Preview: MotorStorm: Apocalypse (in 3-D)
18
The first thing I notice as I fit the 3-D glasses over my eyes and launch into the MotorStorm: Apocalypse E3 demo is that there are people running all over the place. "Looters ... crazies," art director Simon O'Brien corrects, as I plow into one, sending his ragdoll body flying out of the screen at us.
I figure I'm not going to have many, if any more chances to play MotorStorm: Apocalypse in 3-D (I'm no early adopter), so I settle in and run through the demo a few times. The third MotorStorm game for PS3 has been in development for two years and its 3-D component for half that time. Developer Evolution Studios has done an admirable job implementing this technical gimmick, and in 3-D mode the demo maintains a steady 30fps framerate and the visual details hold up (at least better than in Killzone 3's first take in 3-D).
MotorStorm: Apocalypse is understandably chaotic, however, and the 3-D distractions, like those flying crazies, make an already difficult race course more challenging to navigate. I slam into a few walls, not easily seeing turns in the impromptu "track" -- a straight-shot race through a crumbling, fictional West Coast city. I finish in something like 13th place and ask if I can see the game in "2-D mode," but the demo doesn't allow for us to switch over.
As towering skyscrapers topple over and the freeway collapses into a dark underground tunnel (luckily, headlights have been added), MotorStorm: Apocalypse invites comparisons to Black Rock Studios' recent, "catastrophe evasion" racer Split/Second. During Apocalypse, all of the environmental destruction is predetermined -- it's scripted -- and not an apparent racing strategy (whereas Split/Second has players trigger the gameworld-changing events). Split/Second might offer the more engaging gameplay mechanic, but within the racing genre, large-scale environmental destruction is still relatively new; and Apocalypse can get away with its passive integration of exploding set pieces without being necessarily second-rate.
The apocalyptic theme fits in well with the general attitude of the series. To me, MotorStorm has always been about enjoying the hurt inflicted upon oneself and others more so than the thrill of winning a race. O'Brien says the development team hasn't tinkered much with the core gameplay, aside from a few updates, including the addition of some new vehicle classes (the demo featured a supercar). What has changed is a single-player Festival mode with deeper narrative elements. The Apocalypse story will alternate between three main characters as they ride out 48 hours of chaos.
O'Brien also touches on the revamped multiplayer Recreation mode, which is following in the now requisite tradition of Modern Warfare and adding an XP system and unlockable perks for handling, boosting and combat. XP will operate as a sort of currency, says O'Brien, and can be used to gamble on multiplayer race outcomes. Theoretically, you could gamble against yourself, throw the race and still win ... points. Clearly, there are some components of this system yet to be fully explained -- or even sorted out.
With a scheduled first quarter 2011 release, there's plenty of time to get MotorStorm: Apocalypse tuned up, and while it's not going to drastically depart from the gameplay that has earned a sizable fan base, this sequel isn't a listless rehash. Oh, you will revisit "classic" locations, O'Brien promises, but the apocalypse has reached these places too. Old tracks will be violently altered by earthquakes, creating new ground to cover -- with bruised and broken MotorStorm crazies.
I figure I'm not going to have many, if any more chances to play MotorStorm: Apocalypse in 3-D (I'm no early adopter), so I settle in and run through the demo a few times. The third MotorStorm game for PS3 has been in development for two years and its 3-D component for half that time. Developer Evolution Studios has done an admirable job implementing this technical gimmick, and in 3-D mode the demo maintains a steady 30fps framerate and the visual details hold up (at least better than in Killzone 3's first take in 3-D).
MotorStorm: Apocalypse is understandably chaotic, however, and the 3-D distractions, like those flying crazies, make an already difficult race course more challenging to navigate. I slam into a few walls, not easily seeing turns in the impromptu "track" -- a straight-shot race through a crumbling, fictional West Coast city. I finish in something like 13th place and ask if I can see the game in "2-D mode," but the demo doesn't allow for us to switch over.
As towering skyscrapers topple over and the freeway collapses into a dark underground tunnel (luckily, headlights have been added), MotorStorm: Apocalypse invites comparisons to Black Rock Studios' recent, "catastrophe evasion" racer Split/Second. During Apocalypse, all of the environmental destruction is predetermined -- it's scripted -- and not an apparent racing strategy (whereas Split/Second has players trigger the gameworld-changing events). Split/Second might offer the more engaging gameplay mechanic, but within the racing genre, large-scale environmental destruction is still relatively new; and Apocalypse can get away with its passive integration of exploding set pieces without being necessarily second-rate.
The apocalyptic theme fits in well with the general attitude of the series. To me, MotorStorm has always been about enjoying the hurt inflicted upon oneself and others more so than the thrill of winning a race. O'Brien says the development team hasn't tinkered much with the core gameplay, aside from a few updates, including the addition of some new vehicle classes (the demo featured a supercar). What has changed is a single-player Festival mode with deeper narrative elements. The Apocalypse story will alternate between three main characters as they ride out 48 hours of chaos.
O'Brien also touches on the revamped multiplayer Recreation mode, which is following in the now requisite tradition of Modern Warfare and adding an XP system and unlockable perks for handling, boosting and combat. XP will operate as a sort of currency, says O'Brien, and can be used to gamble on multiplayer race outcomes. Theoretically, you could gamble against yourself, throw the race and still win ... points. Clearly, there are some components of this system yet to be fully explained -- or even sorted out.
