Motorstorm Apocalypse Review thread

So are all the unlocks, perks and customization options limited *exclusively* to online play?

Is there anything to trick out, or any other offline goals besides running through the campaign?
 
GreatSage said:
The reason sounds overly harsh to me. It's probably a translation issue, but I have absolutely no idea what a lack of "bold management" is exactly criticising.
Let me translate that part.

"bold management" is a literal translation of the colloquialism "fat control" (fed styring, which means "good controls")
And the next sentence right after it says that if that part isn't good, there isn't much you can do in a racing game.
 
I'm not following the discussion here closely but I'll take a guess that it is the semi "simulation" controls in previous games in contrast to some other games that have more responsive, fake feeling controls. There is a continuum with sims on one end and games like Trackmania on the other.
 
Thrakier said:
Sounds good. Can you compare it to PR in terms of sheer racing excitement?

The most exciting part of Pacific Rift for me was the huge jumps and Apocalypse has it's share of those. One nice touch I've come across once or twice so far is if there's a close finish, the game will slow down for dramatic effect. The first time it happened I was in second and as I drew closer to the finish line the leader's car blew up from overuse of turbo and my car just scraped past his to win the race, any later and his flaming wreck that was rolling towards the finish would've have won the race. I have to say it's very satisfying when it happens.

The set pieces add a lot of "holy shit" moments to each race but they're not just there to look good, they do add to the gameplay by opening up alternative routes that add variety to the tracks. Although there is some repetition with regard to the tracks being raced on, there are some set pieces that only occur on a certain difficulty which keeps the tracks somewhat fresh.
 
YoungHav said:
I have seen the term a lot for racing games, what is "rubberband AI"?

It basically means the AI racers can't get too far ahead or too far behind you without the game artificially regulating their speed to get closer to you. As if they were attached to you with a rubber band.
 
Just tried the demo with both vehicles, digging it a lot! It differs a lot from Pacific Rift, the handling isn't as unforgiving as before, but it still retains that MotorStorm feeling, I think. The environment textures seem sharper than before, and a lot of crap is being shown on-screen at most times which is cool.
 
Why do people seem to only associate Motorstorm with rubberbanding?

I never ever see this argument in other racing games, i.e Hot Pursuit, Burnout etc.
 
CozMick said:
Why do people seem to only associate Motorstorm with rubberbanding?

I never ever see this argument in other racing games, i.e Hot Pursuit, Burnout etc.

Burnout: Paradise was so easy the rubberbanding wasn't a big problem. I agree on Hot Pursuit though, the rubberbanding in that game is even worse than in Pacific Rift, I think.
 
BeeDog said:
Burnout: Paradise was so easy the rubberbanding wasn't a big problem. I agree on Hot Pursuit though, the rubberbanding in that game is even worse than in Pacific Rift, I think.

Not even close. Hot Pursuit is still not as bad as any Motorstorm 1 or 2.
 
Xater said:
Not even close. Hot Pursuit is still not as bad as any Motorstorm 1 or 2.

Then we'll agree to disagree. I came further in MS2's single-player than in Hot Pursuit's before becoming extremely frustrated. But to be fair, it could also be the result of time, since I'm not as patient anymore. :P
 
CozMick said:
Why do people seem to only associate Motorstorm with rubberbanding?

I never ever see this argument in other racing games, i.e Hot Pursuit, Burnout etc.

Because in these games it's much worse, and in some instances completely ridiculous.
 
YoungHav said:
I have seen the term a lot for racing games, what is "rubberband AI"?

There are 3 symptoms:

You're driving fast, you're leaving everybody behind, you improve in your next lap, and suddenly some AI car passes you.

You're driving slow, everybody is leaving you behind, you commit some more errors in your next lap, and suddenly you are passing AI cars.

You take a look at the opponents lap times at the end of the race. Once it's 3'10'' for the first classified, next race it's 3'35'', next race is 2'52''.

Basically, it is a technique used so that there is always a chance of winning or losing your race, so there will always be more tension while playing. The problem with excessive rubberband AI is that you can experience the opposite effect: no matter what i'll do in this 8'00'' race, it will be decided in the last 3 turns, so the race has been devoided of any tension.
 
CozMick said:
Why do people seem to only associate Motorstorm with rubberbanding?.

Motorstorm simply features the worst rubberbanding of all current gen arcade racing games. I'm playing a lot of these games and I played the first two Motorstorm games. Nothing else compares in terms of rubberbanding. Not even Hot Pursuit.

My experience with the first two games kills my interest in MS:A.
 
NullPointer said:
I still have no idea what that means. :p
Sorry. I was distracted when I hit submit. It means "good controls".

