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ModNation Racers Hands On

PlayStation 3 Hands On by Tom Bramwell

20 August, 2009

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Perhaps it's the heat, or the mental strain of having to work within earshot of man-size speakers blasting out pop songs for a break-dancing stage show, but United Front's Dan Sochan uses the word "accessible" in his answers to virtually every one of my questions. As well he should, because as we discovered at E3, ModNation Racers is a game where you can roll your own Nurburgring or Donut Plains within minutes of picking up the pad. The good news at gamescom is that you can also be more precise than that.

Free placement mode may not be the focus of our initial presentation, but it's handy to know it's there, allowing you to distribute individual trees, houses, camels and patches of long grass to suit your fastidious goal. Free placement gets mentioned when I attempt to put a tower on top of a giant phallic rock emplacement at the centre of my track. You can do that, says Sochan, but you need to do it by hand. Sochan also confirms, in answer to my attempt to place a camel on top of a minaret, that you can stack certain objects. Although not camels.

ModNation Racers may be about making your own tracks, but it's also about making your own racer and a little car for him to drive around, and a whistle-stop tour of the options for both reveal impressive depth. Using an interface similar to LittleBigPlanet's Pop-It, you can texture your budding vinyl-toy Schumacher with a range of motifs, or compose your own with a custom palette, and then choose from a range of mouths, noses, ears, hairstyles (head and face), clothes and decals. As with LBP, we're in happy, quirky territory, and the result of a few shouted suggestions is a little chap with a ginger Santa beard, pink devil horns and a centurion helmet, with some fancy night-vision goggles to round things off.

'ModNation Racers' Screenshot 1

Any chance of a Sackboy cameo given the Play, Create, Share husbandry? "You never know!" That's a yes then.

Decals are also new for gamescom, and have been designed by a proper graphic artist, according to Sochan. You can apply them to different body parts and then transform, colour, skew and flip them, add rust effects, letter or numbers and generally muck about. You can have over 100 layers of decals. You can do pretty much all of the above for your car, too, and it doesn't have to be a standard kart - you can have sports cars, trucks, tuners, classics, dune buggies and various others. We're professionals in a hurry, so we just pick something random and move onto the track editor.

Building your own racetrack is also simple, although the similarity of the ring menus used to move between modes is a little disorientating to begin with. Once you're set, you can haul the terrain skywards or drop it down below ground level - creating lakes and rivers once it descends low enough - to sculpt the basic terrain, before hopping in your little steamroller and drawing racetrack onto the result. There's a meter at the bottom summarising track complexity, mirroring a similar feature in LBP, but there's also a mini-map top-down layout of your circuit as it stands, with a greyed-in area connecting where you are back to the start/finish line if you haven't got there yet. The grey area is the game's suggested route and the one you'll have if you hit the auto-complete button.

You can increase or decrease the width, gradient and elevation of the track, and handling banks and different levels of terrain is easy - there's even a toggle to snap the track to the appropriate terrain height or to go along at sea level regardless, with the latter option forcing the game to resolve problems, like track disappearing into the mountain, when you finish editing. It works elegantly enough, and once you're happy you can jump in and drive around - the game even fills in basic barriers around the track and gives you some AI opponents to race against for testing purposes.

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Comments: 1-16 of 16 in total

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JayeM
20/08/09 @ 05:29
#1
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I'm looking forward to this.
mcbi4kh2
20/08/09 @ 07:04
#3
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@Gott
Each to their own, but I'm almost 100% sure that there will be tracks that ship with the game.
Even if you don't like building there are huge amounts of people that do, so just play on their tracks.
mkreku
20/08/09 @ 07:47
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I'm actually more interested in what weird and wonderful things people come up with than with the game itself.
disc
20/08/09 @ 07:48
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It's quite likely that 50% of the fun of this game will come from actually making your own tracks Gott. And if you aren't interesting in designing tracks then you have an infinite amount of user designed tracks to play.

Sort of how it works with LittleBigPlanet, you'll have crap levels and you'll have excellent levels and they are both from the designers of the game as well as users out there who love to make stuff.
Dave52
20/08/09 @ 08:23
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I'm pretty excited about this. LBP meets Mario Kart - sounds fantastic.

As for not wanting to build tracks - that's fine, I've never created a LBP level, but I loved the ones that shipped, and it's great fun finding new ones out on the PSN. Some of the imagination and creativity out there is astounding!
wizlon
20/08/09 @ 08:48
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I used to have loads of fun with level editors in the Playstaion 1 day, I used to play with the editor in Re-Volt and V-Rally 2 for hours, so I can't wait to have a blast with this, although, these days I seem to have less time to sit round tinkering with level editors, damn responsibilities :(
danathjo
20/08/09 @ 09:21
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looks a lot easier to make a track than to make a LBP level so i'm in...lots of penis tracks confirmed!
donnie080208
20/08/09 @ 09:29
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although i didnt enjoy LBP,this looks promising.just hope they make the creating tools easier to use than lbp as i found them too fiddly.saying this i doubt it will be a massive sales hit unless they make the tools really simple and market the game properly.you have to hand it to sony,they do try something different with exclusives.
Edited 1 times, most recently on 20/08/09 @ 10:30
Eighthours
20/08/09 @ 09:37
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Well, the important thing for me is how good the racing is to back up the amazing UGC stuff. I hope enough emphasis is put on this, as arguably the biggest flaw in the platforming game Little Big Planet was the... er... platforming itself.
Les
20/08/09 @ 11:54
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"as arguably the biggest flaw in the platforming game Little Big Planet was the... er... platforming itself."

That's definitely arguable. ;)

It was the first game (to my knowledge) in which the platforming was governed by realistic physics. That resulted in different play dynamics compared to traditional platformers. But bar a couple of instances, IMO the platforming was well executed.
Syrok [mod]
20/08/09 @ 12:52
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Looking forward to this, but I'm quite convinced that you can be really creative with the track layout.
MeBrains
20/08/09 @ 15:44
#13
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this one reminds me of Racing Destruction Set.

given the fun I had with that one, it could really be good.

edit: speeloong
Edited 1 times, most recently on 20/08/09 @ 16:45
Widge
20/08/09 @ 15:46
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There is just something charismaless about the entire thing. Love the idea, hope the execution is good. Would prefer to see a pure gameplay hands on at some point in the future.
notmyrealname
20/08/09 @ 16:06
#15
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need ugc fps for consoles. Some accesible version of duke 3d Build engine would be wtfpwn!
Edited 1 times, most recently on 20/08/09 @ 17:06
saucymonk
20/08/09 @ 19:53
#16
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I wonder if it`s possible to create Stunt Car Racer Style tracks??

Comments: 1-16 of 16 in total

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