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Motorstorm: Apocalypse


silentassassin

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IGN

 

Single-player is split into three separate campaigns of differing difficulty, and they're personified by three distinct characters. First up there's The Rookie, a stowaway on the MotorStorm carrier who provides the entry-level experience. Next there's The Survivor, the medium character who acts as the gateway to The Big Dog, a gruff biker who embodies the veteran difficulty level.

 

All of them have their own unique perspectives of the three-day event, and their stories interweave from beginning to end. "While I don't want it to be like Memento, we're going to have lots of connections like that, and we'll conclude the game in a way that'll tie that all together," says Southern, "You could be playing the game as Rookie at the end of day two and the track's a mess – and you're thinking 'what's happened here?' Later on, you'll play as the survivor at the time just before that race and you'll see it all go off."

 

Stragglers and survivors line the streets, split into two separate factions as a PMC (they get everywhere these days, don't they) tries to keep order while looters wreak havoc. It has an influence on the races; fights break out in the streets, looters will commandeer vehicles and use them to ram the player off the road and it's not uncommon for an attack helicopter to get involved.

 

At one point a flaming truck flies across the air and time slows as the camera zooms in on the action, while at the lap's climax the car leaps through the air, the player lining up a perfect landing only for the ground to give way just before impact and sending the cars plummeting into the subway.
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TSA

 

It’s hard to articulate just how powerful the newly tweaked graphics engine is here: buildings crack and disintegrate ahead of you, transforming the track in real time and forcing quick reactions from player and AI alike.

 

Only on repeated plays do the setups become staged, and whilst at this stage in the game’s development some scripting is to be expected, we’re hoping for a little more randomness before the game hits the shelves. As it stands, it’s possible to learn the level’s tricks through conditioning and memory, which removes some of the drama but makes you look like every 80s action hero for any unfamiliar onlookers.

Not good

 

 

 

peace

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Variety, Chronology and Depth are King

We’ve listened to everything people said about our previous games and, as a result, one of our priorities is to make a more satifsying overall game experience. In our single-player mode, every race is unique. When a building comes down it stays down. When you race a track again, the buildings will still be down and the MotorStorm crew will have carved yet more routes into the ruined landscape. The only time you’ll see the same thing twice is when you choose to. Underscoring this chronology is the fact that you’ll get to see the game from three different viewpoints.

 

Nothing annoys me more than the notion that an accessible action racer must also be shallow or plain dumb. So once you have experienced the single-player journey, the true depth of our title will come to the fore. Our overhauled ‘Wreckreation’ mode has been heavily influenced by the best online titles: from shooters and action adventures, RPGs and platformers. It features:

 

* Sixteen player online multiplayer.

* Four player split-screen.

* Combinations of the two. Play with three friends in the living room against 12 more online.

* Massive vehicle customisation. Change vinyls, vehicle parts, vehicle shapes and more. Upload them to the community site and share them with others. They automatically work on all vehicle types, and include your PSN ID.

* Vehicle perks. Modify your handling, boosting and offensive abilities as you unlock new perks.

* A wealth of rankings to progess through online with associated rewards and recognition.

* Stacks of online rewards to earn and persistent progress giving the most determined and successful racers the status and recognition they deserve.

* Persistent matchmaking. Keep your party together throughout your gaming session.

* A Game Mode Creator. From a completely blank canvas you can design your own game rules and victory conditions, play them online, and incorporate them into tournaments.

 

http://blog.us.playstation.com/2010/06/10/...torstorm_061010

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Looks pretty good for a pre alpha build. Not sure if I like the concept of scripted events in a racing game, instead they shd have gone for more dynamic destruction. And perks in online mode? Get ready for some unbalanced races.

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