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Official 'Modnation Racers' thread - Page 3

post #61 of 208
Quote:
Originally Posted by djb5f View Post

Anyone know when the demo is coming out for download?

I'm not sure, but I doubt at this point they'll have a demo. I was hoping for one myself as this game looks really good, and I miss playing Mario Kart as well as having a game that my girlfriend and I can play together! I'm definitely renting it, and will most likely buy it unless I'm really disappointed (which I doubt).
post #62 of 208
The only demo announced is for the PSP (May 11):
http://blog.us.playstation.com/2010/...-out-may-11th/
post #63 of 208
Here is a pretty in depth article/review on the gameplay. Too bad about the loading, but the mechanics of racing are a lot deeper than I thought:

Quote:


Hardcore gamers tend to avoid kart racing games without Mario in the title -- and for good reason, too. Ever since the success of Nintendo's original SNES effort, the genre has been flooded with mediocre copycat shovelware, starring mascots of rather questionable origin. (Seriously, M&M's Kart Racing is a real game.) While it may be easy to write off ModNation Racers as just another kart racing game, I was surprised by how well-crafted and deep United Front Games' debut title is. While it has garnered a lot of attention due to its "play, create, share" gimmick, ModNation Racers stands out as a deep, satisfying racer through its gameplay alone.

For better and for worse, ModNation Racers is cut from a far more hardcore cloth than the typically "family friendly" fare in the genre. ModNation demands skill, and no amount of luck will be able to compensate for sheer ability. The weapons are more balanced than in other games: almost no single weapon is as devastating as Mario Kart's blue shell and lightning bolt. The ability to enhance weapons by saving them adds an appreciable level of depth: do you use your weapon immediately, or save up for a better one? And the shield introduces yet another strategic element to the gameplay. These small additions to the gameplay add up to make a far more challenging (and satisfying) racer.

Considering its cute exterior, I was surprised by how relentless and ferocious the computer AI is. Do not expect this to be an easy ride! Thankfully, the game is challenging without having to resort to rubberband techniques that reward racers that are lagging behind. Just like you, your opponents will take advantage of drifts, boosts, shortcuts, shields, and weapons, and it will take very aggressive driving to land a first-place victory. With races often ending with split second finishes, ModNation demands players take advantage of every tool in their arsenal to win.

Unfortunately for some, the learning curve for ModNation Racers is significantly higher than what you may expect. Nearly every button on the controller is used to some capacity -- including both analog sticks. Kids and moms used to playing Mario Kart Wii with the Wii Wheel will find themselves in rather unfamiliar territory here. (And no, you can't drive by using SIXAXIS motion controls.) There's a lot your Mod can do in a race, such as aerial tricks, sideswipes, and jumping. However, it will take practice to understand how to effective utilize all these moves. For example, with practice, nearly all enemy attacks can be defended against. A flashing icon on the HUD notifies you of incoming projectiles, and the circle button deploys a short-lived (but effective) shield that lets you drive away from an attack -- provided you get the very precise timing right.

Smartly, the various gameplay elements are introduced slowly throughout the course of ModNation's extensive Career mode. Without a doubt, Career mode offers the most polished single player experience in a kart racing game ever. The production values are unlike any kart racing game before it, offering a fully voiced CG story that tells the story of a Mod that rises to the top of the leaderboards, and changes an entire society along the way. Don't expect Spartacus, though. This is a light-hearted affair with some well-written, humorous dialog along the way.

The Career mode does far more than offer CG movies to watch, though. While progressing through the campaign, the story offers some tutorials to highlight additional skills for players to take advantage of. In addition to tutorials, there are optional objectives for each race that demand expertise in a certain skill. After teaching players to do sideswipes, for example, there will be a challenge to perform aforementioned attack on three opponents. These challenges get increasingly challenging and specific, adding an extra layer of depth to what would otherwise be a simple racing game.

For example, one of the challenges demanded I take out a specific character (a "rival") during the final stretch of a lap. Saving a weapon and pacing myself to trail this specific character proved to be quite challenging, but it was immensely satisfying when I was able to pull it off. However, in addition to completing the challenges, ModNation offers another reason to replay each track: there are also five tokens to collect on each track, which encourages exploration and usually unveils the location of hidden shortcuts.

As with LittleBigPlanet, completing levels and beating specific challenges will unlock additional content to use in the game's creation tools. However, unlike Media Molecule's game, these tools are easy enough for almost anyone to use. Track creation, in particular, is a breeze with auto-completion and auto-population features that will literally let you make a new level in seconds. With the AI able to intelligently place obstacles, boost pads, and weapons on the track, it's almost guaranteed that you'll get a fun, playable level no matter how little effort you put into a creation. However, those that like to take a more hands-on approach will find that manipulating the granular details of a level will demand as much (if not more) time as a LBP creation. With an overwhelming number of objects to put into a track, and many settings to tweak for each interactive object, building a level from scratch is no easy task.

