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MotorStorm

 
Games: MotorStorm

Game Description

Designed to analyze their surroundings and react in a realistic manner, the artificial intelligence in MotorStorm can adjust their speed or team up with another driver to take you out if they feel threatened. Your opponents can also locate shortcuts and adjust their aggressiveness based on your actions. As an extreme racing enthusiast, you find yourself beginning at the MotorStorm Festival for a variety of off-road events including the Grizzly, Mud Pool, and the Rockhopper. You must enter and win races to earn tickets for previously locked activities. Competitions range from similar vehicle races to odd-man-out scenarios where your opponents have semi trucks and you must beat them on a motorcycle. Each off-road transport in the game reacts to the courses differently, creating a unique ride for all vehicles. Multiplayer action and voice chat is available for up to eight players.
~ Gracie Leach, All Game Guide

Production Credits

Company 1: Evolution Studios Ltd.; CEO: Martin Kenwright; Chairman: Ian Hetherington; Managing Director: Mick Hocking; Financial Director: Joanne Barnes; Original Concept: Martin Kenwright; Executive Producer: Mick Hocking; Producer: Simon Benson; Assistant Producer: Andy Gahan; Creative Lead: Paul Hollywood; Art Lead: Ian Boardman; Technical Director: Scott Kirkland; Product Manager: Matt Southern; SCEE Senior Producer: Pete Smith; SCEE Associate Producer: John McLaughlin; SCEE Executive Producer: John Rostron; SCEE Senior Product Manager: Stuart Turner; Lead Programmer: Salim Siwani; Technical Lead: Oli Wright; Programmer: Ben Nickson, Bill Pullan, Colin Chiu, Daniel Hawson, David Berrisford, David Kirk, Dom Clarke, John Gibson, Mark Lomas, Mark McCormack, Mike Chilton, Paul Frewin, Richard Britt, Russell Payne, Steve Humphries, Tom Johnstone, Will McGugan, Yacine Salmi; Art Manager: Dave Wilson; Character Artist - Lead: Carlos Diego; Character Artist: David Hunt; Cinematics & Video Lead: Stuart Trevor; Creative Lead: Mat Mabe; Creative: Alex Figini, Christian McKinney, Ian Bickerstaff, Rachel Norton, Stuart Cripps; Environments Lead: Mark Radcliffe; Environments: Andrej Svoboda, Andrew Fletcher, Dean McKeown, Dom Wright, Edward Meekums, Gary Browne, Ivan McCloskey, Jeremy Miller, Paul Butler, Randi Vedeld, Simon O'Brien; GUI Lead: Will Storer; GUI: Dominic Martin, Richard Marsden; Technical Lead: Andrew Seymour; Technical: Avinash Sunnasy; Vehicles Lead: Andrew Bolt; Vehicles: Ben Curtis, Chris Martin, David Griffiths, Neil Massam; Lead Design: Nigel Kershaw; Design: Ashley Webster, Hal Sandbach, Jack O'Neil, James Lacy, Jed Ashforth, Kelly Willoughby, Michael Humphrey, Paul Rustchynsky, Simon Barlow, Will Maiden; Audio: Alan McDermott; Proudction: David Bramhall, Nevil Plura, Steve Banks; Evolution Quality Assurance Lead: Jason Boarman; Evolution Quality Assurance: Becky Hewitt, Gary Marshall, Iain Ridout, Kris Pope, Zoë Collier; Admin & Support: Lynda Sidwell, Chris McCartney, Laura Gibbons, Vicky Rowley; IT: Nev Cook, Paul Connolly, Vidya Sunderamoorthy; Spiral House: Bobby Earl, George Williamson, David May, Robert Tinman; Outsourcer: Ark VFX, Media Mill, Realtime UK, 123Klan, 3rd Butcher, Alex Brady, Alex Webb, Andrew Meehan, Andy Wan, Art