MotorStorm: Pacific Rift Review
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It’s 2005, one of the E3 fairs, and the admiring, hard-to-believe eyes looking at the Sony booth. That’s how the story of Motorstorm (MS) began. Although this unusual racing game, which managed to attract all eyes with its incredible video, which was discussed for a long time whether it was real or game, may not have fully reached its video in 2005 with its first game, it met expectations more than enough. Especially for off-road type of leadership by diving into the field, racing games then a different feeling, a different MotorStorm, which breathed life, by making close to 4 million sales of the PlayStation 3 console that keeps a hard time standing it’s rare, but has managed to be one of the productions just as successful. In fact, it has been stated many times that the first game was rushed due to the early release of PS3, but with great support from Sony, Evolution Studios (ES) announced that the new game was made in no time, and we players were waiting with great curiosity.
Of course, there was a mistake once. Whatever error you call it, that 2005 CGI video was etched into people’s heads, and no matter how many games came out under the name MS, all the games would be compared to the visuals in that video. Therefore, Sony’s effective thinking about the future has become counterproductive over time. Because the person who buys the PlayStation 3 takes it to see that visual, and when he can’t, he either stops playing or turns to another alternative game or console. As I said, Sony, which raised the bar disastrously when there was nothing yet available, invested a large amount in the second game of Ms, providing a tremendous boost. As with the first game, Evolution Studios debuted the second game with a CGI video. So, is there a difference this time? Come and see it together.
No pain no pain no pain…
I always think of Rocky when I play MotorStorm. Now what can you say? In fact, in the film, Our Hero managed to defeat his opponent based on this pain, even though he received a considerable beating from his opponent in every competition. In Motorstorm, we also witness such moments of pain and brutality that, assuming that such a race was actually held, it would be no different from mass murder. Although we see things that really hurt, such as falling from incredibly high places, passing trucks over us, repeatedly somersaults, breaking up the car, and even more, which can definitely kill, every time we and our competitors in the game, we continue to race as if there is no pain, this is a similar part of the job. As you know, MS has a very different structure than all other racing games, because there are even rules in a racing game called no rules, the simplest way to go is obvious. But by bringing a whole different dimension to this genre, MS literally changed the dictionary meaning of the word race.
If there is no road, so to speak, if you are creating, if there are no rules, if you can behave freely, when you have a rally car under you, both the engine and the truck pass by you, this means that this racing game will definitely give you very different and enjoyable hours. MS was a game that successfully added all of this to the racing genre and was therefore loved. Pacific Rift, on the other hand, comes across by slightly improving this feature. Now the competitors are more edgy, while the venues are bigger, higher and scarier. First, of course, I think it is necessary to talk about the changing environment. Leaving the hot sand and swamps behind, we go to a huge island with lava, forests that have not entered the axe, and on this island we encounter such places that you can feel like you are on an expedition. Some episodes are seriously big and complicated. For example, you can start among the lava and cross the forest, or you can start on the edge of a cliff and finish the race by the sea, but here is the most beautiful feature of Ms. It draws you into the race so much that you are absolutely unaware of what you are doing, where you are going, your only thought is to cross the finish line in first place. So it means that a racing game, not just racing, but in general every game gives that feeling in its genre, that game is seriously successful. Frankly, that’s what I think, and MS makes me feel that feeling to my bones.
I don’t say mountain, hill, hill, I’ll crush it!
The biggest deficiency of the first game was the scarcity of trails. And because the game was quite long, unfortunately, after a while we had to compete in the same places all the time. So this caused the game to tighten after a while. In the first promotional demonstration of the new game, this topic was first mentioned and it was stated that the Pacific Rift will feature exactly 16 different race tracks. It was really a very good figure for a racing game, and when we started the game, we easily realized that these venues were a complete work of art. After all, since we are located on a huge island, the spaces also consist of such huge spaces. For example, we compete on the edge of a big cliff, on the banks of a burning mountain, in forests with frequent trees, on the shores of the sea, in swamps, in rivers, in really impressive places. That’s why the Pacific Rift is well ahead of the first game in terms of track. So much so that even if you’re halfway through the game, there can be places where you haven’t competed yet, and the producers have done a really great job in that regard.
