint job is practically irrelevant from the get-go.

That the tracks are just as excellent looking is really saying something. Again, there are only eight of them, but each one is a long, drawn-out trek through one form of desertic hell or another, and they're all a treat to look at. Motorstorm has some of the most impressive lighting effects you've seen in a racing game to date, and depending on the time of the day, the sun is either completely washing out a barren wasteland or coloring a beautiful landscape with gorgeous oranges and reds. Even the distant mountains and hills in the background look excellent, though it's the up-close pieces of the track that really impress. Dirt and mud fly everywhere, deforming the track itself in the process, and many of the pieces of junk littered about the track can break or be otherwise moved. The copious dust and dirt is maybe a bit overboard when it drenches the screen, but it's a neat effect all the same. Less impressive is the array of available camera angles. The standard from-behind camera view is fine no matter what vehicle you use, but the first-person camera mode is really only enjoyable when you're on a bike or ATV. The view isn't exactly a hindrance in any of the other rides, and you do get to look at some of the track details much closer this way, but it's just not as enjoyable a way to drive. A real, in-the-**bleep**pit view would have been nice in this case. But cockpit view or no, it's hard to find much fault with the way Motorstorm's visuals are presented.

Motorstorm's audio is also pretty great. On the track, engines have a ferocious roar to them, and every time you wreck into something, the booming, crunching sounds of the crash really make you feel it. While you race, you get one of several rock or techno songs from major artists like Nirvana, Queens of the Stone Age, Wolfmother, Spiritualized, and Slipknot, among others. It's a diverse soundtrack that always manages to fit the vibe of the overall game, in that every song heightens the intensity of a race in one way or another.

Motorstorm is a good game that also feels like it has a great deal of untapped potential. As an over-the-top, gorgeous-to-look-at racer, Motorstorm is absolutely a success. As a deep and lasting experience, it's far from it. The question, then, is what's more important to you? Is it of greater import to you that a game feature great racing mechanics and incredible graphics, features be damned? Or does a deep array of lasting modes and features make or break a game for you? If you answered yes to the former, then Motorstorm is unequivocally the game for you. If you answered yes to the latter, pay consideration to just how much you're going to get out of a solid online mode and a cheap-feeling single-player mode that you'll probably never go back to once you finish it. Either way, here's to hoping that the next time around, Evolution turns in a more fleshed-out experience to go with its great game design.

Source


MotorStorm v1.2 Coming (IGN)

The slick-looking off-road racer, MotorStorm, is quickly becoming the poster child for PlayStation 3 updates. For its next official patch, slated to release on June 7, the game will add a brand new Time Attack mode that allows users to race against their own ghost in an effort to best their most efficient times.

As an added bonus, the fastest ghosts will automatically be uploaded to the global leaderboards so that others can compete against them. Additionally, phantom opponents aren't limited to just one -- in total players can race against seven different specters in a single race; these ghosts include ones made by the user, the previously-mentioned "best time" ghosts, or special developer-made "Evolution Ghosts" made up of a range of different skill levels.

But a brand new mode isn't the only extra that Sony has added for the new update. A host of other improvements have been included as well. Listed below are all the fixes that players can expect to see when the patch hits the servers:
  • Game List Improvement
    "Game Status" is now displayed with the game list in the online lobby making it easier to find a session where you'll be able to join and race promptly.

  • Host Identification
    Within the game lobby the host is now clearly identified by a 'host' icon visible to all players and updated during host migration.

  • Boost Exploit Fix
    A bug involving the boost system that allowed a player to use boost in an exploitative manner has been resolved.

  • Buddy List Size
    This has been updated to support up to 50 friends.

  • Text Cut-off fix for SD
    When playing in standard definition, all messages will now display as intended.

  • Improved Stability Online
    Online gameplay stability has been improved.
  • Audio Fix
    All known issues with 5.1 / 7.1 surround have been fixed. Audio issues within the front-end have been resolved.

