History of MotorStorm
We look at its evolution since launch, and chat to Evolution about it.
The phrase "downloadable content" can send shivers of fear and anger down the spines of many gamers, as visions of cash-gouging publishers dance before their eyes wearing horse armour. One game that seems to have found a pleasing balance between worthwhile additional content and wallet pangs is MotorStorm, still receiving new material and gameplay updates over a year after its release. This, then, is a critical recap of what's been added, what's been tweaked and what the MotorStorm fanbase has made of it all.
For us Eurofolk, MotorStorm started getting its innards twanged in June 2007, with the enticingly titled Update 1.2. As well as the expected bug fixes and exploit-smashing, this update also made it possible to add a free Time Trial mode to the game. Yes, that's the sort of feature that most people were expecting to find in the game already, but hush you. As an example of how Evolution Studios have been quick to patch and alter the game in fairly dramatic ways, it sets a good example.
The first major content addition came in September, with the release of the Coyote Revenge Weekend Pass. Centred around an all-new imaginary race event, containing three new race tickets, the centrepiece was the Coyote Revenge track, a reversed and reworked version of the Coyote Rage course. The download also added a new online game mode - Eliminator - and some new vehicles, including the secret Lunar Tec Rollcage which only unlocks when you win gold in every race.

Not everyone was happy though, particularly eagle-eyed UK gamers who noticed that Americans were getting more cars as part of their USD 5.99 Coyote Revenge download, which European punters had to purchase in separate vehicle packs for GBP 1.49 each. Along with the GBP 3.49 track download, the combined purchase cost considerably more than what those whooping yanks were paying. Oops.
On the plus side, to even up the numbers for the two-vehicle packs, we Euro slobs did get the Patriot '85, a car that left many US gamers green with envy. Why? It's a bit like a DeLorean, you see, just like in Back to the Future. Which was released in 1985. Hence the name. Jumping gigawatts! That wasn't the only '80s retro nod in this first batch of MotorStorm downloadables, as the Atlas Varjack mud-plugger bore a suspicious resemblance to the van used by a certain team of Vietnam veterans, sent to a military prison for a crime they didn't commit. The Wakazashi Razor motorbike, meanwhile, couldn't have been more blatantly Street Hawk if they'd had Rex Smith sitting on it.

October brought the next notable software updates. 2.0 was mostly concerned with lobby tweaks, but version 3.0 added DualShock 3 rumble fun, the Gloating Index for online willy-waving and also allowed players to carry across their finishing position to the starting grid of the next race in multiplayer. And just before Halloween, a spooky new livery was made available - free of charge - for the Castro Robusto.
Devil's Weekend was the ooh-scary title of November's cauldron of downloadables, and it revolved around Devil's Crossing, an extensively revised mirror version of Dust Devil. European customers got four vehicles for their GBP 3.49 this time, with another secret bonus vehicle for those who aced their way through the single-player events. It was Batman's turn to have his copyright almost infringed, as the Humbler Diablo buggy looked a bit like the "Tumbler" Batmobile from Batman Begins. But not too much like it, just in case any Batlawyers are reading.
The general consensus seems to be that Devil's Crossing was a marked improvement over Coyote Revenge, even without the sweetener of a new play mode. Certainly, while browsing through every internet thread looking for recommendations as to which track pack to choose, Devil's Weekend comes out on top most of the time. Its tough design didn't impress everyone though. "Yeah, it's a cool, twisted track", muttered DragonRacer13 on the official forums, "But I don't think I'm ever going to figure it out. It's frustrating and painful to race. I don't get one moment of enjoyment out of that track."
Sifting through the internet to gauge player responses to the world of MotorStorm DLC in general, it's clear there was increasing confusion about the different vehicle line-ups in US and UK downloadable content and, mingled with many gamers using imported games and cheeky fake overseas accounts, some got in a right old muddle as region compatibility flew to pieces all over their trousers. Many also seemed confused by the PS3's less than intuitive approach to downloaded content, as message boards lit up with bewildered children who had downloaded different packs, but had lost track of where the install button was, and which patches had to be installed first. Trying to run the new content without updating the game software resulted in black screens and the need to erase data and start over. Not the fault of Evolution Studios, who helpfully warned people of just this sort of problem before downloading but, as one of the pioneers of PS3 DLC, MotorStorm bore much of the brunt of these teething troubles.

