tingham
05-06-08, 09:48 PM
New game play video of MS2. I can't wait 6 months for this. All this and more from http://motorstormleague.com/forum/... If you are playing Motorstorm and want to join the racing fun and competition, come check us out. Tell them Rupterr sent ya!
http://www.gamersyde.com/stream_7074_en.html
NEW INFO ABOUT MOTORSTORM 2:
This is what Nigel Kershaw, Game Director of MotorStorm 2 has to say:
"D+PAD: The original MotorStorm took place entirely in Monument Valley, a real world location but with fictitious tracks created specifically for the game. You’re taking MotorStorm onto a tropical island for the sequel, but is it based around a particular real world location?
Nigel Kershaw: Not directly, but we did send a group of (lucky) people off to Hawaii to gather all sorts of video and photographic reference, just as we did with Monument Valley. So our process has been exactly the same.
DP: What sort of locales can we expect to see within the island environment and how many tracks are Evolution aiming to have in the final release?
NK: We are building 16 tracks, which is twice as many as the initial release of MotorStorm. Each track has its own distinct look and feel, so it’s going to take a while for somebody to really get to know all of them.
DP: We were impressed by MotorStorm’s vehicle physics and their reaction to the various types of terrain. Can we expect any new type of road surfaces in the sequel?
NK: Absolutely. The island environment means that we have so much more freedom in our track creation than we did previously. And the different vehicle types have different strengths and weaknesses over the various
surfaces, which all adds to the challenge and enjoyment of the game as a whole.
DP: Track deformation was a major factor of MotorStorm, but unlike SEGA Rally it didn’t affect the physics or handling. Has this been addressed in the sequel?
NK: The environments are much more interactive in the new game. This is especially true of the new track elements – the water, vegetation, lava and so on. And again, their effects differ from one vehicle class to the next.
Seven different types of vehicle featured in the original game.
DP: We’ve already seen Monster Trucks, but are any more vehicle types being introduced? What new gameplay features do the new vehicle types bring?
NK: We’ve kept all 7 from the previous game, but we’ve spent a considerable amount of time rebalancing them. So even if you didn’t like a particular class from the first game, it’s definitely worth giving it a look because it
might just surprise you. As you say, we’ve also added the monster truck class, and we’ve made it a real star too. I’m not saying it’s going to win you races straight away, but it can really shift once you get the hang of it.
We’ve also expanded on what the player can do when it comes to scrapping with your rivals, which can help tip the balance in your favour at just the right time.
DP: Drivers and riders in the original game showed an element of personality with their animations and unique gestures. Has this been expanded on for MotorStorm 2?
NK: Yep. The riders’ animations were a great way to get across the attitude of MotorStorm, and this has definitely been retained. In fact, we’ve expanded
on pretty much everything in one way or another. The game’s really a big leap
forward.
DP: MotorStorm featured a very straightforward progression structure with no other single player distractions on the original disc. Will this structure be expanded on and will the sequel feature new modes for solo players?
NK: The single player structure is different, but still recognisable from the first game. And there is more to keep an individual player entertained this time. MotorStorm was a really tight, focussed game. For this game we’ve been a little bit more expansive, without losing that core.
DP: The CGI trailer shows a falling tower crushing drivers racing beneath it. Can we look forward to destructible environments in MotorStorm 2?
NK: The environments certainly contain destructible elements, yes. This was
something that we actually had in MotorStorm, but we’ve been able to improve our technologies and so can now make more out of the feature.
DP: Were there any other features unveiled in the trailer that gamers might have missed?
NK: Take another look and see what the different bike/ATV riders do!
DP: Have there been any other major improvements made to the engine over the course of developing the sequel?
NK: The engine is completely new. For MotorStorm we were working on a brand new console with brand new tools and libraries. They have all now
matured a bit, and of course we now have more experience and knowledge
of how to get the console to work to its enormous potential. So rather than try to improve upon the previous tech base, we built a new one using what we’d learnt during the previous game’s development. As with every console,
later games use the hardware better and we’re already on our second PS3
game, which is not something that many developers can say.
DP: The first game sported impressive visuals, especially considering its
launch title status. How have you managed to improve the visuals for
MotorStorm 2?
NK: As I mentioned, we’ve taken a whole new approach. The first game
still looks great, but this already looks better. And of course moving from a
desert to a tropical environment means there is much more filling the screen.
It’s hard to get a really lush looking jungle, but we’ve definitely succeeded.
And then some.