Coding, Artem Digital, Brook Banham, Bubble, Candylab, Coyote, Darren Garrett, Dave Davidson, David Milton, Escape Studios, Fast By Design, Flair Studios, Gameworld 7, Greg Hill, Hal Douglas, Hein Gericke Ltd., Impact Digital, Liquid Development, Mike Engstrom, Nikitova, One2one Photography, Outso, Paul Smith, Pal Dahl, Rabcat, Robert Forest, Rollo Dixon, Simon Nuttall, Soundwave Concepts, Super Hot Source, Tim Brown, Will Pitcher; Havok: Adrian Gasinski, Andrew Bowell, Dave Gargan, John Fuller, Marc O'Morain; Cohort Studios: Lol Scragg, Andrew Parton, Bruce McNeish, Chris Harrison, Dave Stevenson, David Paterson, Gordon Bell, Mat Hendry, Martin Ogg, Michal Taszycki, Vincent Penquerc'h, Alex Perkins, Amrish Wadekar, Colin McGuire, Conrad Nelson, Darran Thomas, Gregor Maltman, Jeremy Elford, Kate Wright, Scott Dunbar, Steve Ions, Thomasz Tyrka; Aerial Footage Director: Ian Bickerstaff; Aerial Footage Camera Operator: Michael Brennan; Aerial Footage Location Assistant: Sisco; Aerial Footage Ground Support: Gary Chaffe; Helinet Group Helicopter Pilot: Ben Skorstad; Helinet Group Camera Technician: Richard Burton; Helinet Group Production Co-ordinator: John Burton, David Paris; Company 2: Sony Computer Entertainment Europe; President, World Wide Studios: Phil Harrison; Vice President, SCE WWS Europe: Michael Denny; External Development Co-ordinator: Joanne Richardson, Angela Kaston; Vice President Marketing: Simon Rutter; Product Marketing Director: Mark Hardy; Head of Software PR: Charlotte Panther; Assistant PR / Events Manager: Roxana Etemad; Graphic Designer: Andy Hope; Copywriter: Sam Holding; European Release Manager: Louise Welch; New Release Administrator: Robert Walker; Print Production Controller: Chris Gorman; Head of First Party QA: Shawn Layden; FPQA Manager: Dave Parkinson; FPQA Functionality Supervisor: Gareth Spencer; Functionality Lead Tester: Andrew Durney, Gareth Tynan; Assistant Lead Tester: Michael Van De Waal; Functionality Tester: Barclay Christmas, Lee O'Connor, Lee Jones, Jon Howard, Jon Lowe, Scott Hannah; FPQA TRC Supervisor: Paul French; Lead TRC Tester: John Hale; TRC Tester: Greg Munt, Daniel McCreadie; Head of Format QA: Geoff Rens; Format QA Manager: Dave Bennett; Data Mastering Center: Craig Duddle, Chris Stanley, Neil Pemberton, Stephen Allen, Phil Adams; Planning & Localization Manager: Vanessa Wood; Planning & Localization Co-ordinator: Jenni Rees, Nadège Josa; Localization Supervisor: Nadine Martin; Localization Lead Tester: Yolanda Akil; Localization Tester: Alberto Pérez, Jose M. Flores, Rafael Deogracias, Silvia Ferrero, Daniele De Blasio, Paolo Parrucci, Daniele Tacconi, Gianni Bianchini, Cesare Sivo, Julia Schindler, Katharina Tropf, Matthias Pokorny, Julia Aigner, Katharina Scharpf, Pauline Brisoux, Cedric Gerard, Harouna Camara, William Kandot, Aurelien Mouliets; Head of Intellectual Property: Hogarth Andall; Legal & Business Affairs Manager: Albert Marshall, Tom Weston; Legal & Business Affairs Associate: Matthew Knight; Director of Online Delivery: Gordon Thornton; Gaming Manager: Hugh Spencer; Service Manager: Jeff Ha; Consumer Manager: Paul Miller; Release Co-ordinator: Sophie Trekels; Gaming Co-ordinator: Chris Lemonius; Release Assurance Manager: Vangelis Trikounakis; Beta Trial Co-ordinator: Richard Cole; Community Co-ordinator