MotorStorm: Pacific Rift

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AMG AllGame Guide:

MotorStorm: Pacific Rift

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Game Description

The system's first off-road racing title returns with a new tropical setting and 16 destructible tracks. The arcade-style racer once again challenges you to not only come in first, but to make it through the chaotic courses unscathed. ATVs, motorbikes, rally cars, trucks, buggies, and other rugged vehicles will compete on multi-route tracks that snake through jungles, mountains, and lagoons. Hostile opponents won't think twice about ramming your vehicle or sending you on an extended vacation off a steep cliff. As in the original MotorStorm, the courses will wear down in real time, as the competition digs into the ground or collides into objects with each new lap. Pacific Rift introduces split-screen racing for up to four players, and features online action for up to 20 racers. Network features include a matchmaking service, stat tracking, leaderboards, and support for downloadable content.
~ Scott Alan Marriott, All Game Guide

Production Credits

Outsourcers: 3D Framework, Adventure Recruitment India Pvt. Ltd., Ark VFX Ltd., Art In Games, Axis Productions Ltd., Escape Studios, Fanatic Games, Outsider Development, Outso, Realtime UK, Shadows In Darkness, Zero 9 Studio, Andrej Svoboda, Andy Wan, Christopher Martin, Mike Engstrom, Paul Cartwright, Shaun Hollywood, Simon Nuttall, Tom Painter, Tuevo Heikkila; Havok: Adrian Gasinski, Andrew Bowell, Dave Gargan, Marc O' Morain; Director of Photography: Michael Kelem; Helicopter Pilot: Ben Skorstad; Production Coordinator: John Burton; Company 1: Sony Computer Entertainment Europe; Senior Producer: Pete Smith; Producer: John McLaughlin; Director of External Development: John Rostron; Senior Vice President, SCE Worldwide Studios Europe: Michael Denny; President - Worldwide Studios: Shuhei Yoshida; External Development Coordinator: Joanna Richardson, Angela Kaston; Senior Vice President Marketing: Simon Rutter; European Product Marketing Director: Mark Hardy; European Product Manager: Thacg Quachi; Head of Software PR: Charlotte Panther; European PR Assistant: Thelma Badu Yankson; Graphic Designer: Umesh Mistry; Copywriter: Russell Norris; European Release Manager: Louise Welch; New Release Administrator: Robert Walker; Print Production Controller: Matt Bristow; Head of First Party Quality Assurance: Dave Parkinson; First Party Quality Assurance Coordinator: Sara Shaw; Planning Coordinator: Shaun Leach; Test Manager: Gareth Spencer; Localization Test Manager: Nadine Martin; Functional Testing Supervisor: Wayne Smith; Functional Testing Lead: Andrew Durney, Garreg Hansen; Function Testing Assistant Lead: Mark Comerford; Functional Tester: Barclay Christmas, Lee O'Connor, Paul Jones, Oliver Wellings, Chris McMahon, Tom Nicholson-Ihara, Paul Edwards, Jeffrey Mcleary, Robert Culshaw; TRC Testing Supervisor: Paul French; TRC Testing Lead: John Hale, David Hill; TRC Tester: Greg Munt, Leas Jones, John Carter, Graham Price, Lee Champion, Brandon Conley, Don Shallcross, Wayne Owen; External Localization Testing Supervisor: Yolanda Akii; Internal Localization Testing Supervisor: Pauline Brisoux; Localization Testing Lead: Cesare Sivo; Localization Tester: Aurelien Mouliets, Flavie Mathieu, Daniel Antoni, Benoit Provot, Katharina Tropf, Katharina Sharpf, Sandra Schweder, Harry Weber, Alberto Perez, Rafael Deogracias, Silvia Ferrero, Ramóm Robledano, Rafael De Vicente, Packy Caruso, Gianni Bianchini, Francesca D'Errico, Patrick Orsini; Shift Supervisor: Matt