Because the game isn't set to ship until the end of this month, it's hard to gauge how the community at large will respond to the creation tools offered them. (Consequently, this review won't cover the game's online features.) Yet, even without access to the game's community features, I found the retail package worthwhile. Even without user-generated levels, ModNation doesn't skimp on features. The addition of local split-screen multiplayer is a nice perk, as well. You'll be able to play any level, either official or user-created, with up to four players. Impressively, this mode manages to maintain a rock-steady framerate.

If there is one major caveat I have with the PS3 version of the game, it's the frustratingly long load times. For a racing game, the experience is unacceptably slow. Not only is there a mandatory install, it will take over a minute to load the game, wait for the logos and reach the game's lobby. From there, it can take upwards of a minute to actually load a race. Navigating from one part of the game to another is a bothersome exercise; the load times are without a doubt the single worst aspect of the game.

If the load times are a deal breaker, there is an alternative: the PSP version of ModNation Racers, which is nearly identical to the PS3 version -- minus the load times. Both versions of the game will be available on May 25th.
post #64 of 208
I wonder if those load times can be improved down the road through patches. I'm buying this regardless, but unfortunately my gf's 8-year-old daughter has very limited patience for load time. I think we'll just have to invent a new game called "How many jumping jacks can you do before the game loads?"
post #65 of 208
I'm not concerned about the load times as long as the lobby system works smoothly. COD:MW2 has quick load times but finding a game, especially when your party is full can be frustrating long. And then sometimes one of your buddies never even makes it into the game... and then sometimes there is lag once you get into the game...see where I am going.
post #66 of 208
Demo coming to PSN on Tues, May 11th.
Quote:


If you didn't get to play in the ModNation Racers BETA, Sony will be releasing a demo of the game on the Playstation Store next Tuesday, May 11th! So, here's your chance to play the game BEFORE the game releases on May 25th!

The demo will include a couple of Sony's favorite tracks, some recognizable mods and their karts, and a chance to peek at the track sutdio. Two new tracks, Lost Temple and Flaming Jumps, will also be made available in the demo and provide chances for some big air, long drifts, and tons of weapons!

So, be sure to check the PSN store on May 11th for the arrivial of the ModNation Racers demo.
post #67 of 208
Quote:
Originally Posted by joeblow View Post

Demo coming to PSN on Tues, May 11th.

Awesome. This is likely a day 1 purchase for me, so a demo would be nice.

Brandon
post #68 of 208
Thread Starter 
I played the PSP demo over the weekend and to say the least this game has a lot of potential to be a damn fun game
post #69 of 208
I'll D/L this as soon as I get home..woo hooo. Excited for a game like this
post #70 of 208
I've read everywhere that's it's a PSP demo. Hope it's a PS3 demo to try it out tonight with my GF. She will make me buy the game day 1 for sure
post #71 of 208
I'm not seeing any PS3 demo's. Just a PSP demo in the store.
post #72 of 208
Thread Starter 
Quote:
Originally Posted by krimson View Post

I'm not seeing any PS3 demo's. Just a PSP demo in the store.

http://gamerant.com/modnation-racers...s3-benk-20946/

ps3 demo confirmed, no date yet, this game is getting good reviews too

IGN gave it 9.0

http://ps3.ign.com/articles/108/1087498p2.html

1up gave it a B

http://www.1up.com/do/reviewPage?cId=3179247

eurogamer gave it a 7/10

http://www.eurogamer.net/articles/mo...-review?page=3

edge I think gave it an 8



overall what I expected, about 83%

http://www.gamerankings.com/ps3/9606...ers/index.html
post #73 of 208
Great news... one of the first patches will be to significantly reduce load times. Here's the latest interview with details:

Quote:


Because of that, there are longer load times, but that's something we're working on for one of our first patches, to improve that and get that down significantly.
post #74 of 208
Quote:
Originally Posted by joeblow View Post

Great news... one of the first patches will be to significantly reduce load times. Here's the latest interview with details:

From what he said they need to change the save data so they don't have to construct everything on-the-fly. This will mean larger files, but I will gladly trade longer download times for faster loading. You're only going to download tracks every so often, but you're loading files all the time. So, it sounds like it can be fixed.
post #75 of 208
Quote:
Originally Posted by MarkcusD View Post

From what he said they need to change the save data so they don't have to construct everything on-the-fly. This will mean larger files, but I will gladly trade longer download times for faster loading. You're only going to download tracks every so often, but you're loading files all the time. So, it sounds like it can be fixed.

You would think that they keep download sizes the same though and then have the track 'built' and saved to the HDD after downloading.