The review says it doesn't have good controls which is very bad thing if you're a racing game.
 
kerrak said:
The problem with excessive rubberband AI is that you can experience the opposite effect: no matter what i'll do in this 8'00'' race, it will be decided in the last 3 turns, so the race has been devoided of any tension.
Which sums up the final two tiers of MotorStorm 1&2 quite well. I spent hours on the penultimate race in MS1. Got to a similar race in MS2 in Tier 8 and quit while the disc was still in a fit state to trade-in. In MS2, online-only trophies and a silly one where you need four joypads to unlock a trophy are equally annoying too (MS1 had no trophies iirc).
 
Loudninja said:

msak.jpg
 
CozMick said:
Why do people seem to only associate Motorstorm with rubberbanding?
Because it is the one thing holding these games from becoming an arcade racing fan's wet dream. Or maybe just my wet dream.
 
I bought my PS3 for the first Motorstorm. I felt Pacific Rift was a bit of a let down. Everything I have seen of Apocalypse makes me excited, save the dumb delayed NA release.

No way I'm importing from Euroland, you guys' games are too expensive
 
squicken said:
I bought my PS3 for the first Motorstorm. I felt Pacific Rift was a bit of a let down. Everything I have seen of Apocalypse makes me excited, save the dumb delayed NA release.

No way I'm importing from Euroland, you guys' games are too expensive

Import from play-asia -- it'll cost you same as full retail in the US shipped.
 
squicken said:
I bought my PS3 for the first Motorstorm. I felt Pacific Rift was a bit of a let down. Everything I have seen of Apocalypse makes me excited, save the dumb delayed NA release.

No way I'm importing from Euroland, you guys' games are too expensive

How so? o.O I think it's amazing and much better than MS1. The track design is fantastic and varied like in no other arcade game. Some of those courses are just exciting to experience, let alone to race on them.
 
Thrakier said:
How so? o.O I think it's amazing and much better than MS1. The track design is fantastic and varied like in no other arcade game. Some of those courses are just exciting to experience, let alone to race on them.

Not that PR isn't good, but my main complaints:

-Additional car classes unnecessary. New ones were not that great

-Wider tracks meant less interaction with other vehicles. This is what hurt Burnout Paradise (amongst many other things) as well. When it comes to arcade driving games, Rubbin' is Racin'

@GreatSage thanks for the Play-Asia heads up. didn't realize price would be the same
 
I reviewed MSA for TSA (giggle).

I've noticed that a few people said there was 4 player split-screen multiplayer online. I didn't actually check, but I think it's 2 player split-screen online, 4 player local.

Happy to be proven wrong though.
 
Ok I tried out the demo and I am not feeling it. The rubberband also still seems to be in place in the demo.
 
CozMick said:
Why do people seem to only associate Motorstorm with rubberbanding?

I never ever see this argument in other racing games, i.e Hot Pursuit, Burnout etc.
i've certainly heard the bitching in Burnout threads, and in Hot Pursuit threads. Hot Pursuit does it in a very strange way as it literally picks the cars up off the map and moves them up closer. you see them change icons on the mini map when it's happening. it's a bit disconcerting at first, but it doesn't seem to massively effect gameplay. if you race well, you'll rarely see the rest of the pack, unless you crash.

but there's the thing see, in Motorstorm i find it a lot easier to crash, and where games like Paradise can be forgiving even when you roll (land on your wheels and keep going), Motorstorm and it's 'self destruct button on the roof of your car' physics is not remotely forgiving.

you crash on that last lap and you're basically done.

based on what they said in interviews about the AI cars not doing anything you can't, i think they're probably making the drivers 'better' the further back they are, rather than out right cheating, though they could be fiddling with how quickly boost cools down (burnout games do this noticeably with how fast you charge boost when you're at the back).

some assist to keep the pack together is important to me in a game like motorstorm. that feeling of fighting against 15 other angry vehicles is a big part of what motorstorm is for me, but yeah, i could do without the whole 'make a mistake on the last lap = fail' thing.
 
plagiarize said:
i've certainly heard the bitching in Burnout threads, and in Hot Pursuit threads. Hot Pursuit does it in a very strange way as it literally picks the cars up off the map and moves them up closer. you see them change icons on the mini map when it's happening. it's a bit disconcerting at first, but it doesn't seem to massively effect gameplay. if you race well, you'll rarely see the rest of the pack, unless you crash.

but there's the thing see, in Motorstorm i find it a lot easier to crash, and where games like Paradise can be forgiving even when you roll (land on your wheels and keep going), Motorstorm and it's 'self destruct button on the roof of your car' physics is not remotely forgiving.

you crash on that last lap and you're basically done.

based on what they said in interviews about the AI cars not doing anything you can't, i think they're probably making the drivers 'better' the further back they are, rather than out right cheating, though they could be fiddling with how quickly boost cools down (burnout games do this noticeably with how fast you charge boost when you're at the back).

some assist to keep the pack together is important to me in a game like motorstorm. that feeling of fighting against 15 other angry vehicles is a big part of what motorstorm is for me, but yeah, i could do without the whole 'make a mistake on the last lap = fail' thing.

It's nowhere near as cheap as it has been, but it's still there as far as I can see. It's more that the AI drives better/worse rather than getting big speed bursts.
 