Eleven months on from launch, and December brought us another update to make the bad voices go away. Version 3.1 finally did something about those awful loading times on the vehicle selection screen, and also gave online racers the option to race any of the existing tracks in reverse. But not offline players. Clearly, they smell.
Indeed, there's been a noticeable shift in favour of the online community with the most recent addition to the DLC menu. The dual track pack, released in January, featured two entirely new courses - Eagle's Nest and Diamondback Speedway - but, with no offline race tickets, those who like to play by themselves could only rattle around them in Time Trial mode. "are you guys serious?", cyber-screamed somebody called F4LLOU7 on the official forums. "i can't believe they wouldn't create a few new tickets in wreckreation for them like they did with devil's crossing and coyote's revenge. that's totally lame."
You tell 'em, F4LLOU7.

Instead, the two new courses were short and sweet, and designed to be used for online races, with a new endurance-testing ten-lap option made available. Diamond Back is a relentless looping track, created with flat-out velocity in mind and featuring a vicious crossover point where stragglers can be sideswiped by other racers crossing their path. Eagle's Nest, on the other hand, is a scrappy rush populated with long banked turns and fiendish jump points. As not all racers have all the downloadable tracks, though, these fine tracks are sadly underused - at least in casual online races outside of the many organised leagues. "Eagles Nest and Diamond Back are solid tracks," reckons Czar from the official forum, "But again, because they are DL content, the majority of hosts are shying away from them. I pick them, but sparingly, [as] it's tough to see a good room go from 12 to 4 when you pick one of those tracks."
And with yet another downloadable arriving this month, even if it is just a celebratory vehicle skin for Chinese New Year, it seems that MotorStorm is set to continue receiving little nips, tweaks and tucks all the way until the sequel roars into view.
Find out what Evolution has to say about that by clicking through to our brief Q&A with gameplay manager Jed Ashforth.
MotorStorm's gameplay producer Jed Ashforth answers a few of our questions about the game's DLC support.
Eurogamer: Since MotorStorm first came out in Japan, we've had the multiplayer mode, time trial, various patches, new tickets and new tracks. Why spend so much time and money on downloadable content?
Jed Ashforth: We feel that downloadable content has the potential to be much more than a new console feature, it deserves 'Triple A' values and attention by itself as opposed to seeing it as a follow-on. We felt that the best way for all of us to benefit was with a very clear and major investment. Having said that, the picture some people have of us all working on it is somewhat off the mark. We're a multiple-project developer now.
Eurogamer: Did you have to reconsider or revise your approach based on your experience with early additions like the friends list and time attack, or did you fall into a workable pattern pretty quickly?
Jed Ashforth: Before the launch of any of our downloadable content we'd already gone through numerous revisions and brainstorm sessions. We didn't have to reconsider, but it clearly made sense to gauge reaction and tailor future content accordingly. Even with plenty of success in the bag now it's still 'frontier' time with downloadable content; we're figuring out what will work and what won't.

Eurogamer: What inspires the content that you release as add-ons? Is it cutting room floor stuff from pre-release, new ideas from within, feedback, a mixture?
Jed Ashforth: A mixture. The majority of MotorStorm downloadable content has been new ideas. We do scour the web looking for feedback though, and use focus groups. Nothing was culled from the boxed game and deliberately saved for later. We put all we could onto the Blu-ray in the timeframe.
Eurogamer: Are there any plans to release an updated MotorStorm SKU with all the content included, or an online bundle that includes everything at once, or anything like that?
Jed Ashforth: We don't have any plans for this at the moment.
Eurogamer: Did you plan to support the game this much? Has the fact that you're doing so much DLC had an impact on your work with MotorStorm 2?
Jed Ashforth: The level of ambition was planned. When we were indies we promised SCE that we would spearhead the field of downloadable content, and that's what we're still trying to do. We set up a bespoke team and no other projects have been affected.