Team Leader: Stuart Bate; Community Co-ordinator: Sandra Raue, Aurelien Poma, Vincent Boon, Phil Priston; Server Engineer: Az Madujibeya, Graheme Little, Richard Moore; Game Intergration Engineer: Mark Petty; Director of Online Marketing: Darren Cairns; Gaming Manager: Murray Hume; Community Co-ordinator: Ben Lawton, Charlotte Large; Lead Programmer: Tim Darby; Senior Game Server Engineer: Gavin Norton; Network Programmer: Simon Dawson, Mark Petty, Richard Moore, Azuwuike Madujibeya, Hang Dam; Unix Administrator: Iain Gray; Director of MIS Technical Solutions: Manoj Sethia; Operations Manager: Damian Pearce; Senior Database Administrator: Richard Eve; Unix Administrator: Martin Tombleson, Kulwinder Shina; Database Administrator: Nichola Jimack, Vipul Lakhani; ATG Team: Richard Lee, Andrew Ostler, Vince Diesi, Dean Ashton, Simon Brown, Chris Carty, Alan Dann, Tim Dann, Eddie Edwards, Adam Garman, Susie Green, Richard Griffiths, Mike Kenny, Pete Marshall, Nicholas Serres, Paul Thomson; Ice Team: Mark Cerny, Pal Engstad, Naty Hoffman, Jon Olick, David Simpson, Jason Scanlin, John Morgan, Eric Lengyel, Boris Batkin; Video & Film Production Manager: Nicky Adams; Manager of Film & TV Projects: Perelandra Beedles, Nick Beedles; Film & TV Projects Assistant: Mark Zajac; Production Assistant: Joanne Toomey; Technical Specialist: Jeff Culshaw; Editor: Tim Roe, Naomi Summerscales; Music Licensing and A&R Manager: Sergio Pimentel; Music Supervisor: Martin Hewitt, Grace Ep; Senior Producer: Felice Standifer; Associate Producer: Kyle Zundel; Director of Production: Jim Molinets; Director of San Diego Studios: Scott Rohde; Vice President of Product Development: Shuhei Yoshida; SCR-RT Online Technology Director: Glen Van Datta; SCR-RT Online Technology Senior Manager: Adam Harris, Ken Miyaki, Marty Taramasco, Steve Wagner; SCR-RT Online Technology Project Manager: Greg Beckstead, Doug Damron; SCR-RT Online Technology Games Integration: Ramana Prakash; SCR-RT Online Technology Development: Aaron Brunstetter, Matt Devico, Peter Heino, Mark Jacob, Russ Patterson, Ron Roy, Steve Schneider; SCR-RT Online Technology Production: Erika Kato, Trang Ho; Director: Michael Blackledge; Test Operations Senior Manager: Richard Markelz; QA Test Manager: Mike Veigel; QA Test Supervisor: Andrew Vecchio Moore; Lead Quality Assurance Tester: Greg Hicks, Masashi Ogasawara, Mike Pulst; Quality Assurance Tester: Robby Cheverton, Fred Fabian, Sergio Macias Jr., Gerzson Pongracz, Mio Shimizu, Paul Allen Timm; Lab Technician: Vince Loughney; Contingent Game Test Analyst: Joshua Brock, Theodore Buck, Francis Cancio, Jennifer Dawson, Isaac Fuentes, Esau Garcia, Marco Garcia, Dan Griego, Adam Jones, Joshua Lee, Monica Llanes, Anthony Manosalva, Steve Meim, Seiji Morikami, Jason Musbach, Jeffrey Pease, Anthony Rodriguez, Hean So, Johnny Wing; QA Support Manager: Ken Kribs; Applications Admin: Christian Davis; Test Tool Developer: Chris DePuydt; Manager, Online Support: Chris Cromwell; Online Support Lead: Ken Overbey, Derek Baurmann; Online Support Analyst: Edward O'Neill, Joe Schmedding, Michael Brown, Brandon Fenton; Program Management Group Sr. Manager: Jim Wallace; Manager, Project Management: Eric Ippolito; Project Coordinator: Justin Flores, Jesse Reiter, Ronald Pascucci; Contingent Project Management Assistant: Brent Gocke; Director, Product and Online Marketing: Susan Nourai; Senior Product Marketing Manager: Stephanie Yoshimoto; Associate Product Marketing Manager: TJ Consunji; Product Marketing Specialist: Verna Hsu; Senior Director, Promotions and Sports Product Marketing: Sharon Shapiro; Promotions: Andrew Adams, Janeen Anderson, Donna Armentor, Kacey Denton, Anne Gherini, Keith Hovey, Bob Johnson, Johanna Legarda; Senior Director, Public Relations: David Karraker; Senior Public Relations Manager: Ron Eagle; Public Relations Specialist: Alex Armour; Director of Online and Direct Marketing: Steve Williams; Senior Creative Services Manager: Quinn Pham; Creative Services Specialist: Steve Ervin; Packaging and Manual Design: Petrol Advertising; Legal & Business Affairs: Kirsten Costello, Dan Figueroa, Lisa Lunger, Sue Nopar, Stephanie Stroughter, Alice Vorotchaeva; "Medication" By: Queens Of The Stone Age; "Medication" Written By: Joshua Homme, Troy Van Leuwen, Joey Castillo, Mark Lanegan; "Hell Above Water" By: Curve; "Hell Above Water" Written By: Toni Halliday, Dean Garcia; "Spiral Staircase" By: Kings Of Leon, Angelo Petraglia, Caleb Followill; "Breed" By: Nirvana; "Breed" Words and Music By: Cobain; "The 99th Floor" By: Primal Scream; "The 99th Floor" Words and Music By: Gillespie, Innes, Mounfield, Duffy; "Dolls (Sweet Rock and Roll)" By: Primal Scream; "Dolls (Sweet Rock and Roll)" Words and Music By: Gillespie, Innes, Mounfield, Duffy; "Before I Forget" By: Slipknot; "Before I Forget" Words and Music By: Crahan, Gray, Jordison, Taylor, Wilson, Fehn, Jones, Thomson, Root; "Presha" By: Elite Force, Shackleton; "The New Black" By: Every Time I Die; "The New Black" Written By: A. Williams, M. Novack, K. Buckley, J. Buckley; "Automatic Thrill" By: Gluecifer, Jacobsen, Skagen, Uggen, Amundsen, Young, Vestrheim; "Hot Rockin'" By: Hyper; "Hot Rockin'" Written By: John Ross, Guy Hatfield; "Leave You Far Behind" By: Lunatic Calm, Shackleton, Saunders; "Powertrip" By: Monster Magnet, Wyndorf; "Slam" By: Pendulum; "Slam" Written By: Robert Swire-Thompson, Gareth McGrillen; "Scene This" By: Pitchshifter; "Scene This" Written By: J. S. Clayden, Jim Davies; "Big Red Rocket of Love" By: The Reverend Horton Heat; "Big Red Rocket of Love" Written By: James C. Heath; "Electricity" By: Spiritualized; "Electricity" Written By: Jason Pierce; "The Cost of Freedom" By: The Experiment; "The Cost of Freedom" Written By: Gez Dewar, Nick Hale; "Animal Magic" By: Trash Palace; "Animal Magic" Music By: Dimitri Tikovoi; "Woman" By: Wolfmother; "Woman" Written By: Andrew Stockdale, Chris Ross, Myles Heskett; "Bass Phenomenon" By: Krafty Kuts & Tim Deluxe; "Bass Phenomenon" Words and Music By: Ashley Slater, Martin Reeves, Tim Deluxe; "Bass Phenomenon" Vocals Performed By: A. Slater
~ Keith Adams, All Game Guide
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Wikipedia: MotorStorm
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MotorStorm
Motorstormcover.jpg
Developer(s) Evolution Studios
Publisher(s) Sony Computer Entertainment
Native resolution 720p
Version 3.1[1]
Platform(s) PlayStation 3
Release date(s) JP December, 2006
NA 6 March 2007
PAL 23 March 2007
Genre(s) Racing
Mode(s) Single-player,
Online multiplayer
Rating(s) CERO: B
ESRB: T
PEGI: 12+
Media Blu-ray Disc
Input methods Gamepad

