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Eurogamer goes hands-on with MotorStorm Pacific Rift

Monday, 14th July 2008 13:40 GMT By Patrick Garratt

motorstorm27.jpg

What’s Motorstorm 2 like to play? We don’t know. Eurogamer does, though, as you can see from this hands-on. Snip:

The placement of water in Cascade Falls and Kanaloa Bay is extremely well thought-out, an object lesson in track design. MotorStorm’s remit – wide-open, branching tracks, with multiple racing lines and balanced for multiple vehicle types – is perhaps the hardest design challenge in racing games, and the first game was consequently a little basic and messy in places. You can already tell that Pacific Rift is a tighter ship – in vehicle classes as well as track design, this game is looking much better tuned and balanced than its predecessor.

Full thing through the link.

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5 Comments

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  1. DrDamn

    Lots of interesting stuff in the article with a really baffling conclusion. “In terms of new features, Pacific Rift doesn’t have much to boast beyond …” and then it lists a load of new features, with plenty more in the article itself.

    #1 6 years ago
  2. klanger13

    I know. Eurogamer has gone down hill recently and it breaks me heart. Sniff.

    #2 6 years ago
  3. Shatner

    I’m confused. Since when were journalists an authority on indentifying “the hardest design challenge in racing games”? Can anyone point me to the author’s previous design work on racing games or is he just waffling on trying to suggest he knows more than he actually does?

    And before you dismiss the criticism, try it yourself. Talking about it and doing it are quite separate things.

    Just like sex. :(

    #3 6 years ago
  4. pjmaybe

    From a player’s perspective, decent track design can make or break a title. Motorstorm had some fantastic track designs, punctuated by some really quite awful ones. The problem is, a lot of dev teams get so carried away with getting their engine tech up and running that they think about stuff like that as a last resort and just end up hamstringing a title because of a bunch of lacklustre and boring track layouts in the final product.

    S’probably why the fucking nurburgring ends up in so many titles…

    #4 6 years ago
  5. Shatner

    I’m pretty sure devteams have different people doing track design to those doing engine technology. Call it a hunch.

    #5 6 years ago