MotorStorm Pacific Rift

Playing along with Evolution's creative director Paul Hollywood.

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.

As good as the core racing was - learning when to boost and when to let it cool off - the key to getting value out of the original MotorStorm tracks was making sure you could race them in various ways, and Evolution's keen to achieve that again with each of the new game's 16. This is quickly evident in basic ways - having jumped into the sunset off an improvised airstrip next to a rusty old aircraft hangar, Beachcomber gets to business with a hairy passage along a scalloped shoreline past piles of rocks and threatening palms, but a vehicle with more grip to make the turn can go inland instead, shortcutting. Except, those taking the longer route can also benefit from the cooling effect water has on their boost - with the meter, which will cause you to explode if you hang on too long, going icy blue as you pass through shallows.

Elsewhere during a split-screen battle, we get to jump epically onto a mile-long mountain-top ridge sweeping to the right and sloping towards an abyss - recalling Coyote Revenge's visual highlight, and then slapping it around with a few million more visible polygons - with split paths high and low as racers of every type steer to the left to try and avoid sliding away. Multiple routes continue to crisscross, as a jump takes elevated racers over the heads of those grinding through the ditches below, but Hollywood prefers to let all this speak for itself and focus on the new layers of variation, like unpredictable events. "For instance," he says, "today we're showing a track called Beachcomber, and on the beach there's an unexploded sea-mine, and as you drive past it we occasionally fire a vehicle into the sea-mine, which then detonates, and if you're too close to it you get taken out by the shockwave." The destructible tower from the CG trailer can be knocked over, too, disrupting racers.

'MotorStorm Pacific Rift' Screenshot 3

Expect plenty of mountains to climb and then jump off, and we can't wait to see the lava.

All this may come at a cost, however, with the 20-vehicle figure quoted in the PlayStation Day presentation more of an estimate than a guarantee. "If we can get 20 vehicles on the tracks, we'll get 20 vehicles on the tracks," says Hollywood. "But we're doing that much physics, we're doing that much rendering, and the tracks are so detailed and alive that the number of vehicles isn't really that important." He's also promising "ultra-aggressive AI", albeit with a sensible learning curve.

Speaking of performance, back in the days before the PS3 launch MotorStorm was one of the games attacked for the disparity between early demo footage and CG video shown at E3, but Evolution feels it overcame that stigma, and technically MotorStorm Pacific Rift is considered a big advance, managing things like mud-slicks and foliage with more density and authenticity. Certain things, like the way water interacts with vehicles (or, at this point, doesn't), are unfinished, but Hollywood is careful to address this, promising water with "forces, flows and buoyancy". And while the PlayStation Day monster truck level struggles to keep up with itself, tumbling into single-digit frame-rates, the final game will also run at 30 frames-per-second in 720p when it comes out, Hollywood assures us.

'MotorStorm Pacific Rift' Screenshot 4

Motorbike versus monster truck: it's as though they read the forum.

When it does come out, we also wonder if it will get the same amount of aftermarket support. After all, as Hollywood happily admits, MotorStorm's abundant downloadable content was "finishing the game off". Sadly he's less happy to talk specifics for Pacific Rift, but "extra game modes" are mentioned. What about licensed vehicles, because MotorStorm had some interesting 'tributes'? "There's a worth to having maybe licensed vehicles," he says. "I'm not saying we'll be doing that, but if you want to buy a vehicle that you recognise...that may be something that we investigate in the future." Either way, "the downloadable stuff for MotorStorm Pacific Rift will hopefully hit the nail on the head for what people want."

With 16 tracks in the box and all the modes and extras from MotorStorm 1, plus new bits, though, DLC will be less of an imperative than it was in the months following the Japanese MotorStorm launch and preceding the European one. Instead we'll get to sample a whole game at once, and on the evidence of the PlayStation Day build, it will be one that pays assiduous attention to fan feedback. Look out for more on Pacific Rift in the months leading up to its autumn launch.

MotorStorm Pacific Rift is due out in the autumn on PS3.

Comments (25) Latest comment 4 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • Benno #1 4 years ago

  • Arwin #2 4 years ago

    Sounds good. Loved the origal.
  • Kanselier #3 4 years ago

    @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 #4 4 years ago

  • woodnotes #5 4 years ago

    Reads more like Hollywood's hands-on preview than Eurogamer's.
  • japstersam #6 4 years ago

    looks really good :D but i dont have a ps3 :(
  • BadBoyBonner #7 4 years ago

    Would be nice to look at a non-smeared raw image.
  • Beano #8 4 years ago

    Motorstorm + more tracks + more game modes + more interesting setting - annoying menues and car selection = will buy for sure :)
  • dr_lha #9 4 years ago

    "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 #10 4 years ago

    "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 #11 4 years ago

    # Hurray for Hollywoooooood, la la la la la la la Hollywoooooooooood la la la la la la la etc. #
  • Xerx3s #12 4 years ago

    I quite like MS. I never won but that wasn't really the point, was it?
  • peterfll #13 4 years ago

    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 #14 4 years ago

    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 #15 4 years ago

    CM's Dirt had a stronger career path than MS. But then pretty good plastic cheese fun. with mud.
  • hahayou #16 4 years ago

    "But isn't split-screen a bit 1998?"

    You wash your mouth out right now, young man. No, not the soap. The bleach.
  • Arwin #17 4 years ago

    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 by 1 at 07/05/08 @ 16:59
  • Artemus #18 4 years ago

    "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 #19 4 years ago

    This looks like passable entertainment that I'll likely never buy.
  • JediMasterMalik #20 4 years ago

    Looking forward to this a lot, hopefully they've tuned dwn or got rid o the rubberband AI, as it was annoying.
  • Scimarad #21 4 years ago

    "But isn't split-screen a bit 1998?"

    ARGGGHHH!!! Don't discourage people from including split screen, you morons!! :-)
  • AOFanboi #22 4 years ago

    <em>Small thing, but when they put split screen in a game, why's it (nearly) always vertical, why not horizontal?</em>

    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 #23 4 years ago

    Real friends is so 90s.
  • OnlyMe #24 4 years ago

    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 #25 4 years ago

    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 by 1 at 08/05/08 @ 12:13