Osborne; Contract Staff Coordinator: Dan Giles, Nicholas Cooper; Support Services Manager: Anthony Gill; Support Services Coordinator: Neil Moran, Robert Karp; Lead QA Technician: Chris Hopler; QA Technician: Michael Bishop, Barry Fearns; Online QA Lead: Michael Kennedy; Online QA Tester: Nick Wilkie; Head of Format QA: Geoff Rens; Format QA Submissions Manager: Dave Bennett; Data Mastering Centre: Craig Duddle, John Lowe, Neil Pemberton, Stephen Allen, Phil Adams; Localization Services Manager: Vanessa Wood; Localization Services Coordinator: Jenni Rees, Nadège Josa, Sandra Raue; Localization Services Assistant: Kristie Wang; Director of Intellectual Property & Technology: Hogarth Andall; Legal & Business Affairs Manager: Albert Marshall, Tom Weston; Legal & Business Affairs Associate: Matthew Knight; IP Management Assistant: Miranda Jenabzadeh; Trademarks & Anti-Piracy Assistant: Melanie Nero; Director of Online Delivery: Gordon Thornton; Studio Relationship Manager: Hugh Spencer; Gaming Manager: Alexis Uzcategul; Consumer Manager: Paul Miller; PlayStation Network Store Operations Team: Vanessa Clair, Leon Adams, Richard Brown, James Daniels, David Haydon, Richard Hudson, Dragana Karajic, Krina Patel, Jonathan Rix, Eleanor Roy; Web & Email Services Team: Rob Murray, Sheraz Khan, Dipal Patel, Stephen Price, Glenn Renwick; PlayStation Network Consumer Services Team: Peter Richardson, Paul Flynn, Barry Hyland; Gaming Analyst: Asghar Nisar, Anu J. Sharma; Public Beta Trial Coordinator: Joseph Chan; PlayStation Network Community Team Manager: Phil Preston; English Community Team: Nick Riggs, Christian Barnes, Karinna Deller, Jerome Joseph, Alex Quainoo; French Community Team: Aurelien Poma, Christophe Bernard, Richard Dein, Aurelle Reman; Italian Community Team: Riccardo Rossi, Mauro Braghieri, Giuseppe Daniele Perniciaro, Piermaria Mendolicchio; German Community Team: Dominik Ebber, Katrin Bosch, Isabell Schneider, Mylène Petermann; Spanish Community Team: Mercedes Serradilla Moreno, Jose Barra, Manuel LaHuerta, Javier Tenes; Dutch Community Team: Vincent Boon, Kevin Ellen, Mark Facto, Jason Teather; Portuguese Community Team: Iselin Jarbro; Scandinavian Community Team: Stella Correia; Reporting Manager: Andrew Nicholson; PlayStation Network Consultant: Philip Mordi; Online Project Office: Charles Woolnough, Mark Chiu, Alex Krstev, Michelle De Mott, Adrian Masters, Virginia San Martin, Vangelis Trikounakis; VP Global Technology: Richard Lee; EU Manager: Tim Darby; US Dev Manager: Sree Santhosh; US Ops Manager: David Cottrell; EU Project Manager: Josh Fredericks; Server Team Lead: Martin Shenton; Senior Server Game Integration Engineer: Andrew Kohlhoff; Server Game Integration Engineer: David Hopkins, Chia-Hung Lin, Jonathan Marchlik, Richard Moore; Database Engineer: Pritesh Jani; Client Game Integration Lead: Tobias Anderberg; Client Game Integration Engineer: Martin Echenique; Production Server Engineer Lead: Iain Gray; Production Server Engineer: Paul Winkler, Luis Cruz; Web Development Manager: Russ Patterson; Server Engineer: Rolando Simeon, Glen Kawano; Head of Online Marketing: Darren Cairns; Portal Manager: Lizzie Wilding; Portal Producer: Emmanuel Orssaud; Campaign Manager: Alex Powell, Katy O'Brien; Category Producer: Genevieve Ampaduh, Siobhan McKenna, Meenal Varsani; Community Coordinator: Ben Lawton, Charlotte Large; SCEE Technical Support: Colin Hughes, Jason Page, Ken Miyaki, Mike Kavallierou; ATG Support: Chris Carty, Matteo Scapuzzi, Nicolas Serres, Richard Griffiths, Simon Brown, Vince Diesi; SN Systems: Greg Bedwell, Paul Bowen-Huggett; Director of MIS Technical