MotorStorm is a racing video game developed by Evolution Studios and published by Sony Computer Entertainment for the Sony PlayStation 3 computer entertainment system. First announced at E3 2005, the game was released in Japan in December 2006 and the rest of the world in March 2007. MotorStorm has achieved global sales of over 3 million copies.[2] A sequel, MotorStorm: Pacific Rift, was released in 2008.[3] Another game was also created, MotorStorm: Arctic Edge.

Contents

Gameplay

The events of the game take place at the fictional MotorStorm Festival in Monument Valley. The objective of the game is to win a series of off-road races and to be the overall winner of the Festival. MotorStorm holds the Guinness World Record for the biggest variety of vehicles in a racing game[4] - players are in control of seven different types of vehicles throughout the game: rally cars, big rigs, dirt bikes, ATVs, racing trucks, buggies and mudpluggers. Each race requires the player to choose a particular vehicle type and often race against many of the other vehicles. Every track has many different ways of getting through it, each catering to a specific class of vehicle thereby making the racing field more even. The events in the game occur in real-time, such as the mud effects, tire marks, and crashes (for example, if a car loses a wheel, it will remain where it lands for the duration of the race). Each track is filled with a variety of jumps, bumps, cliffs, ledges, mud pits, and other obstacles. Races are generally three-lap events with two to fifteen racers. There are eight playable tracks in the game with a further four are available to purchase as downloadable content through the PlayStation Store.

Tracks experience real-time deformation, which means each lap is different from the last. Larger vehicles can create large holes or leave ruts that can easily upset smaller, lighter vehicles, and every vehicle responds differently to different track environments. Vehicles like big rigs and mudpluggers get excellent traction in mud, whereas lighter vehicles like dirt bikes and ATVs will slip and slide.

Nitrous Boost plays a large part in MotorStorm and is used to either catch up to opponents or pull away from them. Players must keep an eye on their boost meter, which shows how hot the car's engine is. The longer the boost is held, the hotter the engine becomes. If the boost is held when the engine reaches its critical temperature, it will explode. Since explosions resulting from the boost typically rocket the player's vehicle forward, they can be used to edge out another racer across the finish line. This can be very useful when behind, although this does not work all of the time if the AI opponent gains the upper hand.

In online play, Catch-up mode can be enabled. This means the leader of a race has less boost than everyone else, allowing players further back in the field to "catch-up". If the leader changes, so does the racer with less boost. This makes using boost for the leader a technical task, in theory they should only use it when necessary, and relying on their individual driving skills to win them the race.

Development

E3 video footage

E3 Trailer of MotorStorm which includes brutal crashes between a racing truck and a rally car.

Early details released by Sony and Evolution Studios show extremely high-quality rendered video sequences. Many gaming enthusiasts and members of the press became sceptical as to the source of the material shown, with most people suspecting the footage to be pre-rendered as opposed to real-time in-game footage.

In March 2006, shortly following the Game Developers Conference, leaked footage of a tech demo was spread across the Internet on sites such as YouTube. The demo shows a yellow buggy (featured in the E3 video, and known as the Wombat Typhoon) and a motorbike both cutting through mud, as well as splashing the mud onto a white truck, and then shows violent crashes, such as a bike landing on a purple rally car, causing it to spin out, and a white Hummer-like mud plugger (called the Atlas Jackhammer) ramming through the yellow Wombat Typhoon, causing it to get crushed by rolling over and crossing through flames and crashing into the guardrail, seemingly wrecked (and the driver may be possibly killed from the crash). Being a technical demo, it didn't show any gameplay aspects (although realistic crashes, wrecks and mud deformations are shown) or whether the final game would reach the standard of the E3 ’05 video. However, Sony representative Phil Harrison mentioned it would make an appearance at E3 ’06.

