Motorstorm Dev Interview: Talks dirt, injuns, and crashes

MotorStormThere’s been a lot of dirt heading the PS3’s way, and for the fans, it’s of the good sort. We’re (obviously) talking about the MotorStorm title that’s being prepped for launch, and with this in mind, Spong made way to Evolution Studio’s HQ for a round of interviews and mud-slinging (gaming). First up was an explanation of the game structure by producer Simon Benson:

It takes place at a gathering of people – a festival – in the desert. Its menu is structured like a DVD: it’s very simple. The way you progress through the game is by using tickets, each of which gives you access to between one and four races. The challenge lies in figuring out how to come in the top three on each stage, given the vehicle that you’re in.

After explaining the basic game mechanics, Benson iterated on the game’s wheels – seven vehicles in total – with their own unique characteristics the player could choose from. Depending on the vehicle and track you pick, expect to start thinking fast on how you plan to go through the course – by air (jumping ramps), or by ground (slogging it through the mud).

The devs also discussed some of the finer points of the game, such as the photo-realistic setting in Monument Valley, where we’ve seen many a crash. As lead designer Nigel Kershaw explained the joy of making the tracks:

Because of the WRC games, weÂ’ve always been used to the idea of grabbing real-world locations. With MotorStorm, we wanted to do the reference trip the same way, and we wanted it to be the point at which we started being next-gen. So we hired a helicopter crew with an HDTV camera attached and took over 15 hoursÂ’ footage. We had to get the permission of the Navajo. We got the contrast between different stages by setting some high up on the rock and others down in the mud.

With MotorStorm shaping up to be a worthy contender as first line game for the PS3, and for guys who’d love to have a complementing title for their Resistance: Fall of Man, here’s mud in your eye.

Via Spong

MotorStormThere’s been a lot of dirt heading the PS3’s way, and for the fans, it’s of the good sort. We’re (obviously) talking about the MotorStorm title that’s being prepped for launch, and with this in mind, Spong made way to Evolution Studio’s HQ for a round of interviews and mud-slinging (gaming). First up was an explanation of the game structure by producer Simon Benson:

It takes place at a gathering of people – a festival – in the desert. Its menu is structured like a DVD: it’s very simple. The way you progress through the game is by using tickets, each of which gives you access to between one and four races. The challenge lies in figuring out how to come in the top three on each stage, given the vehicle that you’re in.

After explaining the basic game mechanics, Benson iterated on the game’s wheels – seven vehicles in total – with their own unique characteristics the player could choose from. Depending on the vehicle and track you pick, expect to start thinking fast on how you plan to go through the course – by air (jumping ramps), or by ground (slogging it through the mud).

The devs also discussed some of the finer points of the game, such as the photo-realistic setting in Monument Valley, where we’ve seen many a crash. As lead designer Nigel Kershaw explained the joy of making the tracks:

Because of the WRC games, weÂ’ve always been used to the idea of grabbing real-world locations. With MotorStorm, we wanted to do the reference trip the same way, and we wanted it to be the point at which we started being next-gen. So we hired a helicopter crew with an HDTV camera attached and took over 15 hoursÂ’ footage. We had to get the permission of the Navajo. We got the contrast between different stages by setting some high up on the rock and others down in the mud.

With MotorStorm shaping up to be a worthy contender as first line game for the PS3, and for guys who’d love to have a complementing title for their Resistance: Fall of Man, here’s mud in your eye.

Via Spong

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