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MotorStorm Pacific Rift Hands On

PlayStation 3 Hands On by Tom Bramwell

7 May, 2008

Page 1 of 2. Page 2 ->

MotorStorm! It's the bad boy of off-road racing games, and now with monster trucks! And a creative director called Paul Hollywood! Who slags off competitors during David Reeves's PlayStation Day speech! "This is not Redneck Racing, Baja or rally," he told the audience, which sounds like fighting talk to us, and we should know - we start fights all the time. "It wasn't putting them down," Hollywood tells Eurogamer afterwards, as we shove people off a cliff Coyote Revenge-style to get in front of him. "We exist in a genre all of our own... I have a lot of time for those other racing games - obviously I've played them and I've learned from them - but I just want to say we like to think of ourselves as unique."

So how about that monster truck? It's "an aggressive vehicle", says Hollywood, "which can totally obliterate some of the other vehicle classes" - everything except the Big Rigs. We get to try the truck out on a racetrack called Beachcomber, and it's speedy off the grid, even with MotorStorm's traditional eight-second delay before you can use its boost mechanic, and bike and buggy riders give it a wide berth as it launches through the start/finish gate down towards the beach. The problem is in turning. Even with relatively firm ground under-wheel, the monster truck skids towards cliff-sides and wooded areas, and is prone to toppling over when provoked by rocks. Like the other MotorStorm classes, then, it takes a bit of effort to master.

Evolution hasn't forgotten about the others, either, and each has been updated in a few ways. There are new attack manouevres, allowing you to shove people out of the way when they're alongside you, Road Rash-style, and those on bikes and ATVs will be able to move around a little in the saddle, ducking under branches and vines, or even under vehicles flying in their direction, while a bunny-hop move allows bikers to jump over debris, avoiding previously unavoidable spills.

'MotorStorm Pacific Rift' Screenshot 1

You can pick a single character avatar and use it throughout, if you like, rather than having to use a random.

Pacific Rift's location, The Island, is meant to be more oppressive than Monument Valley. "Monument Valley was a fantastic backdrop for the first game, but it was very passive," says Hollywood. "Now you've got vegetation, water, lava, high-altitude tracks, there's so much more in there." Making a meal out of vegetation isn't the tastiest idea ever, but in addition to knots of trees there'll be bushes, shrubs, vines and long grass presenting a tangible threat to smaller racers. Trucks and rigs will shrug it aside to some extent, but unless they follow one of the larger vehicles closely, the nimbler racers will have to take a detour or put their fragile frames at greater risk.

With a limited range of tracks to use at launch, MotorStorm 1 was reliant upon the diversity of its vehicle classes to sustain its single-player Festival mode, sometimes using bikes only, or mudpluggers only, or a mixture of two or three classes, and eventually opting for the full field. With Pacific Rift's 16 tracks, there should be healthy expansion there. "We have a totally unique unlock structure in MotorStorm Pacific Rift," Hollywood adds, "which is based around the Festival experience, so you go into the different zones and you'll be doing races and unlocking different vehicle classes, characters - we've got some really special characters in there - and game modes, liveries for your vehicles."

'MotorStorm Pacific Rift' Screenshot 2

20 vehicles on track at once isn't a promise, apparently, but a goal.

One big addition in terms of modes is split-screen. We were able to play a game with a two-way vertical split and surprisingly high levels of detail. "Our main concern is the frame-rate, so it's the same and you still get that same tactile experience racing in multiplayer or in single-player," Hollywood says when we ask what's been sacrificed to get it working. "We will turn a few things off, but it will have no effect on the actual emotive sort of experience you'll get from playing." But isn't split-screen a bit 1998? "If you've got two people in the room, why not play together?" says Hollywood. "Yeah it's great competing against brutal AI, but there's nothing better than competing against a brutal mate." The end result will support four people, too.

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Comments: 1-27 of 27 in total

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Benno
07/05/08 @ 13:23
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Looks okay.
Arwin
07/05/08 @ 13:29
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Sounds good. Loved the origal.
Kanselier
07/05/08 @ 13:33
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@Arwin

When it didn't effing cheat!

First place, first place. First place. Use boost. First place. Oh man I am gonna win! First place, boost. First place. Crash.

Lost, again. FFS!
Beano
07/05/08 @ 13:34
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/ducks
woodnotes
07/05/08 @ 13:39
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Reads more like Hollywood's hands-on preview than Eurogamer's.
japstersam
07/05/08 @ 13:40
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looks really good :D but i dont have a ps3 :(
farticusmaximus
07/05/08 @ 13:44
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Really quite enjoyed playing MS1, and if they fix little niggles like the sometimes odd collision and silly loading times then I'm sure I'll enjoy playing MS2.

