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Un video che illustra la Festival Campaign di Motorstorm Apocalypse
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01:01www.mesmerism.info
01:02Every race has a sense of persistence.
01:04You go from track to track
01:05and whatever happens in the last race
01:07will follow up into the next race.
01:13What we've got in Festival are three different
01:16difficulty levels. They're each
01:18driven by a different character. A rookie
01:20character, a guy we call the pro,
01:21and Big Dog the veteran. And
01:23you race as every character. You don't
01:26pick one of them. We've created
01:28much more accessible races in the start
01:29and then much more challenging races at the end for the
01:31hardcore.
01:33So Festival mode we're aiming for probably
01:35around seven to eight hours of gameplay
01:37for a player that's familiar
01:39perhaps with racing games.
01:41But of course there's much reason to
01:43go back and replay for the Festival because now
01:45we have a lot of unlocks and hidden
01:47items actually to find within the Festival mode.
01:52We're aiming for somewhere in the region
01:54of 40 bespoke races and it's more
01:55than we've ever had in the series before.
01:58If you play a lot of racing games
01:59you'll know it's really important to be able to learn
02:01the track to get better and better at it.
02:03So whilst multi-events will play
02:05at the same time when you play through the same
02:07race, there's a lot of
02:09emergent possibilities. So players will
02:11experience certain levels of
02:13predictability that at least allow them to learn
02:15the tracks, but they're never too sure what's going to
02:17happen around every corner.
02:23Motorstorm has always been about the vehicle classes.
02:25We've now got 13 in
02:27total which are five new vehicle classes
02:29so you've got all the existing
02:30vehicles from the previous games
02:32monster trucks, big rigs, buggies, bikes
02:35etc. which all bring their unique
02:37style and handling
02:39abilities to the game.
02:41We're now introducing vehicles which are
02:42a bit more suited to the city.
02:46So vehicles like supercars, superbikes
02:49and choppers, muscle cars
02:51and even superminis
02:53more European style hot hatches
02:55so they're all present in the game
02:56but they've all been given the Motorstorm treatment.
02:59We noticed there was a lot of enthusiasm
03:01for taking the game into a city
03:03but we really didn't want to do
03:05Motorstorm does urban racing
03:07we wanted to do more than that and be more excited.
03:10You're driving down the sides of skyscrapers
03:13jumping from rooftop to rooftop
03:15going down into the sewers
03:16onto the train lines
03:17this is as rough and rugged
03:19as any previous Motorstorm
03:20if not more so.
03:24Because we've got all these
03:25different vehicle types
03:26and different parts of this city
03:27that we've created to use
03:29there's a very different feeling
03:31between racing say
03:32a muscle car around the streets
03:33of downtown
03:34and racing a buggy
03:35down through the beaches
03:36and the parks.
03:39We made a very deliberate choice
03:41to give the player
03:43or handpick the player
03:44a vehicle for every race
03:45within the festival
03:46the reason being
03:47is that we can then
03:48tailor the grids
03:49the AI that you're playing against
03:51around that vehicle choice
03:52for example
03:53one of the races may feature
03:54the player on the bike
03:55but then every other AI competitor
03:57has a big rig
03:58and their objective is to
04:00just take you out
04:01so you have to survive this race
04:02more than anything else.
04:04We've been somewhat famous
04:06I think in gaming circles
04:07for our soundtrack.
04:09This time around
04:10we've gone for
04:11a completely different approach.
04:13We've got one of the world's
04:15leading movie composers
04:17Klaus Badelt
04:18who for example
04:18did the Pirates of the Caribbean
04:20soundtrack
04:20and he's created
04:22four amazing pieces of music.
04:25What we've also done
04:26is contacted
04:27some top remix artists
04:29and DJs
04:29and they're going to give us
04:30an entire soundtrack
04:31that covers the whole game.
04:33and so what this allows us to do
04:34is to key back into the series
04:37and the soundtrack
04:38and the mood that that elicits
04:40in the previous games
04:40but also do something
04:41completely unique.
04:46We used to get a lot of emails
04:48from people who really wanted
04:50night time racing.
04:52The old mantra was
04:53race by day
04:53party by night.
04:55The truth of the matter
04:56was a little bit more mundane
04:57and that was it was actually
04:58quite difficult
04:59to develop night races
05:00with the technology we had
05:01and what we've decided to do
05:03this time around
05:04is make sure that it's
05:05it's race and party
05:06day and night.
05:08And we're never going to race
05:09kind of in the middle
05:10of the night
05:11because we've found
05:12it just isn't particularly
05:13enjoyable.
05:14It's dark enough
05:15so that the headlights
05:16have a use
05:16and it really makes the race
05:18feel different
05:19to how it would play out
05:20in the daytime.
05:22We've added life to the city
05:24in the form of a private
05:25military contractor
05:26and a bunch of crazy looters.
05:28You can run these guys over
05:30some of them will attach
05:31themselves onto your car
05:32and the military will start
05:34firing rockets at you
05:35they've got a huge arsenal
05:37of tanks and helicopter
05:38gunships to try and
05:39disrupt your race
05:40and to try and get you to
05:41turn around and head back
05:42out of the city.
05:48When you play the game
05:50it feels different
05:51it feels like
05:51no type of off-road
05:53racing experience
05:53you've had
05:54and no type of urban
05:55racing experience
05:56that you've had before.
05:57They kind of come together
05:58really nicely
05:59to offer a whole fresh
06:00take on this type
06:01of experience.
06:08We're now saying
06:09it's racing
06:10and partying
06:1248 hours of insanity
06:14before everybody
06:15has to get the hell
06:16out of the city.
06:25PlayStation.
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