DP: The original MotorStorm allowed players to control vehicles with the
motion controls of the SIXAXIS. Will we be seeing any additional use of the
SIXAXIS in the sequel?
NK: The player still has the option of using the SIXAXIS to steer their vehicle.
We felt that there were enough gamers who really valued this feature for us to put it in again. We’ve also spent a good amount of time working with the new DualShock3. It’s nice to have rumble again, as it can really help get across the state of your vehicle.
DP: MotorStorm was great fun online but it lacked a community spirit with
no party system, inadequate voice communications and no local multiplayer.
Given that the PS3 is making a big push in this direction this year, what are you doing with MotorStorm 2 to offer an engaging multiplayer experience?
NK: As with a lot of the other technology for the PS3, the tools and libraries
are better now than when we were creating the online code for MotorStorm. So we now have a more robust online code-base, and this has allowed us to increase both the quality and quantity of features available to the players. It’s definitely going to be much better and more fulfilling this time round.
DP: Will MotorStorm 2 take advantage of Home integration and Accomplishments?
NK: Home is a really exciting area for all PlayStation 3 developers; it’s going
to have a huge impact upon the gaming public when it comes out. I think it’s
going to really start binding the PS3 online community together. I’m really
looking forward to watching it progress, and MotorStorm will be a strong
presence from the off.
DP: What are your views on many current PlayStation 3 games requiring
large installations onto players’ hard drives? Do you see yourselves
following suit with MotorStorm 2 in a bid to make the game run more
effectively?
NK: Installing a game to the hard drive does give certain advantages, but it’s
not a magic bullet. Of course, it’s not suitable for every game, but some will
really benefit from it. So if we thought that a game of ours would benefit from
using the hard drive in that way, then we’d certainly give it a lot of thought.
It’s all about what’s best for the individual title.
DP: Evolution Studios spent a great deal of time working on the World
Rally Championship series on PlayStation 2, but we’ve heard nothing about the future of the franchise. Does the team have any plans to return to WRC or is MotorStorm the future?
NK: We had a great time making all 5 WRC titles (6 if you include the French
“Seb Loeb Rally”), and they are really what gave Sony the confidence to ask
us to make MotorStorm. As for whether we’ll make another WRC game, our policy is that we loved it so much we’d never rule it out.
DP: Thanks for taking the time to talk with us!
NK: No worries, nice to talk to you too".
http://www.gamersyde.com/stream_7074_en.html
NEW INFO ABOUT MOTORSTORM 2:
This is what Nigel Kershaw, Game Director of MotorStorm 2 has to say:
"D+PAD: The original MotorStorm took place entirely in Monument Valley, a real world location but with fictitious tracks created specifically for the game. You’re taking MotorStorm onto a tropical island for the sequel, but is it based around a particular real world location?
Nigel Kershaw: Not directly, but we did send a group of (lucky) people off to Hawaii to gather all sorts of video and photographic reference, just as we did with Monument Valley. So our process has been exactly the same.
DP: What sort of locales can we expect to see within the island environment and how many tracks are Evolution aiming to have in the final release?
NK: We are building 16 tracks, which is twice as many as the initial release of MotorStorm. Each track has its own distinct look and feel, so it’s going to take a while for somebody to really get to know all of them.
DP: We were impressed by MotorStorm’s vehicle physics and their reaction to the various types of terrain. Can we expect any new type of road surfaces in the sequel?
NK: Absolutely. The island environment means that we have so much more freedom in our track creation than we did previously. And the different vehicle types have different strengths and weaknesses over the various
surfaces, which all adds to the challenge and enjoyment of the game as a whole.
DP: Track deformation was a major factor of MotorStorm, but unlike SEGA Rally it didn’t affect the physics or handling. Has this been addressed in the sequel?
NK: The environments are much more interactive in the new game. This is especially true of the new track elements – the water, vegetation, lava and so on. And again, their effects differ from one vehicle class to the next.
Seven different types of vehicle featured in the original game.
DP: We’ve already seen Monster Trucks, but are any more vehicle types being introduced? What new gameplay features do the new vehicle types bring?
NK: We’ve kept all 7 from the previous game, but we’ve spent a considerable amount of time rebalancing them. So even if you didn’t like a particular class from the first game, it’s definitely worth giving it a look because it
might just surprise you. As you say, we’ve also added the monster truck class, and we’ve made it a real star too. I’m not saying it’s going to win you races straight away, but it can really shift once you get the hang of it.