With a scheduled first quarter 2011 release, there's plenty of time to get MotorStorm: Apocalypse tuned up, and while it's not going to drastically depart from the gameplay that has earned a sizable fan base, this sequel isn't a listless rehash. Oh, you will revisit "classic" locations, O'Brien promises, but the apocalypse has reached these places too. Old tracks will be violently altered by earthquakes, creating new ground to cover -- with bruised and broken MotorStorm crazies.
Reader Comments (18)
Posted: Jun 22nd 2010 8:14PM ripslymemc said
Pardon my ignorance, but how will I play these 3D games? Is it something on the console which will display 3D images on all tvs?
Posted: Jun 22nd 2010 8:46PM recklessfred said
@ripslymemc
You need special (and expensive) glasses, as well as a tv that supports 3D.
Reply
You need special (and expensive) glasses, as well as a tv that supports 3D.
Posted: Jun 22nd 2010 8:46PM ripslymemc said
@Kinsey
I'm not new to Joystiq, but thanks for your answer.
Reply
I'm not new to Joystiq, but thanks for your answer.
Posted: Jun 22nd 2010 9:34PM (Unverified) said
@ripslymemc i think he asked because its a little confusing seeing all this 3d hype, even tho probably less than 10% of us (if that) own 3d capable tv.....
if they dont figure out a way to make this work on regular tvs, or make it a standard feature on most flat screens this will fail miserably. in the last few months i bought 3 bravia's for my house, i dont plan on buying yet another flatscreen just so i can see some gimmicky 3d images.
Reply
if they dont figure out a way to make this work on regular tvs, or make it a standard feature on most flat screens this will fail miserably. in the last few months i bought 3 bravia's for my house, i dont plan on buying yet another flatscreen just so i can see some gimmicky 3d images.
Posted: Jun 22nd 2010 8:14PM velocitystrike said
The scripted environmental destruction makes me sigh somewhat - surely it'll then become a simple case of remembering what happens where instead of keeping you on your toes. I'm sure it'll be wonderful altogether though.
Posted: Jun 22nd 2010 8:55PM liquidsoap89 said
@velocitystrike
Apparently the tracks don't reset to normal the next time you race on them. They stay destroyed.
I have no idea about how that will work out, but if it's the way I'm thinking of it, we're in for a lot of variations of a track!
Reply
Apparently the tracks don't reset to normal the next time you race on them. They stay destroyed.
I have no idea about how that will work out, but if it's the way I'm thinking of it, we're in for a lot of variations of a track!
Posted: Jun 22nd 2010 9:00PM Da Largest said
liquidsoap89
I'll bet money that that only applies for the campaign. In the multiplayer I'm sure there'll be something where you can choose the different stages of destruction but I doubt that once something has collapsed, it'll stay collapsed forever.
Reply
I'll bet money that that only applies for the campaign. In the multiplayer I'm sure there'll be something where you can choose the different stages of destruction but I doubt that once something has collapsed, it'll stay collapsed forever.
Posted: Jun 22nd 2010 8:25PM Ezio Auditore da Firenze said
Sounds good.
I love me some Motorstorm.
I love me some Motorstorm.
Posted: Jun 22nd 2010 8:26PM KiraXD said
am i the only one who would prefer detail over 3D? i know james said little (or no) loss of detail in motorstorm... but you know you are going to sacrifice detail for 3D so the systems can handle it.
I guess im just not sure how the devs are going to implement 3D in the future. Will all games be designed in 2D AND 3D (and fit into 1 disc? or start including 2D and 3D versions of the same disc?) Will they start making 3D only games? (god i hope not)
I guess im just not sure how the devs are going to implement 3D in the future. Will all games be designed in 2D AND 3D (and fit into 1 disc? or start including 2D and 3D versions of the same disc?) Will they start making 3D only games? (god i hope not)
Posted: Jun 22nd 2010 9:06PM Cheesus Crust said
Well in 480i to 1080p you went from
345600(720*480) pixels to 2073600(1920*1080) pixels, a sixfold increase.
In 3D, you are going from a 1080p signal to a 1080pX2 signal, so 2073600 compared to 4147200 pixels.
So in actually, 3D is THREE TIMES LESS a deal than HD...literally.
Unless you are going directly to 3D from SD,then its TWICE as much a deal than regular HD.
Reply
345600(720*480) pixels to 2073600(1920*1080) pixels, a sixfold increase.
In 3D, you are going from a 1080p signal to a 1080pX2 signal, so 2073600 compared to 4147200 pixels.
So in actually, 3D is THREE TIMES LESS a deal than HD...literally.
Unless you are going directly to 3D from SD,then its TWICE as much a deal than regular HD.
Posted: Jun 22nd 2010 9:01PM Hexa said
Epic =D
Posted: Jun 23rd 2010 4:33AM Faenix said
Samsung 3D HTV + Samsung 3D Bluray player + a movie + glasses = $2000,
If I didnt get my HDTV in November, i'd pick that package up now, sell the Bluray players and the dumb movie it comes up.. and it prolly go to about $1700 or so. ($200 more then I paid for my HDTV)
Though, for an extra pair or two of 3D glasses ($130-$200 each).. ouch. o.o
If I didnt get my HDTV in November, i'd pick that package up now, sell the Bluray players and the dumb movie it comes up.. and it prolly go to about $1700 or so. ($200 more then I paid for my HDTV)
Though, for an extra pair or two of 3D glasses ($130-$200 each).. ouch. o.o