Solutions: Mano J. Sethia; European Systems Manager: Damian Pearce; IT Services Coordinator: Mark Stenning; Unix/DBA Team Lead: Martin Tombieson; Unix Administrator: Kulwinder Shina, Morgan Cathcart, Halvard Halvorsen, Dale Roberts; Oracle DBAs: Nichola Jimack, Vipul Lakhani, Sade Longhe; Audio Visual Manager: Tim Roe; Editor: Naomi Summerscales, Andy Robinson; Music Licensing and A&R Manager: Sergio Pimentel; Music Supervisor: Duncan Smith, Martin Hewett, Gillian Connole; Company 2: Sony Computer Entertainment America; President - Worldwide Studios: Shuhei Yoshida; Vice President, Worldwide Studios America: Scott Rohde; Senior Producer: Felice Standifer; Senior Producer of the San Diego Studio: Christian Phillips; Vice President, Product Marketing: Scott Steinberg; Director, Product Marketing: Chip Blundell; Product Marketing Manager: Ed Loonam; Product Marketing Specialist: David Bull; Director, Corporate Communications & Social Media: Patrick Seybold; Public Relations Manager: Alex Armour; Social Media Manager: Jeff Rubenstein; Senior Director, Mktg Alliances & Activation: Ginger Kraus; Senior Manager, Consumer Events: Donna Armentor; Consumer Events Specialist: Natalie Behrman, Sadaf Balg; Manager, Marketing Programs: Andrew Adams; Media Partnership Specialist: Brian Gauld; Director, Channel Marketing and Events: Joby Hirschfeld; Channel Marketing Manager: Michael Delacruz, Marie Manapat; Channel Marketing Retail Manager: Kip Roggendorf; Senior Channel Marketing Specialist: Kacey Fahey; Creative Services: Jack Siler, Miguel Godinez, Alicia Beam, JM Garcia, Joseph Chan, Larissa Gamarra, Annet Hsu, Blanca Hernandez, Ted Jalbert, Alfredo Sanchez, Michael Brynteson, Rick Jones, Kenneth Warren; Senior Director, PlayStation Network: Eric Lempel; Senior Manager, PlayStation Network: Grace Chen; Loyalty Programs Manager: Chris Hagedorn; Project Manager: James Isaace, Paul Purdy; Associate Project Manager (Official Game Site): Shelli Griss; Senior Manager, PlayStation Network Content Deployment: Jen Woldman; Sr. Specialist PlayStation Store: Rommel Hernandez; Sr. Web Content Management Specialist: Michael McIntire, Mara Baliwag; Content Management Specialist: Mick Colberg; Associate Content Management Specialist: John Almazen; Web Specialist: Sara Hwan; Trafficker: Jennifer Cho; Director of Music: Chuck Doud; Senior Music Manager: Clint Bajakian; Music Manager: Keith Leary; Music Supervisor: Matt Levine; A&R: Alex Hackford; Music Producer: Tammy Tsuyuki; Manager, Music and Licensing: Jason Swan; Sr. Music Licensing Coordinator: Justin Fields; Director, Legal & Business Affairs, Corporate Counsel: Dan Figuerao; Paralegal: Richard Daniels; Vice President, Global Platform: Charles Connoy; Sr. Manager, Global Platform PMO: Jackie Leshko; Project Manager: Doug Damron, Ron Manning; Sr. Manager, SCE-RT Operations: David Cottrel; Manager, Games Integration: Mohammed Khan; Games, Integration Primary: Baylor Triplett; Manager, Production: Trang Ho; Production Engineer: Ben Choorut, Bhaswar Sarkar; Sr. Manager, SCE-RT Development: Sree Santhosh; Manager, Development: Russ Patterson; Development Lead: Glen Kawano; Sr. Development Engineer: Rolando Simeon, Ed O'Leary, Dimitris Liarokapis; Director, First Party Quality Assurance (FPQA): Ritchard Markelz; Sr. Manager, Test Operations: Tim Vanlaw; QA Test Manager: Andrew Moore; QA Test Supervisor: Justin Hanes; Lead Quality Assurance Tester: Robert Helsel; Lab Technician: Vince Loughney; Contingent Game Test Analyst: Neil Viray, Jason Muzzareli, Renato Velasco; QA Test Manager, Network and TRC Test Team: Cruz Garcia; Lead Quality Assurance