Eurogamer: Given that you've done so much DLC, including premium stuff, what tips would you give other developers about getting a good return and keeping fans happy with after-market content?
Jed Ashforth: We have done a lot and been successful with it, but again we'd be the first to say we're still learning. Now we're part of the Sony family, we're exposed to some great cross-studio collaboration and have been sharing ideas and recommendations about downloadable content, Home, and loads of other stuff. Perhaps unsurprisingly this is most often with Studio Liverpool and BigBig Studios, but the dialogue is a global one. Really exciting times for us.
Eurogamer: What's left to add to MotorStorm? What sorts of things do you have in store for the future?
Jed Ashforth: This question goes way beyond downloadable content. We have the aim of turning our launch-window title into a sustained, massive brand. We plan to dominate reaction racing for a long time. We'd never aim any lower.
You may also like...
-
Happy Action Theater Review
-
Motorola Xoom 2 Tablet Reviews
-
ModNation Racers: Road Trip Review
-
Call of Duty: Black Ops has best game ending ever, says Guinness World Records
-
Sony confirms PS Vita 1st Party digital only game prices
-
Sony explains PlayStation Vita game price strategy
-
Why Devs Owe You Nothing
-
Rockstar mulling LA Noire 2 development
-
Halo 4 Master Chief action figure flaunts new suit design
-
Mojang: no plans for Minecraft on Vita
-
3DS Ambassador Super Mario Bros. game updated
-
DICE working on multiple Battlefield 3 fixes
-
Mass Effect 3 Demo: The First 20 Minutes
-
The Witcher 2: Enhanced Edition Xbox 360 trailer
-
Face-Off: Final Fantasy 13-2
-
EGTV: Eurogamer playtests PlayStation Vita
-
Digital Foundry: PS3 Skyrim Lag Fixed?
-
Who Killed Rare?
-
Tim Schafer: publishers aren't evil
-
Apple begins Foxconn factories inspections
-
Kingdoms of Amalur: Reckoning Review
-
App of the Day: Monkey Bump
-
Retrospective: Star Wars Episode I Racer
-
Gotham City Impostors Review
-
Metal Gear Solid 5 expected between April 2013 and May 2014









Comments (31) Latest comment 4 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
Comment below viewing threshold Show
Comment below viewing threshold Show
Hmmm... didn't know about the batmobile. Might have to fork out for that one.
Comment below viewing threshold Show
EDIT: Oh, it was a history article that doesn't cover the games history, just the DLC. Weird.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
I also liked the bit where the issue of downloading content making the game not work was all the users fault.
I guess I'm just narked as I was one of the bewildered children.
Comment below viewing threshold Show
Devil's Crossing does work offline - it comes with some tickets. It's the 2-track pack of "diamond something" and "something other of something else" that are for online play only (and time attack).
Comment below viewing threshold Show
I found setting the motion sensitivity to medium (playing with the motion sensing controls, of course) that fixed the bikes' oversensitivity for me.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
@malteaserhead
I found setting the motion sensitivity to medium (playing with the motion sensing controls, of course) that fixed the bikes' oversensitivity for me.
___________________________________
heh. I haven't really tried the motion controls, save for a quick look, so maybe that's a solution.
I can handle the bikes it's just they never really feel like they are actually *there* connecting with the ground and not just a nice looking image floating around a track a high speed...
Comment below viewing threshold Show
Damn it must be a slow day at the Eurogamer offices today!
Comment below viewing threshold Show
Comment below viewing threshold Show
They didn't say that at all. They essentially said it was the fault of the PSN.
Comment below viewing threshold Show
Quite how it's "vile", I don't know. Unless you'e a sony hater who can't stand anything that can be seen as Sony positive. Remember, we've already had DLC reviews for other games, I don't see the issue.
Comment below viewing threshold Show
Comment below viewing threshold Show
Yes, it is either one thing or another.
Comment below viewing threshold Show
Note to Miiiguel's girlfriend - please buy him a new game to get him off bleedin' Eurogamer. Thanks.
Comment below viewing threshold Show
Comment below viewing threshold Show
Haven't time to read the article yet, but if you haven't grilled them about the hideous rubber-band AI I'm going to be annoyed.
I'd say the AI catch-up was certainly no worse than, say, Burnout. If anything it's less noticable IMO; when I lose it's usually due to my own carelessness rather than an AI opponent over taking me.
Comment below viewing threshold Show
Comment below viewing threshold Show
To each his own, but I felt it brought a big sense of futility to the races. It essentially rendered the first few laps pointless, you came first if you raced a perfect final lap or last if you made one mistake near the end.
I've had times where I've retried a race and placed worse despite shaving minutes off my time. It's rediculous since the basic gameplay was absolutely amazing.
Comment below viewing threshold Show
Comment below viewing threshold Show
Still - it's the only racing game (burnout included) where I heard myself go 'whoa' as a truck smashed a car over my head (whilst on a bike) and into the wall in front of me, then i drove out of the flames unscathed (somewhat unrealistically) and in first place
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Still, a damn enjoyable game, even if it does make me feel ill with motion sickness after an hour or two!
Comment below viewing threshold Show
Shame coz i really love both the two later ones especially.
Would be good to hear more from them, re where they are at with MS2.