The game appeared at E3 ’06, although it missed the first day of the expo due to the show version's being completed and uploaded to LA just that day. The build at the show was only 50% complete but still showed some effects such as motion blur and deformation of the tracks.[5]

Demos

Two demo versions of the game have been made available to the public. The first is only available on PlayStation 3 retail kiosks, while the second is only available for download from the PlayStation Store. While both demos feature the same track, the kiosk demo allows the player to switch vehicles on the grid before the race starts, which means that the player is able to race in approximately twenty different vehicles, whilst the downloadable demo restricts players to two vehicles. However, the downloadable demo has a smoother frame rate and extra visual detail.

Both demos allow the player to steer using Sixaxis motion-sensing.

Updates

Five updates have been released for MotorStorm in North America and Europe.

Version Details
1.1 Update 1.1 was made available for download on 23 March 2007, in addition to the European and Australian release. It added one feature: a buddy list, to allow users to compete with online friends.[6]
1.2 Update 1.2 is an update that was scheduled for release on 11 June 2007. The update improves online play, is compatible with a time-trial mode add-on, removes a popular boost exploit, and fixes several bugs.[7] The update was released in Europe on 15 June 2007 and on 21 June in North America.
2.0 Update 2.0 enhanced vehicle selection and player colours in the lobby and also fixed bugs with headset and voice communications support.
3.0 Update 3.0 added vibration support for the Dualshock 3 controller. Finishing positions in a player's last race now determine their starting grid position in the next race within the same online lobby. A Gloating Index to give guidance as to a racer’s online prowess. Plus fixes to various bugs and exploits. The update was released in Europe on 25 October 2007[8] and in North America on 8 November 2007.
3.1 Update 3.1 adds a 2D vehicle selection screen, mirrored tracks for online multiplayer games, a new proximity meter for MotorStorm mode and two additional songs to the soundtrack - "Devil's Crossing" by Elite Force and "Beat The Devil" by Jiffster. The update is about 253MB in size. The update was released in Europe on 13 December 2007[1] and in North America on 19 December 2007.

Downloadable content

On 15 June 2007 in Europe[9] and 21 June in North America[10], an add-on was made available on the PlayStation Network. This free download, when used in conjunction with the 1.2 update, unlocks a time-trial mode. In this mode, players are able to select a track and vehicle to race around and achieve the best time. When online, players can upload their best times to see where they rank in a global leaderboard. There is also the ability to download the "ghosts" of best laps of other players—including the creators—and race against them.

On 6 September 2007 in Europe, a second add-on was made available for purchase on the PlayStation Network, called the Coyote Revenge Weekend VIP Pass (named Revenge Weekend in North America). This download, when used in conjunction with the 2.0 update, unlocks the Coyote Weekend mode. This allows players to access an additional three tickets, combining nine races (four races each in the first and second tickets and one final race in the third ticket). The races unlock sequentially and are unlocked via player success in preceding races. The mode is called Coyote Weekend because the track Coyote Revenge features predominantly, and the races are presented as happening over a weekend festival over Saturday and Sunday. Out of the nine races, the Coyote Revenge track features five times, with various new routes and short-cuts. Four other tracks also feature in the Coyote Weekend festival. The download also includes two new vehicles, a bike, an ATV and a bonus vehicle that can be accessed on successful completion of the races. There is also a vehicle pack available on the PlayStation Network, that includes a rally car which looks very similar to a De Lorean DMC-12 and a Big Rig which is based on a prison bus, and new livery skins known as Numskull Helmets and Big Blue Bunny.[11][12]

