

For one, racing them in different lighting conditions makes a big difference. The relatively small number of tracks shouldn't put you off. The handling, which varies depending on your mode of conveyance, is never less than perfectly in tune with the adjustments you make with the analogue stick (or, if you can be bothered to master it, the tilt control). The tracks, of which there are surprisingly few, are immense, taking several minutes to lap, and they're multifaceted. I'd half forgotten about SSX, but Evolution hasn't.
#MOTO STORM IT SERIES#
I like it because it's the first racing game in ages to realise that you don't need endless modifications, inversions, reversals, reversions, diversions, or excursions to other genres you just need a simple, straightforward series of excellent races.Īnd I like it because it's the first racing game in ages that actually got why SSX was good. I like it because it's the first racing game in ages to realise that you don't need 487 cars you just need a few really good ones. I like it because it's the first racing game in ages to realise that you don't need 487 tracks you just need a few really good ones.

Indeed, that CG trailer may not have been literal, but it was evocative - of a game that leaves you enjoying rather than bemoaning somebody else's definition of cool.īut anyway, none of that's a reason I particularly like MotorStorm.

It's also probably the only videogame aesthetic that sits comfortably within the aural cocoon of Nirvana's Breed, among other raucous accompaniment. It's like a graphical rave - textures are photographic, if not always bump-mapped the cars' glossy intricacies muddy and fray delightfully under the weight of incessant grinds, nicks and flecks dust and mud-showers cloud your third- or first-person perspective and the draw distance is phenomenal, with tracks like Rain God Mesa designed to emphasise this with huge crescent roads along mountainsides, or massive jumps, while Rockhopper goes even further, clear as day for further than, in real life, my eyes can reliably see anyway. Getting to the point where they can look back and laugh: one of the races is called 'Giant Enemy Crab'. At times the brownest game since Quake, the detail's still incredible, with every flavour of special effect dancing merry hell around the frame buffer. The persistent terrain detail works as advertised, the AI doesn't like to be mistreated, and as much as it'll pain some of you to read it, MotorStorm does look amazing. And of course there was that trailer at E3 two years ago, which aimed to convince us all that as well as about 48 million transistors, Industrial Light & Magic lurked within the RSX graphics chip, the run-over from their birthing of the next generation of videogame visuals splashing the walls of desire with automotive ejaculate.Īnd you know, some of it's true. There was talk of AI opposition reacting badly to engagement, nudging you into a ravine when the opportunity next arose.

Then there was all that stuff about persistent terrain detail: tyres cutting through mud would leave appreciable dents and grooves that buffeted your suspension on subsequent laps, while hoardings would splinter and smash under the weight of an unseated motorcyclist hurtling against them, and leave troubling debris. To begin with it was simple: cars, bikes, buggies and trucks will drive around big tracks set in Monument Valley. We've been told all sorts of things about MotorStorm.
