Game development is an arcane, complicated art, which means that games can progress in very different ways. Some take shape very early in the development process, while others seem to come together at the last possible moment. Reading between the lines, we would hazard a guess that MotorStorm: Pacific Rift is an example of the latter type of game. Our evidence? Comparison of the Pacific Rift demo and the final code.
The Pacific Rift demo hasn’t been received as well as might have been expected, copping criticism for unresponsiveness in the control system for the cars, the odd glitch and generally unimpressive graphics. Which is a shame because, happily, none of those criticisms can be levelled at the actual game.
Perhaps it’s unsurprising that MotorStorm: Pacific Rift should be one of those games which came good late in the development cycle, since Evolution Studios scrapped the original’s engine and started from scratch in order to get split-screen play into the game. But whatever the story, and despite any preconceptions you may have, Pacific Rift rocks.
All of the criticisms levelled at the original have been addressed. The most obvious being the lack of split-screen play, but it’s also feels like a much meatier game, with new game modes making deeper use of the 16 tracks. This time around, loading times have been greatly reduced and if you fail in a race, you can jump into an instantaneous re-run. Its general structure is similar to the original – you need to finish in the top three to earn points (50 for third, 75 for second and 100 for first place), and as you amass points and move up the ranks, you open new challenges, vehicle types and various goodies.
There are four zones: Earth, Air, Fire and Water, each with its own distinct nature. The Earth zone majors on vegetation, which looks spectacular and responds differently according to the vehicle you select – Big Rigs can thrust aside saplings and even plough through tree-trunks, while the likes of bikes and ATVs can be seriously unsettled by even the spindliest, most innocuous-looking greenery. Earth tracks all have narrow, often curving routes through the jungle which require a lot of precision, obviously favouring the smaller vehicles.
The Air zone sports tracks high up on the virtual Hawaii, with big cliffs and jumps, little vegetation and mostly stone surfaces (with plenty of caves and tunnels). Fire is perhaps the most interesting zone, with tracks that wind around and over lava-flows. Launch yourself into a lava-flow and you will sink, satisfyingly. The lava greatly affects your boost – if you use it, say, while jumping over a hot area, the Boost will heat up much quicker; luckily, there are water-spray areas you can hit which cool the Boost down. In the Water zone, much of which takes in the island’s beaches, there are plenty of opportunities to cool your Boost by driving through water, although that must be balanced out by the extra drag which water brings. As a general rule of thumb, the larger your vehicle, the more able it is to plough through wet areas without losing speed. Pilot a small vehicle around the Water zone, and you need to keep a good eye on your Boost gauge, keeping its heat down with judicious forays around the edge of the bigger puddles and ponds, without getting bogged down. Water adds a subtle but noticeable twist to Pacific Rift’s generally familiar gameplay.
When you start the game, and each time you graduate to a new points level, you get a choice consisting of straight Races, but soon start to open up Eliminators and Speed trials, in which you must pass through a certain number of checkpoints -- denoted by red and green smoke, each of which only appears when you pass through the previous one – within a certain time. Obviously, these force you to take a particular route through a track, and they are pretty tough, though very satisfying, to nail first time around. You swiftly learn that, at least in the initial stages, it pays to exercise caution in the Eliminators; get taken out by a truck or whatever, and you’ll be eliminated when you’ve barely got going. It’s also a good idea to take routes around the Eliminator stages that avoid those tricky jumps which could lead to a crash on landing. Eliminators really test your knowledge of each track to the limit.
With the bigger jumps, you can have a heavy landing, which induces a visual effect akin to the blood draining from your brain and a temporary bleeding-out of the sound, rather like when a grenade goes off nearby in a WWII game. Visually, MotorStorm: Pacific Rift is unimpeachable. The terrain is better textured and noticeably smoother than it was in the original, as you would expect, and everything looks gloriously crisp, as befits a second-generation PS3 exclusive. Falling water, of which there is plenty, brings about a great wet-windscreen blurring effect. The tracks are all long, full of short-cuts and pleasantly varied; a couple are inspired by (although nothing like identical to) favourites from the original MotorStorm, so occasionally you get a little sense of déjà vu. The AI, like that of the original, is seriously impressive – the more progress you make through the game, the more likely you are to be taken out in seriously spectacular fashion. And those Monster Trucks are pretty good fun – near indestructible (at least as far as driving into other vehicles is concerned) pretty quick and with surprisingly good handling, although if you don’t slow down in one when you hit a sharp corner, it will fall over, Reliant Robin-fashion.
