Motorstorm (PS3)

Powderkeg said:
What good is deformable terrain if you can't feel it as you drive over it?

It might make for pretty graphics, but it's going to feel like driving on glass.
And if you had rumble, it'd look pretty but feel like you're driving on glass with a hyperactive Furby in your hands! Any racing game that doesn't shake your entire body is going to feel like you're racing on a smooth surface. If you want the bumps and terrain to affect driving and give a feeling for how they affect the wheels, you'd need a FF steering-wheel or other resitance controller.
 
Shifty Geezer said:
And if you had rumble, it'd look pretty but feel like you're driving on glass with a hyperactive Furby in your hands! Any racing game that doesn't shake your entire body is going to feel like you're racing on a smooth surface. If you want the bumps and terrain to affect driving and give a feeling for how they affect the wheels, you'd need a FF steering-wheel or other resitance controller.

It's still better than nothing. And you seem to portray rumble as something that just vibrates constantly at full blast in your hands like 'furby', of course this a complete misrepresentation of how most developrs actually implement rumble.
 
Rallisport Challenge 2 Xbox

great example of off-road use of rumble


going off the edge of a smooth surfce was a physical clue that you were going in the ditch, going over bridges, going over tire tracks in the mud (which affected your speed), going from ice to snow, going from asphalt to dirt. (rumble was also adjustable with 3 levels of intensity of feedback)

It's pretty useful IMO for a feeling of immersion and again I say, there is no excuse for Sony to deny features such as this. they should find (or should have found) a way to do BOTH rumble and tilt.

Discounting rumble feedback is a rationalization of their decision.
 
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scooby_dooby said:
and I understand that not everyone uses or likes the feature as some people turn rumble off.

Hell X360 has a setting right in the dashboard that allows you to disable rumble across all games forever with one switch of a button.

But to say that it is an unnecessary feature is disingenuous IMO.
 
Rumble

Tap In said:
Rallisport Challenge 2 Xbox

great example of off-road use of rumble


going off the edge of a smooth surfce was a physical clue that you were going in the ditch, going over bridges, going over tire tracks in the mud (which affected your speed), going from ice to snow, going from asphalt to dirt.

It's pretty useful IMO for a feeling of immersion and again I say, there is no excuse for Sony to deny features such as this. they should find (or should have found) a way to do BOTH rumble and tilt.

Discounting rumble feedback is a rationalization of their decision.

I agree with you my friend, rumble for many racing games is great because you can tell when you are not on the road and it is sad for me that PS3 will not have this. For Motorstorm it will not be a good idea unless controller is connected with wire to console because rumble will be always working (car is always off the road) so battery will not last and must be recharged.
 
I agree that the rumble was great feature for some games. Motorstorm would have felt awesomely immersing with vibration.

Atleast the new feature they added is welcome and opens possibilities but I hope they make a good use of it to make up for the absence of the vibration
 
The DS2 with Rumble with this Game would just be massaging your hand for about the length of the race. The REAL way your supposed to play games like these to get the actual feel of the terrain is with a Force Feedback Wheel.

I'm pretty apathetic about the loss of the Rumble in the Dual Shock. The only place I felt it was used really good was in the Metal Gear Solid series. Thats where I'll miss it most.

Also, you guys see the Hood View vid? You notice when the truck breaks apart, its right door flies off. If you look at the door mid flight and under it, it casts its own shadow on the ground :D
 
BlueTsunami said:
I'm pretty apathetic about the loss of the Rumble in the Dual Shock. The only place I felt it was used really good was in the Metal Gear Solid series. Thats where I'll miss it most.
I 100% agree with this, Kojima was a master of the rumber feature, specifically the psycho mantis scene. :) I honestly think I'll forget about the rumble after a few minutes into the game or any game for that matter, except for maybe mgs4.
 
RavenFox said:
Hmm add on rumble pack maybe? Oh well who knows.

Honestly Sony would be really stupid to not give the devs the option to code for rumble. What happens to GT5 and their famous relationship with 900 degree steering wheels? If Sony doesn't let devs code for rumble then I could see Forza 2 and PGR 4 taking the crown collectively from GT5 as far as hardcore driving gamers are concerned.
 
Bad_Boy said:
I 100% agree with this, Kojima was a master of the rumber feature, specifically the psycho mantis scene. :) I honestly think I'll forget about the rumble after a few minutes into the game or any game for that matter, except for maybe mgs4.
Yea, but in MGS2 and especially 3, I don't remember the rumble being used much or very creatively. And today, the Psycho Mantis feels gimmicky and silly, at that time it was WOW!! because it was so new, today... meh.
 
rabidrabbit said:
Yea, but in MGS2 and especially 3, I don't remember the rumble being used much or very creatively. And today, the Psycho Mantis feels gimmicky and silly, at that time it was WOW!! because it was so new, today... meh.
Good point, It was a big wow factor back then. I cant remember when the rumble was used in a unique fashion in mgs3 besides some cut-scenes.
 
mckmas8808 said:
Honestly Sony would be really stupid to not give the devs the option to code for rumble. What happens to GT5 and their famous relationship with 900 degree steering wheels? If Sony doesn't let devs code for rumble then I could see Forza 2 and PGR 4 taking the crown collectively from GT5 as far as hardcore driving gamers are concerned.
Rumble and force feedback are two totally different things, and I'd suspect they are differentiated in the programming libraries too (some devs might shed some light here).
For example, in GT3 and GT4, I somehow doubt the FF steering wheel just converts the DS2 rumbles and adds some force feedback effects.
That Immersion patent should have nothing to do with the force feedback tech and the "rumble" effects that are accomplished by means of gears or similar (I think).
 
Powderkeg said:
What good is deformable terrain if you can't feel it as you drive over it?

It might make for pretty graphics, but it's going to feel like driving on glass.

i always get a sense of the surface traction and bumps from the movement of the camera. just watching the videos it looks fun to play and i'm not imagining feeling rumbles.
 
rabidrabbit said:
Rumble and force feedback are two totally different things, and I'd suspect they are differentiated in the programming libraries too (some devs might shed some light here).
For example, in GT3 and GT4, I somehow doubt the FF steering wheel just converts the DS2 rumbles and adds some force feedback effects.
That Immersion patent should have nothing to do with the force feedback tech and the "rumble" effects that are accomplished by means of gears or similar (I think).

I hope your right rabid. God I hope you are right. GT5 won't be the same without FF and rumble to me personally.
 
Having caught up and watched the various clips three things I've noticed...
1) I'm definitely going to get this, love what I've seen so far (ok, this doesn't really count as a point but I didn't wanna be too negative)
2) The buggy doesn't seem to travel that fast at the moment... anyone feel the same?
3) Considering point 2, do we feel that there'll be any tracks in a more open environment? I'm principally thinking about draw distances, LOD etc.
 
slider said:
1) I'm definitely going to get this, love what I've seen so far (ok, this doesn't really count as a point but I didn't wanna be too negative)
I'm with you too brother, definately a pick up for me.

slider said:
2) The buggy doesn't seem to travel that fast at the moment... anyone feel the same?
Yeah the sense of speed really wasnt there until they used the boost. It didnt really bug me, but it was noticable. I hope they add a spedometer to the hud also.

slider said:
3) Considering point 2, do we feel that there'll be any tracks in a more open environment? I'm principally thinking about draw distances, LOD etc.
One of the dev interviews said that the demo track shown was actually the smallest track they have planned, so I have faith.
 
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