On 27 September 2007 in USA, a third add-on was made available which included a truck (known as the Castro Capitano, preceded by the Castro Robusto) with three styles. On 25 October 2007 in Europe, a new Halloween livery was made available for download, on the Castro Robusto racing truck. Downloading this livery will automatically unlock the truck. The Devil's Weekend pack was released in Europe and North America on 8 November 2007 it contains The Devil's Crossing track, nine new races, four new vehicles and new liveries such as Crazy Samurai and QuickFoot liveries. On 20 December 2007 in USA, it features a new downloadable holiday skin for Castro Varadero (a big rig). An additional two tracks were announced on 7 January 2008[13]. Eagle's Nest & Diamondback Speedway were released in Europe on 11 January 2008 and in North America on 17 January 2008. On February 7, 2008 in North America and Europe, a Chinese New Year skin becomes available for download for the Wulff Revo rally car.

Release

MotorStorm was officially released in Japan on 14 December 2006, where it became the best-selling PlayStation 3 game[citation needed]; in North America on 6 March 2007; and in Europe as part of the European PlayStation 3 launch on 23 March 2007. Both the North American and European versions include online play, which was not included in the Japanese version at the time of its release. Online play for Japan was released in an update on 20 June 2007.[14]

By the 9 July 2007, MotorStorm had sold more than one million copies in North America.[15] As of 22 December 2007 MotorStorm has sold 3.31 million copies.[16]

Reception

Publication Score
Allgame
3.5/5 stars
Edge
8/10
Electronic Gaming Monthly
8.3/10
Game Revolution
B
GamesMaster
85%
Gamer TV
5.0/5 stars
GameSpot
7.9/10
GameTrailers
7.8/10
GameZone
8.8/10
IGN
8.9/10
Mansized
5.0/5 stars
Next 3
80%
Official UK PlayStation Magazine
8/10
Official PlayStation Magazine (Australia)
10/10
Play
91%
PSM
85%
X-Play
3.0/5 stars
11th Annual Interactive Achievement award
Racing Game of the Year[17]

MotorStorm has received mostly positive reviews, it holds an average rating of 82/100 on Metacritic as of September 2007[18] and 83% on Game Rankings[19]. The game was selected as one of Gaming Target's "52 Games We'll Still Be Playing From 2007.[20] And on the 11th annual interactive achievement award MotorStorm won racing game of the year. GameSpot praised the games online aspect saying "Motorstorm's rampageous brand of racing is a great deal of fun" as well as the graphics and soundtrack of the game while criticizing its lack of offline multiplayer and its single-player mode.[21]

IGN summed up its review by saying "It may be shallow, but it's also the most engaging racing experience you'll find anywhere", but expressed its excitement in the potential of its sequel due to the strong foundations the original laid out.[22] However, GameTrailers criticized the AI of the game saying it was based on a "rubber-band" principle which allowed computer drivers to easily catch up with the player regardless of the player's performance, but it praised the online gameplay of MotorStorm as well as its gameplay physics.[23]