I think it's important to keep fast downloads, as it sounds like they were wanting it so that you could just join a lobby and if the host picked a track you didn't have, it would just download to you in mere seconds and not prevent you from joining the race.
post #76 of 208
Quote:
Originally Posted by MarkcusD View Post

From what he said they need to change the save data so they don't have to construct everything on-the-fly. This will mean larger files, but I will gladly trade longer download times for faster loading. You're only going to download tracks every so often, but you're loading files all the time. So, it sounds like it can be fixed.

Maybe something in-between, where the reconstructed tracks (from the small data-file) are cached on the hard drive, so future loads of a track are quicker to load...not sure how out of hand the cache file could get though.

Edit:
krimson pretty much said the same thing!!!...oops
post #77 of 208
post #78 of 208
I played this game yesterday with a friend at best buy and really iike it. I'm not into creating my own tracks and all that stuff. will the game come with tracks already created? also, are the tracks created by users free or do you have to pay for them.

I've always wanted a mario kart type game. my friends and I always play 4player split screen games and this one should be fun.
post #79 of 208
There are 28 tracks included. Every track in the game was made using the same editor tools that players can work with to make their own tracks. All tracks made by other players can be dloaded and played on for free.

The editor is flexible enough to where you can take five minutes to make your own course and let the computer fill in all of the decorations.

*Bonus fun facts*

- MNR allows you to race to your own custom music stored on your hard drive.

- There are a total of 315 types of mouths and 260 types of eyes that can be used to customize the character.
post #80 of 208
No surprise, but here's what's planned (from an IGN interview with the developers):

Quote:


We've already been working on DLC for months now. As soon as our artists finished up on the main version of the game they moved over to working on DLC. We've already seen some of the licensed characters, the Kratos, the Ratchet and Clanks, the Nathan Drake, the Sackboy, as well as a handful of United Front Games creations. There are more UFG creations and we've got some licensed characters we'll be announcing in the next few months. But it's not just about completed characters. Really it's about giving more content for the users, more puzzle pieces for them to build even more elaborate characters, karts, and tracks. We also want to get a lot of feedback from the community so we're working with our community manager Ramon to set up some polls asking what would be the coolest new character parts or kart parts. We want to hear from the community about what they think can help keep things alive and fresh. On the track side, we're looking at new themes as well as new track packs, which would involve several building props and dynamic obstacles. Those are the big ones because it changes the on-track experience, things like sliding wall barriers, moving rampswe have some really innovative ideas to create completely new race experiences.

Source: http://psp.ign.com/articles/108/1089247p1.html
post #81 of 208
Check out this extended Kevin Butler spot featuring Jack Tretton:

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post #82 of 208
Thread Starter 
lol

"That is if I'm not busy on my next artistic project, a little racing game that rhymes with man farismo jive"
post #83 of 208
so is. the demo out?
post #84 of 208
Sony sent me emails saying the demo is out. I haven't tried to download it myself though.

FWIW, my local Best Buy (Mayfield Hts.) had a veritable plethora of the games on the shelves yesterday when I stopped by. Made me upset that my Amazon pre-order hadn't arrived when I got home until I remembered it's not due out until the 25th. Don't know if Best Buy would have actually let you buy one or not though, but they were certainly on the shelves there at least...
post #85 of 208
Quote:
Originally Posted by perpetual View Post

so is. the demo out?

The demo was up last night with the store update. I downloaded it but didn't try it yet. Too busy with RDR. Wil give it a go tonight split-screen with my GF
post #86 of 208
Quote:
Originally Posted by Sonies View Post

lol

"That is if I'm not busy on my next artistic project, a little racing game that rhymes with man farismo jive"

so what is KB going away for the next 4 years and will only appear to narrate yet another GT5 gameplay video?
post #87 of 208
Played it last night default settings were very easy to win. Upped the difficulty and computers, couldn’t get better than 5th. You can’t play your creations in the demo but it says you can import them into the final game.
post #88 of 208
Based on the demo, I'm definitely not cancelling my pre-order, and I'm officially getting excited about my first racing game.

I've never bought a racing game before because I've always sucked playing the demo. This one is definitely doable thanks to the difficulty and speed options. They will give me the ability to progress in the game while learning the controls/tracks and fine tuning my skills without getting so frustrated with coming in last every time that I give up.

I was primarily getting this is for family time, but now see myself getting pretty deep into on my own.
post #89 of 208
I decided not to get the demo. I know I'm buying it anyway, so I'll just be patient for the final release.
post #90 of 208
Just played the demo. It's a fairly slim demo so not too much going on here to spoil the fun when the game comes out. It definitely served it's purpose for me of confirming my day 1 purchase of the game.

Played around with the character and kart creator a bit. There is only about 5% or so stuff unlocked in the demo yet it seemed pretty expansive with just those options available. Can definitely see myself getting lost in the content creation tools.
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