Overall, MotorStorm: Pacific Rift is a more than worthy successor to the original. It answers all the gripes that people had about MotorStorm, looks much more impressive, generally feels like a better rounded and more polished game, but still offers that super-fast, adrenaline-stuffed gameplay. And, of course, you can take on up to three mates in split-screen mode. It doesn’t add anything radically different to the original’s blueprint – but then why would it. If you thought the Pacific Rift demo was sub-par, it’s time to re-evaluate – get out there and check out the full game in all its glory. If you do that, and you were a fan of the original, you’ll soon see that you need to get a copy of Pacific Rift.


I agree that the demo was not a good repensentative of the final code, I think evolution studios should’ve held off the the demo until release, imo it did more harm than good.
Comment by SinsToJudge — Nov 8, 2008 @ 12:16 am
I LOVE this game.
Comment by ThreeSpeechlover — Nov 8, 2008 @ 12:23 am
I’ve been looking forward to this, since me and my mate will play split-screen on our regular game nights.
For what it’s worth, we both loved the demo. Yes, it was more of the same, but with split-screen… but that’s no bad thing.
If the final game is that much better, then that’s just a huge bonus.
Comment by Paranoimia — Nov 8, 2008 @ 11:49 am
OMG, who would have thought. the european sony blog likes a game published by a sony studio.
MS:PR is getting really bad reviews all over the interweb, so I dont buy the “the final code is so much better than the demo” hype. A demo is meant to show off the good parts of a game. If MS:PR rocks so much release a new demo with the final code.
Comment by chris — Nov 9, 2008 @ 3:29 pm
The tracks are just so well done, the only one I don’t like is The Rift. 1 track out of 16, not bad I’d say.
Plus the ONLINE IS BANANAS.
Comment by ThreeSpeechlover — Nov 9, 2008 @ 6:13 pm
He’s a ThreeSpeechLover
He’ll get a hold on you believe it
Like no other
Before you know it you’ll be on your knees
He’s a ThreeSpeechLover
He’ll take your heart but you wont feel it
He’s like no other
And I’m just trying to make you see
Thank-you Phil Collins for all your hard work. Good night.
Comment by Savage — Nov 9, 2008 @ 8:30 pm
Sony pays man to to write positive review, shock.
Comment by Jesus H Christ — Nov 10, 2008 @ 9:43 am
Well, I had a shottie while it was still beta, wasn’t impressed and was looking for an alternative purchase. Then the demo was released on the PSN, and because I’d deleted the beta a month earlier, I fancied seeing if it was any different. It was, the PSN demo was an improvement and made me question my earlier disappointment. My brother “Specland” showed such interest (unheard of) that I thought, sod it, I’ll buy it so he can at least join in with the boys on those sorts of evenings. Well, even the PSN demo wasn’t a good indication of the final product, because the final release of the game is great. I’m glad I bought it. Of course it also caused me worry, because after my initial worries, I went and pre-ordered MirrorsEdge (Released this week?) so now I’ve bought two games when my budget said to only buy one. Terrible.
Comment by LordOfRuin — Nov 10, 2008 @ 11:37 am
“by thy extra drag which water brings. ”
Is ThreeSpeech lapsing into old English now?
I might get this, but not until I get bored with littlebigplanet (ie not for some considerable time). I did enjoy the original, but I was dissappointed by the demo of this version, maybe they could release a new one, if it really is so much better?
Comment by billsmugs — Nov 10, 2008 @ 2:58 pm
[...] MotorStorm: Pacific Rift, Steve Boxer takes a trip around the island 2008-11-07 18:15:31 [...]
Pingback by Three Speech: Semi-Official PlayStation Blog » Going down a storm: Three Speech gets some hands-on time with MotorStorm — Nov 10, 2008 @ 6:44 pm
["A demo is meant to show off the good parts of a game. If MS:PR rocks so much release a new demo with the final code."]
that’s funny u say that because they’ve released a new demo now
MotorStorm is a really good game
Comment by Ace — Feb 16, 2009 @ 1:24 pm
.["A demo is meant to show off the good parts of a game. If MS:PR rocks so much release a new demo with the final code."]
that’s funny u say that because they’ve released a new demo now
MotorStorm is a really good game
Comment by Ace — Feb 16, 2009 @ 1:26 pm
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