Testers, Network Test Team: Greg Hicks, Paul Flannigan; Sr. Quality Assurance Tester, Network Test Team: Robby Cheverton; Lead Quality Asurrance Tester, TRC Test Team: Ian Jones; Sr. Quality Assurance Tester, TRC Test Team: Matt Bolger; Contingent Game Test Analyst, TRC Test Team: Antel Powell, Daniel Carrigan, Matt Morgan, Joe Petronaci, Shaun Distor, Ansher Engel, Daniel Griego, Collin McKusick; Manager, Online Support: Chris Cromwell; Online Support Lead: Derek Baurmann; Online Support Analyst: Edward O'Neill, Michael Brown, Brandon Fenton, Tad Goddard, Andre Curtis, Daniel Armendariz, David Smith; Sr. Manager, Program Management: Jim Wallace; Manager, Project Management: Eric Ippolito; Manager, Program Management: Matt Harper; Sr. Project Coordinator: Justin Flores; Project Coordinator: Brent Gocke; Associate DevSuite We Admin: John Hirai; Director, Product Development Information Technology: Adam Harris; Sr. Manager, Online Games: Monique Fraser; Manager, Production Operations: Ritchard Bennett; Online DBA Lead: George Chen; Online Sr. DBA: Andu Bui; Online DBA: Beth Ford; Online Game Admins: Krisztian Mizser, Ken Reeves, Don Smolinski; Manager, Production Technology: Mark Chaves; Online Production Technologist: Ron Andres, Christian Davis, Chris Depuydt, Matt Miller, Josh Gephart, Ken Mundy, Mark Ranallo, Rudy Wiley, Hung Vo; Sr. Manager, Network Engineering: Derrel Jenkins; Manager, Network Engineering: Rob Blasé; Staff Network Engineer: Chris Dudley; Sr. Network Engineer: Rany Lopez, Jeremy Lunsford; Network Engineer: Matt Strocchia; Unix Administrator: James Beck; Manager, Network Operations Center: Michael Selfert; Network Operations Specialist: Jami Johnson, Aaron Johnston, David Henning, Heath McKay, Jose Madrigal, Mark Benavente; Sr. Manager, Studio Applications & Storage: Steven Kirk; Sr. Manager, Core Systems Infrastructure: Tome Perrine; Site Manager: Rick Rossiter; "In Your Machine" Words & Music By: Alex Drury, Daniel Watts; "In Your Machine" Performed By: Alex Metric; "Trickstep (Pacific Rift Mix)" Written By: A. Tobin; "Trickstep (Pacific Rift Mix)" Performed By: Amon Tobin; "Fire!Fire!Fire!" Words & Music By: Wibe/Kjørd/Jølsrud/Bidtnes/Cederberg/Lapstad; "Fire!Fire!Fire!" Performed By: Animal Alpha; "Come To Daddy (Pappy Mix)" Written & Produced By: Richard D. James; "Come To Daddy (Pappy Mix)" Performed By: Aphex Twin; "Gomme What You Got (Pull the Trigger) (Alex Metric Mix)" Written By: Liam May/Luke May/Craig Higgins; "Gomme What You Got (Pull the Trigger) (Alex Metric Mix)" Performed By: Black Daniel; "Red Velvet (VIP Mix)" Written & Produced By: J.M. Heyboer/S.M. Heyboer/R. Verdult/S. Maxwll/P. Hawkins; "Red Velvet (VIP Mix)" Performed By: Black Sun Empire/State Of Mind; "Show Me the Way" Words & Music By: Garcia/Suecof; "Show Me the Way" Performed By: Black Tide; "Twist Up" Written By: James Ginzburg/Baobinga; "Twist Up" Performed By: The Body Snatchers; "Lava Lava" Written By: Alexander Ridha; "Lava Lava" Produced By: Alexander Ridha; "Lava Lava" Performed By: Boyz Noize; "I Ain't Your Savior" Words & Music By: G. Buerger; "I Ain't Your Savior" Performed By: Bullets And Octane; "Pure Rock Fury" Words & Music By: N. Fallon/R.T. Sult/Dan Maines/J.P. Gaster; "Pure Rock Fury" Performed By: Clutch; "Soul To Waste (Motorstorm Edit)" Words and Music By: Dr. Johnny Walker; "Soul To Waste (Motorstorm Edit)" Performed By: Cut In The Hill Gang; "Queen Bitch" Words & Music By: David Bowie; "Queen Bitch" Performed By: David Bowie; "Romantic Rights (Erol Alkan Remix)" Words & Music By: Jesse F. Keeler/Sebastien Grainger; "Romantic Rights (Erol Alkan Remix)" Performed By: Death From Above 1979; "Blood On Our Hands (Justice Remix)" Words & Music By: Jesse F. Keeler/Sebastien Grainger; "Blood On Our Hands (Justice Remix)" Performed By: Death From Above 1979; "Chainsaw" Written By: Dan Stein; "Chainsaw" Performed By: DJ Fresh; "Wolf Club (Pacific Rift Edit)" Words & Music By: Allender/Doery; "Wolf Club (Pacific Rift Edit)" Performed By: The Explorers; "Everybody Needs A 303 (Plump DJs Remix)" Words & Music By: Sterr; "Everybody Needs A 303 (Plump DJs Remix)" Performed By: Fatboy Slim; "Black Grooves" Written By: Mickael Karkousse/Tom Coghe/Bert Libeert/Dave Martijn; "Black Grooves" Performed By: Goose; "Liquid Lives (Noisa Instrumental Mix)" Written By: Smith; "Liquid Lives (Noisa Instrumental Mix)" Performed By: Hadouken!; "Zombie Dance (Motorstorm Edit)" Written and Produced By: Joshua Harvey; "Zombie Dance (Motorstorm Edit)" Performed By: Hervé; "No Pun Intended" Written By: R. Fitzsimmons; "No Pun Intended" Performed By: The Hives; "Move Through Me" Words & Music By: Jesper Strömblad/Björn Gelotte/Anders Fridén; "Move Through Me" Performed By: In Flames; "Phat Planet" Written By: N. Barnes/P. Daley; "Phat Planet" Performed By: Leftfield; "Davidian" Words By: Robert Flynn; "Davidian" Music By: Robert Flynn/Adam Duce/Chris Kontos/Logan Mader; "Davidian" Performed By: Machine Head; "Sleepwalker" Words & Music By: Dave Mustaine; "Sleepwalker" Performed By: Megadeth; "Jesus Built My Hotrod" Written By: Allen Jourgensen/Paul Barker/Bill Rieflin/Michael Balch/Gibson Jerome Haynes; "Jesus Built My Hotrod" Performed By: Ministry; "Mind Control" Written By: Nick Thayer; "Mind Control" Performed By: Nick Thayer; "Swap Meet (Diplo Motorstorm Remix)" Words & Music By: Cobain; "Swap Meet (Diplo Motorstorm Remix)" Performed By: Nirvana; "Groundhog (Motorstorm Re-Edit)" Written & Produced By: Nik Roos/Martijn Van Soderen/Thijs De Vlieger; "Groundhog (Motorstorm Re-Edit)" Performed By: Noisia; "Western Soul (Aphrodite Remix - Motorstorm Dub)" Written and Produced By: Peter Hall; "Western Soul (Aphrodite Remix - Motorstorm Dub)" Performed By: Parker; "Western Soul (Aphrodite Remix - Motorstorm Dub)" Featuring: Rasco; "Tarantula" Words & Music By: R. Swire-Thompson/G. McGrillen/D. Stein/J. Sutter/C. Griffith; "Tarantula" Performed By: Pendulum; "Tarantula" Featuring: Fresh/$pyda/Tenor Fly; "Slasher" Words & Music By: The Planers; "Slasher" Performed By: The Planets; "Necro Hex Blues" Written By: Gillespie/Innes/Mounfield/Duffy/Homme/Mooney/Homme; "Necro Hex Blues" Performed By: Primal Scream; "Speed Freak (Motorstorm Remix)" Words & Music By: L. Black/L. Harris/D. Arnold; "Speed Freak (Motorstorm Remix)" Performed By: The Qemists; "Sick Sick Sick" Words & Music By: Homme/Van Leeuwen/Castillo/Goss; "Sick Sick Sick" Performed By: Queens Of The Stone Age; "New Tattoo" Words and Music By: Jason Null; "New Tattoo" Performed By: Saving Abel; "Caverns of Mind" Words & Music By: Copyright Control; "Caverns of Mind" Performed By: Saviours; "Parachute" Written By: James Ford/James Shaw; "Parachute" Performed By: Simian Mobile Disco; "Golden Dawn" Written and Produced By: Robert Chetcuti/Keith Camilleri; "Golden Dawn" Performed By: South Central; "Lalula (Instrumental)" Written and Produced By: The Freelance Hellraiser; "Lalula (Instrumental)" Performed By: Lalula; "Come Touch the Sky" Words & Music By: Wagner/Franklin/Wartell; "Come Touch the Sky" Performed By: Trouble; "Weapons" Words & Music By: Paul McGregor/Benn McGregor/Paul Simmons; "Weapon" Performed By: Ulterior; "Trash" Written By: Bruce Carter/Danny Saville; "Trash" Performed By: The Whip
Wikipedia on Answers.com:

MotorStorm: Pacific Rift

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MotorStorm: Pacific Rift
MotorStorm Pacific Rift.jpg
European box art
Developer(s) Evolution Studios
Publisher(s) Sony Computer Entertainment
Series MotorStorm
Engine MotorStorm Engine (modified), Havok
Version 1.03
Platform(s) PlayStation 3
Release date(s)
  • NA 28 October 2008[1]
  • EU 7 November 2008[2]
  • AUS 13 November 2008
  • JP 20 November 2008
Genre(s) Racing
Mode(s) Single-player,
4-player split-screen,
12-player online multiplayer[3][4]
Rating(s)
Media/distribution Blu-ray Disc

MotorStorm: Pacific Rift (MotorStorm II in Japan) is a racing video game by Evolution Studios and published by Sony Computer Entertainment for the PlayStation 3. It is the sequel to MotorStorm and is followed by MotorStorm: Arctic Edge for the PS2/PSP, and MotorStorm: Apocalypse.[5] It was announced by Sony after their acquisition of Evolution Studios and it was released on 28 October 2008 in North America.[1] The game has sold over one million copies as of 9 December 2008.[6]

MotorStorm: 3D Rift is a 3D mini re-release of Pacific Rift, containing 10 tracks as well as a selection of off-road vehicles from Pacific Rift. It is only single-player and has no trophies. The game was released on the PlayStation Network on 24 August 2010.[7]

Contents

Development

The first target render teaser trailer of the game was released on 12 March 2008 and showed pre-rendered cut scene featuring destructible environments and realistic character modelling along with the song "Tarantula" by Pendulum.

The "screenshot" feature allows players to take a picture during racing which can then be exported to the PlayStation 3's XMB

On 29 January 2009 a patch for MotorStorm: Pacific Rift was released in error within the European region. At the same time, the official MotorStorm website was updated stating that the patch had been released and detailed the fixes it contained. A few hours later, the patch was withdrawn from the European servers and the official website returned to saying the patch would be released soon.

Sony later issued a statement on the MotorStorm website confirming that the patch had indeed been erroneously released and then withdrawn, and advised users who had installed the patch not to remove it due to the patch modifying save game files.[8]

In the Update version 1.02, there are new features in MotorStorm: Pacific Rift, known as "Microbadges" and "Signature Collections". With "Microbadges" players can display their badges during online races; up to 5 available badges can be added to the slot. Several badges are hidden, with no description on how to earn it. The second new feature "Signature Collection", will earn players new skins for every vehicle which is also in the first MotorStorm game for each 10 "microbadges" earned. When players have achieved all the "Microbadges" and "Signature Collection", they will earn hidden rewards.

Demo

A demonstration version of the game was made available in Europe and North America on 11 September 2008. In Europe the demo was made available to randomly selected users.[9] Access to the North American demo required users to purchase episode 4 of Qore.[10] It was available to all users on the PlayStation Store on 16 October 2008.

The demo consists of a single-player race and a 2-player split-screen race on Rain God Spires. A total of 8 vehicles are available in the demo: a bike, a monster truck, two buggys, two racing trucks (one of which can be selected in both modes) and two rally cars.