Of course, this situation has similar sides to the first game. For example, all tracks still contain more than one different track. Even for some trails, it is possible to see 4–5 different roads. In addition, these roads are not only in the form of shortcuts or extensions of the road. Every place we compete, there are different ways. These are divided into wide puddles, mud, swamps, narrow roads, stony hills, and you try to move forward by finding the right path to the vehicle below you, otherwise your car will have trouble going on that road or even come to a stop. If you have a Big Rig or Monster Truck behind you, you can be alone with a smashed vehicle in an instant, which can cause you to fall further back. For example, if you have a car of the Rally Car class under you and you enter the puddle, your car has a hard time slowing down. If you enter narrow places while driving a truck from the Big Rig class, you can not successfully make instant timings and crash because the vehicle is not maneuverable. So this aspect of the game is also very successfully reflected, the vehicles and paths are seriously compatible with each other, if you pay attention to this, the pleasure you get from the game is folded.
Speaking of ready-made vehicles, I think we can get down to the details on this issue. Our game also includes a total of 8 different vehicle categories: Bike, ATV, Buggie, Rally, Racing Truck, Mudplugger, Big Rig and Monster Truck. There are also many different vehicles in each type, which has been at a seriously satisfactory level. In addition, Monster Truck vehicles, which are giant creatures that were not in the first game, have come to the game with color, I can say that the excitement has doubled. Driving Monster Trucks is grossly enjoyable, knowing that nothing stands in your way carries obstacles, and you can also create a strange psychopathic spirit. Of course, now one can wonder whether this puts other vehicles at a disadvantage. Let me explain, what the tools in the game can do, in other words, their abilities are very well understood. Yes, the Monster Truck is very powerful, almost nothing interferes in front of you, but it is slow, heavy, and therefore not very successful in maneuverability. If you have an engine under you, you can very easily leave the Monster truck behind by taking advantage of the lightness and maneuverability of that vehicle.
A tremendously successful mirrored game in other vehicles. For example, if you are using a big rig truck, the wheels are on the ground because I need to always be sure that the trucks are heavy, bulky and unbalanced for vehicles in the game, even from very high places in a majority of the tracks we were overlooking the gap to a point that we can call like this in spots you can’t lose that use the dominance of the truck, so we avoid these decisions. In the same way, when you enter a forest with frequent vegetation, you should definitely not follow small vehicles, or it can end up with a large-scale disaster.
To give another example, let’s say we use one of the cars in the Buggie or Rally category. In such a situation, we try to get as high as possible, because the lower parts of the trails usually consist of places such as puddles, frequent plants, mud, swamp, and in such places, mudplugger, Big Rig and Monster Trcuk vehicles usually go. If you try to leave here with your little toy, your car will probably drop in speed and something will pass over you, so in a situation like this, you definitely don’t have a chance to get out.
The capabilities of the vehicles are not just about where they are going. For example, although Monster Trucks do not recognize any obstacles wherever they go, they are late for instant response to Bike, ATV, Buggie, Rally and even Racing Truck vehicles because their maneuverability and speed are not very good, so you can easily leave large vehicles behind. But that doesn’t mean that small tools are more useful. If you have one of the big ones under you and you are seriously accelerated, it is very difficult to escape, no matter who comes in front of you, and the good part is that you either throw the opponent off a cliff or throw him into the sea or smash the car to pieces, but in any case you are the winner. As I said, the capabilities of the vehicles are tremendously successfully reflected in the game. So, of course, one’s lack can always be the plus of the other, and when you race accordingly, you start to get a real Off-Road taste.
The sun took my eye, and then a big piece of mud covered my face
The new generation has somehow started the era of graphics in games. Did the next generation say, “ How are the graphics?”we get the question, and then a momentary shock. No, I mean, it’s not graphics that make a game a game, personally, I don’t understand this love of graphics, so the first thing I know is that the playability is looked at, if this part is good, this game is already a hit in the head. At the beginning of my article, I mentioned that people who watched the CGI video at E3 2005 were like, “Is this real? It can’t be a game!”they were saying, but the expression of surprise in this discourse was entirely based on the visuals shown there. But no one said, “if they make a racing game like this, it would be really cool.”or” I think there will also be environmental interaction?“or “ the physics look so good, the tools disintegrate as they really are.”he didn’t say. At least I’ve seen. Now, if you call someone MotorStorm today, they’ll say,” Well, that’s a game, but it’s a lie, you know, where it was in 2005.”