NullPointer said:
I still have no idea what that means. :p

Don't worry about it, reading it in danish isn't much better i can tell you.

Just ignore gamereactor, they are hilariously shitty.
 
nofi said:
It's nowhere near as cheap as it has been, but it's still there as far as I can see. It's more that the AI drives better/worse rather than getting big speed bursts.
i'll take it. not that i wouldn't have been day one anyway, but i was imagining the kind of rage descending upon me that F-Zero GXs story mode instilled in me.
 
GreatSage said:
Sounds like the tracks are like MS2, which I had a hard time following, mostly in the forest area's :( MS1 in that respect (course-design, and not cluttered) was much better imo.
 
The tracks sound much more varied than I thought they'd be, and that the rubberbanding isn't nearly as bad is music to my ears. I'm leaning toward getting this at $60 now instead of waiting for $40 like I had previously planned.
 
Cyborg said:
So 8,5 score seems to be the right? Hmm like I said before I expexted higher reviews
In a racer? These games are like JRPG's, polarizing. MSPR got less than stellar reviews by some but killed MS1. These games are overly nitpicked. Is it fun as hell and feature packed? Then it's a buy in the racing genre.
 
Xater said:
Not even close. Hot Pursuit is still not as bad as any Motorstorm 1 or 2.

Yeah, Hot Pursuit is such a better game than those first two Motorstorms. If there's rubberbanding still in the third I'm definitely passing. I feel like the money I spent on the first two was completely wasted.
 
I'm so stoked.

The reviews relieve some of my concerns about the visuals. This game doesn't look as good in still screenshots compared to Pacific Rift
 
LiquidMetal14 said:
In a racer? These games are like JRPG's, polarizing. MSPR got less than stellar reviews by some but killed MS1. These games are overly nitpicked. Is it fun as hell and feature packed? Then it's a buy in the racing genre.
i can't be the only one who feels like the over the top arcade racer is on the brink of beautiful resurgence or complete extinction. we had three awesome arcade racers last year and two of them completely bombed. the only one that didn't was the one with the solid brand name (it was the best of the three hands down mind).

arcade racers should be the Call of Duties of the racing segment. accessible, over the top and widely appealing... but they seem to be dangerously close to becoming entirely niche. Motorstorm's focus on picking routes and knowing when to boost over precise cornering should make it friendly to that larger audience. i really hope it succeeds, these reviews are entirely encouraging.

an 8.5 going to an ambitious title is completely different to an 8.5 going to something else. with Apocalypse they tried to make a very different Motorstorm that is still essentially Motorstorm at it's core and it sounds like they've hit that target dead center.

so it has some issues still, okay, what other game can i buy like it that's better? what other racing game has a story, and a setting like this, and online like this?
 
Kinspiracy said:
Yeah, Hot Pursuit is such a better game than those first two Motorstorms. If there's rubberbanding still in the third I'm definitely passing. I feel like the money I spent on the first two was completely wasted.
but Hot Pursuit has rubber banding. the problem with the first two motorstorms isn't that they had rubber banding, it was that they had way too much rubber banding.
 
Demo is fucking amazing, Motorstorm through and through. Was able to win the race with both, bike (3:38) and car (3:16). I like everything, except two things:

a) Where is the bumper cam?

b) the graphics seem to be worse than in PR, but I guess that's also related to the track and stuff. That was also hit and miss in PR.

Other than that, I love it. Day 1.

EDIT:

And it's still a racing experience at heart. If you go all out and only full throttle like in other games, you will fail. You have to learn the courses, where to boost, where to slow down and break, etc. pp.. Love it. Seems to be perfect like in PR.
 
Thrakier said:
Demo is fucking amazing, Motorstorm through and through. Was able to win the race with both, bike (3:38) and car (3:16). I like everything, except two things:

a) Where is the bumper cam?

b) the graphics seem to be worse than in PR, but I guess that's also related to the track and stuff. That was also hit and miss in PR.

Other than that, I love it. Day 1.

You change the camera view by pressing R1. Or did you mean something else?
 
BeeDog said:
You change the camera view by pressing R1. Or did you mean something else?

Hm, if I remember correctly in PR there was a bumper cam where you didn't see anything from the vehicle. It's not there in the Apocalypse Demo.
 
Thrakier said:
b) the graphics seem to be worse than in PR, but I guess that's also related to the track and stuff. That was also hit and miss in PR.
i believe their performance target was 720p in 3D. the side effect of that is that 2D now works in 1080p (of some flavour not sure if it's full 1080p).

people are raving about how good it looks in 3D, so i can believe there were a few concessions to world design compared to Rift in order to get the performance and resolution they wanted in 3D.
 
Thrakier said:
Hm, if I remember correctly in PR there was a bumper cam where you didn't see anything from the vehicle. It's not there in the Apocalypse Demo.

I may be misremembering, but I think it was vehicle-specific in PR. On some cars you wouldn't see the front, but on others you would.
 
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