A new demo was launched on 12 February 2009 and was called Motorstorm: Pacific Rift demo 2.0. This featured a different track, Razorback, and a different buggy. This demo also allowed the user to play in split-screen.

A new demo was released on 9 June 2010 in a collection of a few games. This demo is in 3D.

PlayStation Home

With the version 1.03 patch that was released on 1 July 2009, users of PlayStation Home, the PlayStation 3's community-based service, can now fully game launch MotorStorm: Pacific Rift. Game launching is a feature that lets users set up a multiplayer game in Home and then launch into the game directly from Home. At E3 2007, MotorStorm was featured to be one of the games to include game launching but did not.[11]

On 16 August 2009, a themed MotorStorm: Pacific Rift game space was released for the European and North American versions of PlayStation Home. This space was called the "MotorStorm Sphere" and was only available for a limited time. The space was removed on 9 October 2009 and will be fully launched later this year. Its main feature was the MotorStorm Jukebox that had thirteen songs for users to choose from. The space also featured a video screen advertising the game as well as seating. In Europe's version, when users first accessed the space, the users received MotorStorm Festival Jeans for their avatar. This space, for its short time, was used as a game launching hub for users to meet up and game launch MotorStorm: Pacific Rift. There was also MotorStorm themed biker suits released for users to purchase for their avatars in Home's shopping complex.[12]

On 10 December 2009, a MotorStorm: Pacific Rift themed personal apartment was released for the European and North American versions of Home. This apartment is called the "MotorStorm: Pacific Rift camp" and can be purchased from the Home Estates store in Homes' shopping complex.[13]

Gameplay

The game moves away from the desert environments of the original title and relocates itself in "a lush island environment, full of interactive vegetation"; and also includes monster trucks and four-player split-screen capability. Monster trucks are able to ride over cars (except big rigs), break most vegetation, and destroy structures. Bikes also have new capabilities so they can bunny hop and the driver can duck. Custom music tracks using a player's own music stored on their PS3 hard drive are available[14] as are trophies (to unlock more Drivers and Vehicles) and camera angles are improved for crashes; vehicle damage is also improved. Users can now select drivers from the Garage menu, thus not having to rely on picking the vehicles, depending on the Driver's gender. "Speed" events are firstly introduced in the game, which consists numerous checkpoints in each tracks that users must pass through to achieve extra times before the timer runs out. Any class that isn't the ATV or Bikes can ram their vehicles left or right. The ATV and Bike ram by their driver throwing punches at the other drivers.

Tracks

Screenshot from Motorstorm: Pacific Rift showing a Mudplugger

The 16 original tracks are set around volcanic mountainsides, beaches, jungle, caves and a run-down sugar factory. The original tracks are Kanaloa Bay, Sugar Rush, Mudslide, Cascade Falls, Beachcomber, Colossus Canyon, Caldera Ridge, Badlands, The Edge, Paradise Beach, The Rift, Scorched, Razorback, Rain God Spires, Wildfire and Riptide.

Another new feature in Motorstorm: Pacific Rift is the presence of water in the form of rivers, pools and waterfalls. Water also cools down car's engines, which presents a whole line of new tactics; vehicles will slow down as they go through deep water, with buoyancy featuring for vehicles that venture into water too deep for that vehicle type.[3]

Two expansion packs are scheduled for release in July 2009 and add a total of six new tracks. The 'Speed' expansion adds three tracks it also adds three new track variants and new paint jobs. The 'Adrenaline' pack also adds three new tracks but five new track variants, four new vehicles and six new characters.[citation needed] Now there are five track variants, which contains a red partially burnt card, under the name "Volcanic". Variations of the same tracks is now turned into a post-apocalyptic volcanic activity, such as lava bombs that are present throughout the race and driving through it will instantly wreck any vehicle that comes through it. Small lava bombs can heat up the boost temperature in an instant, even when the boost temperature is completely low, if driven through it. If the vehicle's boost temperature becomes very hot and the player drives through a small lava bomb, the vehicle could explode.