I hear the resolution/30fps whining and frankly pffft.... gameplay is the deciding factor and a solid 30fps didnt hurt many other good racing games.
BadBoyBonner
07/05/08 @ 14:00
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Would be nice to look at a non-smeared raw image.
Beano
07/05/08 @ 14:01
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Motorstorm + more tracks + more game modes + more interesting setting - annoying menues and car selection = will buy for sure :)
dr_lha
07/05/08 @ 14:24
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"Isn't split screen a bit 1998"

Grr... its attitudes like that that ruined the latest Burnout and the original Motorstorm. Racing games are meant to me multiplayer, and in my household, that means the same sofa.
samk
07/05/08 @ 14:44
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"First place, first place. First place. Use boost. First place. Oh man I am gonna win! First place, boost. First place. Crash.

Lost, again. FFS!"

This is exactly why I didn't like Motorstorm at all. Having to do perfect laps in such a bump 'n' grind racing game just isn't fun. Or at least not to me. I only played a few hours in total before becoming thoroughly pissed off with it.
Ignatius_Cheese
07/05/08 @ 14:48
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# Hurray for Hollywoooooood, la la la la la la la Hollywoooooooooood la la la la la la la etc. #
Xerx3s
07/05/08 @ 15:00
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I quite like MS. I never won but that wasn't really the point, was it?
peterfll
07/05/08 @ 15:19
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Agree the originals race mechanics were a little buggered, but it was a good racer. I will look forward to this, but I still can't help being a little snide when someone crows on about "a solid 30 fps 720p!" because I can still remember the good old PS3 60fps 1080p hype machine.
groovychainsaw
07/05/08 @ 15:30
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Small thing, but when they put split screen in a game, why's it (nearly) always vertical, why not horizontal? Surely in a racing game, being able to look up and down is somewhat secondary to being able to see a wider sweep of the track...
ITs something that bothers me in many games (shooters especially), limiting your peripheral vision but giving you a better ability to look up and down for some reason. Why not just include a toggle? The pixel-pushing is the same, surely?
coastal
07/05/08 @ 15:33
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CM's Dirt had a stronger career path than MS. But then pretty good plastic cheese fun. with mud.
hahayou
07/05/08 @ 15:36
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"But isn't split-screen a bit 1998?"

You wash your mouth out right now, young man. No, not the soap. The bleach.
Arwin
07/05/08 @ 15:56
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The good old rubberband AI issue - it's so old and as far as i remember you've almost always been able to deal with it simply by good timing - don't drive in front until the last moment. I think in MotorStorm there are definitely advantages to keeping the field together a bit (one of the main functions of rubberband AI) - there are few games where driving inbetween other cars in first person view is as exhilerating, with the physics, the interaction, the mud, etc.

Split screen in GT5 Prologue is horizontal. It's been vertical for a while on widescreen TVs because people thought that would work great as you have two almost square images. But for racing games it's not so good, as the wider view is something very valuable and especially once you get used to it in single player then vertical split screen becomes very difficult to deal with (but it's always annoying anyway).

Splitscreen though would be great for me, even better with 4 players, as thanks to the motion sensing steering a lot of non-gamers and casuals over at my place can play this game and enjoy it - but they rarely see the AI until they get lapped, so (for the 'casuals' to be playing each other would be better ;) )
Edited 1 times, most recently on 07/05/08 @ 16:59
Artemus
07/05/08 @ 16:22
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"Isn't split screen a bit 1998"

No. I wish more games offered it these days. It is sad that it is now considered an afterthought.

Also hope they fix the horrible vehicle select screen in this sequel.
sirtacos
07/05/08 @ 16:42
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This looks like passable entertainment that I'll likely never buy.
JediMasterMalik
07/05/08 @ 17:22
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Looking forward to this a lot, hopefully they've tuned dwn or got rid o the rubberband AI, as it was annoying.
Scimarad
07/05/08 @ 17:30
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"But isn't split-screen a bit 1998?"

ARGGGHHH!!! Don't discourage people from including split screen, you morons!! :-)
AOFanboi
07/05/08 @ 17:57
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Small thing, but when they put split screen in a game, why's it (nearly) always vertical, why not horizontal?

What, now? The first split-screen racer evah - "Pitstop II" on the C64 back in 1984 - had horizontal split screen. You are very right horizontal is better for racing games. And they knew, 14 years ago...
miiiguel
07/05/08 @ 22:37
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Real friends is so 90s.
OnlyMe
07/05/08 @ 23:41
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It's only become vertical lately because of widescreen. By splitting a widescreen telly in vertical, you basically get two smaller 4:3 screens. Horizontal on todays widescreens is not the same as horizontal on a 4:3.

But using horizontal split-screen only in Gears of Wars was a really really dumb idea, particularly when you character took up half of the screen.
groovychainsaw
08/05/08 @ 09:41
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I don't know, you could give people the option, surely. Most of gears particularly is all on one flat plane, you rarely have to look up, so peripheral vision is more important for me. If iI had my way, all games would have split screen options in them, because they are simply more enjoyable. A shared experience with a beer will always beat an online one....
Edited 1 times, most recently on 08/05/08 @ 12:13
farticusmaximus
08/05/08 @ 13:01
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@Groovy - Amen brother, sofas are made to be shared with friends, so should games be (burn in hell burnout paradise). Giving the option of which splitscreen orientation can only be a good thing, and it really cant be hard to do.

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