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