References

  1. ^ a b Bramwell, Tom (2007-12-13). "Yet more MotorStorm downloads". http://www.eurogamer.net/article.php?article_id=89292. Retrieved 2007-12-13. 
  2. ^ Tom Bramwell (2008-02-18). "Evolution wants MotorStorm to dominate". Eurogamer. http://www.eurogamer.net/article.php?article_id=92872. Retrieved 2008-02-18. 
  3. ^ David Bull (2008-09-11). "MotorStorm Pacific Rift crosses the finish line October 28th". Sony Computer Entertainment. http://blog.us.playstation.com/2008/09/11/motorstorm-pacific-rift-crosses-the-finish-line-october-28th/. Retrieved 2008-09-11. 
  4. ^ Paul Hollywood. (2008-07-23). MotorStorm: Pacific Rift E3 2008 Stage Show Demo. [Interview]. Los Angeles, CA: Gamespot. Event occurs at 1.56. http://uk.gamespot.com/video/943354/6194924/videoplayerpop?. Retrieved 2008-07-25. "We actually have the Guinness World Record for the greatest variety of different vehicles in a racing game" 
  5. ^ Haynes, Jeff (11 May 2006). "E3 2006: MotorStorm Hands-on". ign.com. http://uk.ps3.ign.com/articles/707/707911p1.html. Retrieved 2007-09-06. 
  6. ^ Dunham, Jeremy (21 March 2007). "BuddyStorm for MotorStorm". uk.ps3.ign.com. http://uk.ps3.ign.com/articles/774/774900p1.html. Retrieved 2007-09-06. 
  7. ^ Haynes, Jeff (7 June 2007). "PSN Content Interrupted?". uk.ps3.ign.com. http://uk.ps3.ign.com/articles/794/794811p1.html. Retrieved 2007-09-06. 
  8. ^ Bramwell, Tom (2007-10-25). "MotorStorm gets rumble support". Eurogamer. http://www.eurogamer.net/article.php?article_id=86028. Retrieved 2007-10-25. 
  9. ^ Bramwell, Tom (15 June 2007). "MotorStorm update released". Eurogamer. http://www.eurogamer.net/article.php?article_id=77788. Retrieved 2007-09-07. 
  10. ^ Haynes, Jeff (21 June 2007). "PSN Update (06.21.07)". IGN. http://uk.ps3.ign.com/articles/798/798285p1.html. Retrieved 2007-09-07. 
  11. ^ Purchese, Rob (4 September 2007). "MotorStorm DLC dates confirmed". Eurogamer. http://www.eurogamer.net/article.php?article_id=82645. Retrieved 2007-09-07. 
  12. ^ Haynes, Jeff (9 September 2007). "PSN Update (09.06.07)". IGN. http://uk.ps3.ign.com/articles/818/818417p1.html. Retrieved 2007-09-13. 
  13. ^ Purchese, Rob (2007-01-07). "Yet more MotorStorm tracks". Eurogamer. http://www.eurogamer.net/article.php?article_id=90168. Retrieved 2007-01-07. 
  14. ^ McWhertor, Michael (20 June 2007). "Motorstorm Adds Online Play In Japan". kotaku.com. http://kotaku.com/gaming/playstation-3/motorstorm-adds-online-play-in-japan-270705.php. Retrieved 2007-09-06. 
  15. ^ "New 80GB PlayStation 3; New Price on Current 60GB Model". Sony Computer Entertainment. 9 July 2007. http://www.us.playstation.com/News/PressReleases/402. Retrieved 2007-07-11. 
  16. ^ "The Games of 2008: PlayStation 3". Sony Computer Entertainment. December 30, 2007. http://www.next-gen.biz/index.php?option=com_content&task=view&id=8489&Itemid=2&limit=1&limitstart=4. Retrieved 2008-01-20. 
  17. ^ (pdf) 11th Annual Interactive Achievement Award Winners. Academy of Interactive Arts & Sciences. 2008. http://www.interactive.org/content/pdf/11th_Annual_IAA_Winners.pdf. Retrieved 2008-09-01. 
  18. ^ "MotorStorm (PS3) reviews at Metacritic.com". Metacritic. http://www.metacritic.com/games/platforms/ps3/motorstorm. Retrieved 14 September 2009. 
  19. ^ "Motorstorm Reviews at GameRankings". GameRankings. http://www.gamerankings.com/ps3/928393-motorstorm/index.html. Retrieved 14 September 2009. 
  20. ^ "52 Games We'll Still Be Playing From 2007: Part 2". Gaming Target. 2008-01-01. http://www.gamingtarget.com/article.php?artid=8073. Retrieved 2008-01-02. 
  21. ^ Alex Navarro (March 7, 2007). "MotorStorm Review". GameSpot. http://www.gamespot.com/ps3/driving/motorstorm/review.html?tag=tabs;reviews. Retrieved 14 September 2009. 
  22. ^ Chris Roper (February 28, 2007). "MotorStorm Review". IGN. http://ps3.ign.com/articles/768/768820p1.html. Retrieved 14 September 2009. 
  23. ^ Gametrailers.com - MotorStorm - Review

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