We’ve also expanded on what the player can do when it comes to scrapping with your rivals, which can help tip the balance in your favour at just the right time.
DP: Drivers and riders in the original game showed an element of personality with their animations and unique gestures. Has this been expanded on for MotorStorm 2?
NK: Yep. The riders’ animations were a great way to get across the attitude of MotorStorm, and this has definitely been retained. In fact, we’ve expanded
on pretty much everything in one way or another. The game’s really a big leap
forward.
DP: MotorStorm featured a very straightforward progression structure with no other single player distractions on the original disc. Will this structure be expanded on and will the sequel feature new modes for solo players?
NK: The single player structure is different, but still recognisable from the first game. And there is more to keep an individual player entertained this time. MotorStorm was a really tight, focussed game. For this game we’ve been a little bit more expansive, without losing that core.
DP: The CGI trailer shows a falling tower crushing drivers racing beneath it. Can we look forward to destructible environments in MotorStorm 2?
NK: The environments certainly contain destructible elements, yes. This was
something that we actually had in MotorStorm, but we’ve been able to improve our technologies and so can now make more out of the feature.
DP: Were there any other features unveiled in the trailer that gamers might have missed?
NK: Take another look and see what the different bike/ATV riders do!
DP: Have there been any other major improvements made to the engine over the course of developing the sequel?
NK: The engine is completely new. For MotorStorm we were working on a brand new console with brand new tools and libraries. They have all now
matured a bit, and of course we now have more experience and knowledge
of how to get the console to work to its enormous potential. So rather than try to improve upon the previous tech base, we built a new one using what we’d learnt during the previous game’s development. As with every console,
later games use the hardware better and we’re already on our second PS3
game, which is not something that many developers can say.
DP: The first game sported impressive visuals, especially considering its
launch title status. How have you managed to improve the visuals for
MotorStorm 2?
NK: As I mentioned, we’ve taken a whole new approach. The first game
still looks great, but this already looks better. And of course moving from a
desert to a tropical environment means there is much more filling the screen.
It’s hard to get a really lush looking jungle, but we’ve definitely succeeded.
And then some.
DP: The original MotorStorm allowed players to control vehicles with the
motion controls of the SIXAXIS. Will we be seeing any additional use of the
SIXAXIS in the sequel?
NK: The player still has the option of using the SIXAXIS to steer their vehicle.
We felt that there were enough gamers who really valued this feature for us to put it in again. We’ve also spent a good amount of time working with the new DualShock3. It’s nice to have rumble again, as it can really help get across the state of your vehicle.
DP: MotorStorm was great fun online but it lacked a community spirit with
no party system, inadequate voice communications and no local multiplayer.
Given that the PS3 is making a big push in this direction this year, what are you doing with MotorStorm 2 to offer an engaging multiplayer experience?
NK: As with a lot of the other technology for the PS3, the tools and libraries
are better now than when we were creating the online code for MotorStorm. So we now have a more robust online code-base, and this has allowed us to increase both the quality and quantity of features available to the players. It’s definitely going to be much better and more fulfilling this time round.
DP: Will MotorStorm 2 take advantage of Home integration and Accomplishments?
NK: Home is a really exciting area for all PlayStation 3 developers; it’s going
to have a huge impact upon the gaming public when it comes out. I think it’s
going to really start binding the PS3 online community together. I’m really
looking forward to watching it progress, and MotorStorm will be a strong
presence from the off.
DP: What are your views on many current PlayStation 3 games requiring
large installations onto players’ hard drives? Do you see yourselves
following suit with MotorStorm 2 in a bid to make the game run more
effectively?
NK: Installing a game to the hard drive does give certain advantages, but it’s
not a magic bullet. Of course, it’s not suitable for every game, but some will
really benefit from it. So if we thought that a game of ours would benefit from
using the hard drive in that way, then we’d certainly give it a lot of thought.
It’s all about what’s best for the individual title.
DP: Evolution Studios spent a great deal of time working on the World
Rally Championship series on PlayStation 2, but we’ve heard nothing about the future of the franchise. Does the team have any plans to return to WRC or is MotorStorm the future?
NK: We had a great time making all 5 WRC titles (6 if you include the French
“Seb Loeb Rally”), and they are really what gave Sony the confidence to ask
us to make MotorStorm. As for whether we’ll make another WRC game, our policy is that we loved it so much we’d never rule it out.
DP: Thanks for taking the time to talk with us!
NK: No worries, nice to talk to you too".