Vehicles

MotorStorm: Pacific Rift features all seven vehicle classes from the original game (Bikes, ATVs, Buggies, Rally Cars, Racing trucks, Mud Pluggers and Big Rigs) as well as a new class, Monster Trucks. Monster Trucks are relatively fast and capable of crushing opponents and vegetation, however because they are so big and high up, their centre of gravity is not low, making them very easy to overturn. They will be able to run over Big Rigs only if they are at a very low speed, however thanks to its very high strength, and its difficulties of being crushed to the side, they are the only ones who can battle against the Monster Trucks.

All 51 vehicles featured in the original MotorStorm appear in the new game (with the exception of the Patriot 85 which was only available for the PAL version) as well as a whole new array of vehicles. This includes vehicles downloaded as part of game packs such as Revenge Weekend and Devil's Weekend.[citation needed]

Soundtrack

The game features 46 licensed music tracks, nine of which are exclusive to the game. This is in contrast to the original game which had 21 music tracks. Notable artists featured on the Motorstorm: Pacific Rift soundtrack include Megadeth, Nirvana, Queens of the Stone Age, David Bowie, Death from Above 1979, Pendulum, Fatboy Slim, Hervé, Qemists and Slipknot, as well as upcoming unsigned bands like March[15] and The Planets.[16] Notably, the song used in the TV trailer of the game is by Gogol Bordello. Users can play custom soundtracks via the PlayStation 3's XMB.

Reception

 Reception
Review scores
Publication Score
1UP.com A-[17]
Edge 7/10[18]
Electronic Gaming Monthly A-, A+, B+[citation needed]
Eurogamer 8/10[19]
Game Informer 7.75/10[20]
GamePro 4.5/5[21]
IGN 8.9/10[22]
Official PlayStation Magazine (US) 3/5 Stars[citation needed]

The game has been generally well-received by critics, with an average review score of 82 out of 100 on Metacritic[23] and 82.78% on GameRankings.[24] IGN gave the game 8.9, praising strong graphical component, and calling the game "a worthy follow-up to one of the PS3's early must-have titles."[22]

GameSpot praised the number of well designed tracks in the game as well as its multiplayer element both online and offline though it criticized the inconsistent handling of the vehicles.[25] 1UP.com praised the level of improvement the game achieved in comparison to the original game, notably the game's new "awe-inspiring" landscape as well as the improved aggressive A.I. competitors, it also praised the game's seamless transitions through various in-game environments such as jungles and beaches rather than just the monotonous desert of the first game.[26]

See also

References

  1. ^ a b David Bull (11 September 2008). "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 11 September 2008. 
  2. ^ Tom Bramwell (17 October 2008). "MotorStorm: Pacific Rift dated PlayStation 3 News - Page 1". Eurogamer.net. http://www.eurogamer.net/article.php?article_id=262041. Retrieved 10 November 2010. 
  3. ^ a b Bramwell, Tom (13 March 2008). "Sony unveils MotorStorm 2". Eurogamer. http://www.eurogamer.net/article.php?article_id=94537. Retrieved 13 March 2008. 
  4. ^ "Motorstorm Pacific Rift". SCEE. http://uk.playstation.com/games-media/games/detail/item101992/MotorStorm%C2%AE-Pacific-Rift/. Retrieved 22 October 2008. 
  5. ^ Matt Southern (6 October 2010). "Introducing MotorStorm Apocalypse". Sony Computer Entertainment. http://blog.us.playstation.com/2010/06/10/introducing-motorstorm-apocalypse//. Retrieved 6 October 2010. 
  6. ^ "Motorstorm Pacific Rift sales". http://www.gamesindustry.biz/articles/motorstorm-pacific-rift-passes-one-million-sales. 
  7. ^ Daimion Pinnock (24 August 2010). "MotorStorm 3D Rift Comes to PSN Tomorrow With 10 Tracks". PlayStation.Blog. Sony Computer Entertainment. http://blog.us.playstation.com/2010/08/23/motorstorm-3d-rift-comes-to-psn-tomorrow-with-10-tracks/. Retrieved 23 August 2010. 
  8. ^ "MotorStorm VIP". vip.motorstorm.com. http://vip.motorstorm.com/ms/portal/article.psml?extResourcePath=%2FLandingPageArticle%2FGU1Ann%2FGU1Ann1.html&target=%2Facwce-motorstorm_home-article. Retrieved 10 November 2010. 
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