Pacific Rift, unfortunately, is not in the 2005 CGI visual in the general sense. I can say that clearly, and if there are those who have such an expectation, I would say that they should get it out of their minds. But is the game undeveloped? Of course, it’s an incredible development, especially in the environment, maybe not like the 2005 video, but I’d say it’s very close to it. Already some episodes have been prepared with great care. For example, when you race in a section where the trees remain dry by burning, the last lights of the setting sun float so beautifully through the smoke shield from the vehicles, and at that moment you really feel like you are watching an Off-Road race.
Also, in a few sections where the forest, waterfall and Bridge Trio meet, the light takes your eye by shining the water, and the rainbow you pass right under can take you away from you. It also has very fine and beautiful details about the visual. For example, it burns when we go to the foot of the mountain, because everything is burning, we see the environment blurred by the influence of heat, when we pass through a huge stream of mud, pieces of mud cover the screen in an instant, the vehicle in front of us enters the water, splashes water on us, the entire screen looks like it is watered with a hose.
In fact, there are great details, such as how we cool it by entering the water when the engines of the vehicles get too hot. Frankly, as I said, some episodes are really stunningly wonderfully prepared, you’re definitely shocked. But in the same way, some episodes unfortunately have weak coatings that grin, but because you go too fast and thanks to the surrounding Blur effect, such cons are definitely not noticeable unless you stop.
Although there has been so much improvement in the environment, there has also been so little improvement in vehicle modeling. Unless you look very carefully, you can’t see such a significant improvement in the vehicles compared to the first game. Some vehicles can even be said to have the same modeling as the first game directly. Although obviously this disappointed me a bit, other developments on vehicles have made me forget about this situation. Well, what are they? First, I must say that the vehicles do not look like toys as in the first game, and the situation of comfortable movement, like the toy vehicles that were in the first game, has disappeared. All vehicles now have a weight, you understand it every moment when you accelerate, jump, fall, crash, rotate, and this time you feel that you are driving a car. I definitely want to congratulate the producer on this, they have done a very successful job. In addition, another development was in the damage system. Accidents in the first game already offered a great visual, but in the Pacific Rift, you can now see vehicles falling apart in even more detail, but not everything falls apart in an instant as you crash. For example, if you hit it from the front, first the hood and other sections start to bend and then break, so everything goes in order. In short, when it comes to visuals, that CGI video is not literally captured, that atmosphere, that excitement, that adrenaline, that physics, that driving feeling, that is, they captured 2005 from almost every angle.
Let’s talk about the sounds of the game. Obviously, the game successfully reflects many details, from engine sounds to the environment. I can already say that the engine sounds that come out as soon as you buy large vehicles really enchant you. For example, when you use a Monster Truck, you definitely feel this spirit. Also, something has been added about the sound that wasn’t in the first game, there are moments in the game when we jump from very high places, and in those moments, when we fall to the ground, a sound that looks like the ringing of our ears rises, and everything goes into a moment of silence. It was a beautiful feature that was really thinly thought out in this detail.
Challenging your friend to the top of the mountain
As in the first game, the online option is available in our second game. Up to 12 people can be really enjoyable to fight against Real intelligence in a comfortable way without lag. Even by inviting another friend, you can double this pleasure and excitement. Obviously there is not much problem in the online part of the game as in the first game, but as you know to play multiplayer offline, unfortunately there was not in the first game, and this received great criticism. In Pacific Rift, the producers eliminated this problem and put a 4-person Split-Screen feature. If you have friends with you, you can now include them in this enjoyable game.
Sunset
MotorStorm: Pacific Rift managed to be a production that came with putting a lot on top of the first game. The efforts of Sony and Evolution Studios, their efforts have certainly not been wasted. Especially since racing games have not been as expected lately, I think PlayStation 3 owners should not miss such a quality Exclusive production in terms of both arcade and off-Road.
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