MotorStorm: Massive Hands-On Preview
It's simply the best game on PlayStation 3, and we've been playing a recent build like mad to deliver you this detailed hands-on preview ahead of its offline Japan release next month and full launch next year.
Page 3
But track isn't the only thing to pay attention to. The other dynamic is the boost feature, common in many racing games and an invaluable tool in MotorStorm. After ten seconds at the start of the race, your boost is ready for use. It fills up automatically, at about half the rate it depletes during use. If you use the boost for too long in once go, your engine overheats, an alarm beeps and your vehicle BLOWS UP - you die, and respawn in the same way you do after a crash.
At first it might seem the boost is overgenerous, in that you don't need to 'earn' it with powerslides as you do in Ridge Racer. But in the tough levels, it must be used wisely; correct execution at the right parts of the track will mean you have a chance of winning, but the AI opposition also gets very proficient at using its boost as well, so there are no guarantees of success. The boost component adds yet more depth to the experience.
"There's something about the lighting in MotorStorm that's pornographically attractive."
|
So the game plays like a dream, to be quite honest. But another big part of the enjoyment is the immersive, tangible world you race in, and that's thanks not just to the physical laws of the track, but the outstanding visual quality too.
There's no question: all the neat touches they had in the questionable E3 2005 target trailer are pretty much present and respectable in some form or another in the real, final game. It's unbelievable and an absolute told-you-so victory for PS3, with some of the lushest, best-lit visuals we have seen to date. And it's the only such told-you-so on the PS3 right now.
In this version, framerate is not locked and when the game wants to be, for example during vehicle selection (set atop a massive rock) with camera pointed upwards at the sky and rotating around the car, it's 60fps. In-game, you're not going to get 60fps, but for the first time, when we talk about motion blur we're not talking about compensation.
No matter how close passing objects or scenery are, motion blur is flawless in its execution - much, much better than we witnessed in something like Project Gotham 3, where the motion-blur compensation for framerate looked shaky. Whether that was a software or hardware performance issue, with MotorStorm - and we never thought we'd say it this - high quality, film-like motion blur at 30fps almost seems better than bleeding edge 60fps without it. We're going to hell for saying that - but this effect just looks lovely.
"It's the only 'told-you-so' on the PS3 right now."
|
The HDR lighting in MotorStorm is also sexy; tilt the camera towards the blue sky with the driver still in view, and he appears dark; point it down towards the radiant orange ground to feel its warmth and the driver is bright and vibrant. OK, so many new-generation games are pulling off HDR admirably, but there's something about it in MotorStorm that looks pornographically attractive.
Perhaps it's the harmony of it all and how convincing all the effects are in together. Bump-mapped surfaces and water look really nice, flags wave and metal reflects, terrain deforms, mud splashes everywhere (including 'on your TV screen'), and the dusty particle effects all look fantastic. Additionally, a real feeling of scale suggests that proper thought has also been put into how best to use a HD screen.
During replays or the pause screen you can move the camera around freely, and really have a detailed look to appreciate things. You can even take the camera underneath the vehicle and see the splashes of mud and grass up close, and despite a bit of clipping - to be expected when this much cam freedom is allowed up-close - putting this sort of detail at the mercy of user investigation shows how confident Evolution is with the engine it has running on the hardware.
Video Coverage (Latest Videos & Video FAQ) | |||
PLEASE DO NOT DIRECT LINK TO ANY MEDIA FILE ON KIKIZO | |||
Description | Dur. | Size | Details |
Newly Added | |||
MotorStorm Latest Trailer, HD Quality |
1:20 | 45MB | DF, HD, 16:9 1280x720p30 8Mbps |
MotorStorm Latest Trailer, SD |
1:20 | 9MB | DF, SD, 16:9 640x360p30 2Mbps |
Previous Videos | |||
MotorStorm GC2006 Trailer, HD Quality |
1:08 | 50MB | DF, HD, 16:9 1280x720p30 7.0Mbps |
MotorStorm HD In-Game Engine Trailer (HD quality) |
1:08 | 57MB | DF, SD, 16:9 1280x720p30 8Mbps |
MotorStorm E3 2005 Trailer SD |
1.31m | 34MB | DF, SD, 60 640x480 3.5Mbps |
MotorStorm E3 2005 Trailer SD |
1.31m | 20MB | DF, SD, 30 640x480 2Mbps |
MotorStorm E3 2005 Trailer ED, CAM with DFA alternative, this cam version is worth a download due to extra detail captured better than in feeds. Also doesn't have the ludicrous Vsync issue that plagued Sony's 2005 live feed. Not that it matters anymore. |
1.24m | 29MB | CAM, ED, 60 720x576 3Mbps |
Satoru Iwata Video Interview - the late Nintendo president spoke with Kikizo in 2004 as 'Nintendo Revolution' loomed.
Kaz Hirai Video Interview - the first of Kikizo's interviews with the man who went on to become global head of Sony.
Ed Fries Video Interview - one of Xbox's founders discusses an epic journey from Excel to Xbox.
Yu Suzuki, the Kikizo Interview - we spend time with one of gaming's most revered creators.
Tetris - The Making of an Icon: Alexey Pajitnov and Henk Rogers reveal the fascinating story behind Tetris
Rare founders, Chris and Tim Stamper - their only interview? Genuinely 'rare' sit down with founders of the legendary studio.
The History of First-Person Shooters - a retrospective, from Maze War to Modern Warfare