  • Player Ranking Reset
    Players were found to be ranked incorrectly due to a bug. Because of this all online rankings will be reset and the ranking system should now function correctly (Evolution and Sony apologies for this measure but it will result in a fairer and more stable system).

  • Auto-Start
    Races will be forced to start after a fixed countdown which should dramatically reduce the waiting times in lobbies. Hosts may delay this countdown up to three times.

  • Save Data Corruption
    When quitting the game using the PS button it was possible to corrupt the save game data. This will no longer occur.

  • Lobby Information
    Upcoming track and current lap details will be displayed in lobbies.

  • Vehicle Damage Reset
    When restarting a single-player race during a death camera the damage wasn't always reset at the start of the next race. This has now been resolved.

  • Missing Audio
    Audio effects were missing from the death camera, these have now been reinstated.

  • Name Tag Toggle
    Added ability to switch the player name tags on / off during online races using a single button press (L1).
To install the update, players simply need load the MotorStorm Blu-ray disc, select "online" and install the prompted update.

Source


Credits:

  • GameSpot
  • IGNPlayStation US
  • PlayStation JP
  • Evolution Studios
  • PlayStation Underground
    • JigSaw-
    • Garconis
    • liveand1baller
    • Seraphim

Note: I am very aware of Waisybabu's MotorStorm information thread, but it has not been updated since the PLAYSTATION®3 released in November.

*You can get your name on the Credits list by submitting anything that is included in the post*


Feel free to PM me if you find anything you feel should be included in the post. Thanks for reading and keep an eye on MotorStorm when it releases in March 6th, 2007. Hope to see you all online and posting here in the MotorStorm board! :]


Message Edited by GoHerd35 on 05-11-2007 11:25 PM
 


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The views expressed in this message are in no way the official views of SCEA and are of a personal nature.
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Kudos!
02-04-2007 02:22 PM
 
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TheLostChild

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TheLostChild

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Very, very well done as usual GoHerd :smileyhappy: I cannot WAIT for this game, it looks so amazing, both graphically, and otherwise :smileyhappy: Thanks for the great info! :smileyhappy:

 

Kudos!
02-04-2007 02:24 PM
 
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Argetlam532

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Thanks man!:smileywink:

 

Kudos!
02-04-2007 02:35 PM
 
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Spider X

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SpiderX

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Sweet post man. :smileyhappy:


Message Edited by Spider X on 02-04-2007 04:47 PM
 

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Kudos!
02-04-2007 02:46 PM
 
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g-man03

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Ninja-KiLLR

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great job i didnt know some of that and the map picks are nice to.

 

a sig 4 me
Kudos!
02-04-2007 04:42 PM
 
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yigytugd

Spec Op
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Yigytugd

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Thanks!!! I cant wait for this game to come out!
 

Kudos!
02-04-2007 09:13 PM
 
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canadaeh

Master Ninja
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canadaeh

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:smileysurprised: nice maps, now i can plot out my trail of destruction :smileyvery-happy:

 



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Kudos!
02-04-2007 09:23 PM
 
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Sgt_Briggs

Cell Processor
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canadaeh wrote:
:smileysurprised: nice maps, now i can plot out my trail of destruction :smileyvery-happy:


that aint no lie, those maps are going to make for some mean online racing. i cant wait.:smileyhappy:

 

My most played games....
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Kudos!
02-05-2007 01:32 AM
 
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Fizzie

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thanks this is great and really impacts my decision to by this game, now i want it even more

 


Kudos!
02-05-2007 09:45 AM
 
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davethestalker

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DaveTheStalker

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Thank you so much for your extensive effort!

Sony needs to hurry up and fix the 'personal jukebox during games' option, 'cuz I don't care for any of the music "they" picked for me to be forced to listen to.


Message Edited by davethestalker on 02-06-2007 12:13 AM
 

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02-05-2007 09:09 PM
 
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