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MotorStorm Pacific Rift - New videos

Ether_Snake said:
Err no, there is always the place for a middle ground. Currently you have this very natural landscape but the vehicles run on it like it's a polished race track, they could have easily made use of the natural soil as a gameplay element and the floaty physics makes the jumps less impressive/visceral, it slows down the speed of the race and you end up pretty much in "waiting mode" until the vehicle hits the ground again. Heavier vehicles with lower jumps would have made faster jumps, preserving the sense of speed, avoid putting the player in a waiting mode, and it would keep you closer to others during the jump.

Of course you won't believe it could be fun until someone does it right. DENIAL

But Motorstorm already does that. Fire engines don't jump as light as a buggy, there is a sense of weight, some vehicles are floatier than others because of the way those vehicles are, it's just that some of the jumps are just HUGE, it's not like the vehicles are made of feathers.
angry.gif
 
Kittonwy said:
But Motorstorm already does that. Fire engines don't jump as light as a buggy, there is a sense of weight, some vehicles are floatier than others because of the way those vehicles are, it's just that some of the jumps are just HUGE, it's not like the vehicles are made of feathers.
angry.gif

I agree with Kittonwy.

MS provides the right balance to the point where it's enjoyable to traverse the terrain and not frustrating.
 
Marconelly said:
Yeah, crash animations are skippable now (I've seen "press X to skip" in some videos), and there's custom soundtracks.
So crashing doesn't matter anymore ? The point of having to wait for the crash scene to end, was to give you a bit of a penalty for crashing.
If you can simply skip it, then that means you can crash as much as you want ?
 
Goldrusher said:
So crashing doesn't matter anymore ? The point of having to wait for the crash scene to end, was to give you a bit of a penalty for crashing.
If you can simply skip it, then that means you can crash as much as you want ?

Eh no...you're just skipping the crashing animation, not the consequences. You'll be behind. And you could skip them in the first game too.
 
Goldrusher said:
So crashing doesn't matter anymore ? The point of having to wait for the crash scene to end, was to give you a bit of a penalty for crashing.
If you can simply skip it, then that means you can crash as much as you want ?

You could skip the crashes in MS1 though. Just let off R2 then press it again.

edit: beaten
 
Ether_Snake said:
the floaty physics makes the jumps less impressive/visceral, it slows down the speed of the race and you end up pretty much in "waiting mode" until the vehicle hits the ground again.

I agree with this... but I'm looking forward to trying it myself, got qore so not long before the demo!
 
jett said:
Eh no...you're just skipping the crashing animation, not the consequences. You'll be behind. And you could skip them in the first game too.
Oh. I thought this was about skipping the entire crash sequence altogether.
 
jett said:
Eh no...you're just skipping the crashing animation, not the consequences. You'll be behind. And you could skip them in the first game too.
Exactly. Now it just looks like you can skip them much quicker - which is a good decision, because as far as crashes go, everyone liked seeing other vehicles crashing in front/around you, waiting for your own vehicle to exit the crash animation got annoying after a while.

Ether_Snake said:
Err no, there is always the place for a middle ground. Currently you have this very natural landscape but the vehicles run on it like it's a polished race track
I can see how it can seem like that from the 3rd person view, but when you're in the bonnet view, it did not feel like that at all. Especially with heavier vehicles, every jump felt like a real damn jump, as did every bump on the road, especially as you had extra bumps created by other vehicles during the race, there was plenty of those. Honestly I sometimes wish Evolution never even made the 3rd person view available in the game, that's how much complaints and bad impressions it can generate - they just never got things right in that view, but they made the best arcade racer when played from bonnet.
 
There's a new hands on from the 80% alpha build of Motorstorm2 @ Eurogamer. I Think there's something I missing

"But it was a surprise that it wracked up so much debt to the likes of SSX"

??? say what? Motorstorm in debt with a trick based snowboard game? (there's no tricks in ms btw)

"Probably the biggest surprise in the latest build though is, well, how drab it looks" and

"....but The Island still has some way to go before it matches the best Monument Valley offered two years ago."


I don't know you but the psn trailer from the same build, looks nowhere as "drab" as they said.
Maybe in action is looking dull but I'm a little bit concerned, really.
Anyone which has played the same build here?


http://www.eurogamer.net/article.php?article_id=233563&page=2
 
BatmanX said:
??? say what? Motorstorm in debt with a trick based snowboard game? (there's no tricks in ms btw)

They refer to tracks navigation.

The relationship between the two seemingly disparate series isn't so hard to fathom, though. Throughout the original game's half-dozen tracks, there was a feeling of carving your vehicle through mud-slicks and rubble like a snowboard digging into the powder, and desperately boosting and wrenching the analogue stick in hope of grinding enough of the world beneath your wheels to stay on course. Track position - most often the path of optimal grip - was a resource fiercely guarded and easily lost.
 
TBH after playing the 'Pure' demo it's made me re-evaluate whether Pacific Rift will be the best 'off road' racer this year, I love the first motorstorm but I've allways had my doubts about Pacific Rift, the ground just seems to open and bland, I hope I'm wrong.
 
to be really honest i haven't yet seen any real time media from MS@ that has looked better than MS1 .. i'm thinking maybe the desert just leaded it's self to looking more impressive?

i loved MS .. i still own it even and have every add-on pack. ...but yeh ... still waiting to be as wowed as i constantly was by MS1's graphics. roll on the demo i guess.
 
sun-drop said:
to be really honest i haven't yet seen any real time media from MS@ that has looked better than MS1 .. i'm thinking maybe the desert just leaded it's self to looking more impressive?

i loved MS .. i still own it even and have every add-on pack. ...but yeh ... still waiting to be as wowed as i constantly was by MS1's graphics. roll on the demo i guess.

Textures, lighting, and environments are vastly improved.
 
Hope I'm proven wrong, but I get the feeling that the single player graphics have been compromised to make it easier to accommodate splitscreen.
 
lowrider007 said:
TBH after playing the 'Pure' demo it's made me re-evaluate whether Pacific Rift will be the best 'off road' racer this year, I love the first motorstorm but I've allways had my doubts about Pacific Rift, the ground just seems to open and bland, I hope I'm wrong.

Isnt MS1 already better than Pure? At least from the demo, Pure wasnt interesting...
 
BatmanX said:
Yeah, I see.
And about how it looks (I'm sure you've played the same build too), what do you tell me? Just curious

No, I didnt play the latest build yet. The one I played was 60% back at PS Day :(
 
October 28th is the official date.

Hi Everyone! I’m happy to announce the official release date for MotorStorm Pacific Rift is October 28th, 2008.

Head on over to GameStop and pre-order your copy today to receive the retailer-exclusive demo for MotorStorm Pacific Rift. Race against the computer or grab a buddy for some split-screen heart-pounding action on one of the exciting “Air” Tracks. More pre-order programs will be announced in the coming weeks.

http://blog.us.playstation.com/2008...ic-rift-crosses-the-finish-line-october-28th/
 
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