Motorstorm screens

This game is everything I've ever wanted in an off road racer, yet there is still something wrong.

It's hard to place it, but I think it's because it looks like there is no suspension, juddering around, etc. When they turn in those videos, it's not smoot, it's almost digital. The collisions look very wrong too...

Maybe it feels totally different when actually playing it, but all the videos give me this feeling. (hey it's NZ here, we won't see this for ~4 months)

[edit]

Ok that was too harsh. I didn't mean it quite like that.
Thing is ages ago I actually tried my hand at making a hobby game with the same stlye of racing, but I only got as far as a couple of cars. However I spent *ages* on the feel, which just seems a tad lacking from what I've seen.
It's no small feat they have acomplished with motorstorm
 
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Made a video of the demo for anyone who cant get it yet. One thing about the video though, the PS3's handling of SD content is pretty awful. It scales so badly that half the counters timers, etc get aliased as hell as well as the racers. So bear that in mind.

96MB, x264, 640x470, WONT play in Quicktime. You'll need an x264 decompressor such as VLC Media Player.

http://dot50cal.the-horror.com/gaf/MotorStorm demo.mp4
 
Holy crap. That video looks great. The valley in particular looks amazing. I couldn't tell when the video transitioned from the real canyon to the game level. Nice lighting. The ridges in the dirt from the tire tracks about 66% of the way through look incredible. The whole game really just looks well done.
 
Wow these new videos look great.

I'm looking forward to this game more than anything else on any platform, period. It's easy to get into and fun and exciting to play, I hope online will be a blast like I think it will be.
gladtomeetya.gif
 
How many playable demos are there?

Is the retail demo the same as the one you download?

Is that a recent build or is it old?
 
New preview at IGN here

A few quotes :

IGN said:
If you've seen both the in-store and downloadable demos, you'll know that the PlayStation Store version is newer and showcases a much tighter framerate. The build we played yesterday is even tighter, only shying away from its rock-steady pacing once during our rather extended look at the game, and we're confident that was simply a pre-release fluke. Indeed, the game is running great at this point and it's looking a tad bit cleaner as well. Some particle effects are a little smoother and many of its post-processing effects, like the motion blur, are a little more refined. The game also appears to move a little quicker - not enough to mistake it for the next Burnout, but worries of a slow racing experience are certainly a thing of the past.

IGN said:
Every time we've gotten a chance to see MotorStorm we've been more and more impressed, and that was still the case this time out. The game is really damn fun at this point, providing for some of the most chaotic racing we've seen in some time. We can't wait to get our hands on its final form in a couple months.

MotorStorm is sounding better and better :)
 
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wow sometimes when I see the improvements on this title I think that a near target render quality will eb achievable with the sequels

Those are not even the best shots we have seen of the game in the last 3 months ;) That said I am going to disagree on the CGI comment for all the reasons mentioned before.

1. They are very, very small picks and the game lacks a ton of detail at higher resolutions compared to the compressed screens (it is like watching the Lost Planet and Mass Effect animated GIF videos floating around... completely false sense of quality and detail in the world)

2. Display significant artifacting (JPEG compression, possibly from the game itself as has been noted in regards to texture shimmer--again, hard to tell with such small pics). The artifacts alone make it impossible to make an assessment to state they have made significant rendering inroads in the direction to approach the CGI in the sequal

3. The picture of the CGI render earlier in this thread, compared to full screen shots, shows massive -- and I mean massive -- disparity in regards to quality across the board. Texture resolution and fidelity, lighting and shadowing, particle density and interaction, deformable terrain, camera angles, etc.

The game has a ton of short cuts, like sprite based foiliage, so the leap from that to "near target render" in the sequal when the current product shares pretty much theme, and nothing else, isn't even in the discussion.

Evolution captured the tone, theme, and energy from the CGI. But technologically it is far inferior. Not that it is a bad looking game because it clearly is a very nice looking game... but the constant "Wow, looks like the render target!" or "Wow, it looks better each time -- I think the sequal could look like the CGI" are so out of place an inaccurate it isn't funny.

Maybe it looks like the render targets to some of you, just like Kameo was near Toy Story to others, but I dare say both are closer to their PS2/Xbox equivalents than they are to the above mentioned CGIs.

I think people are forgetting about the insane quality in the CGI. I posted a picture earlier. The gulf between it and anything out on any of the platforms is enormous. Even the things that are being faked well at this point... fall short.

Of course I am sure we are all open to discussion about how they are going to take their current product and be able to upgrade the rendering engine to such a level where it could be mistaken for the CGI, or at least approach that level of detail and fidelity.

I think right off the bat they need much more real poly detail, significantly improve texture filtering and resolution, particle effects need to be improved across the board on the scale of epic proportions, and shadowing needs to be completely overhauled. And mud deformation needs to be much more accurate and detailed, preferrably real and not mapped onto the ground with texture tricks. Oh, and all the foiliage needs to be something other than... sprites. Something solid, with some geometry, and casting and receiving shadows would be nice. Vehicles could afford to fall apart more chaotically and randomly as well instead of the "parts all fly out from the center". The CGI shows a nice example of a car tumbling and as it tumbles it loses parts with each tumbling impact. More detail and particles in the explosions would be nice as well.

I am CERTAIN Evolution will be attacking these issues, but the jump from where they are at to "near target render quality" is huge. Evolution has made HUGE strides with the title and did an awesome job of capturing the essence of the CGI. But nothing we have seen indicates they can approach that quality on a released product. If that is the case then dozens of titles out right now and coming in 2007 hold the same potential, and my response would be the same for all of them!
 
Evolution captured the tone, theme, and energy from the CGI. But technologically it is far inferior. Not that it is a bad looking game because it clearly is a very nice looking game... but the constant "Wow, looks like the render target!" or "Wow, it looks better each time -- I think the sequal could look like the CGI" are so out of place an inaccurate it isn't funny.

The problem is the cgi never was a ' targert render' but a 'X factor' visual concept.
People should correct their conclusions in the light of the real original goal of that particular cgi trailers (and some others) .Even if some half drunk Stoopid sony PR got hot on misleading information.

I know of that because we got a presentation about X factor and game concept communication ,by Lee Jacobson.The showcased example was motorstorm .
 
The problem is the cgi never was a ' targert render' but a 'X factor' visual concept.
People should correct their conclusions in the light of the real original goal of that particular cgi trailers (and some others) .Even if some half drunk Stoopid sony PR got hot on misleading information.

I know of that because we got a presentation about X factor and game concept communication ,by Lee Jacobson.The showcased example was motorstorm .

Mind explaining Evolution, caught on tape, stating it was realtime and not CGI. That and the very specific phrase by Sony PR, "Rendered to PS3 spec".
 
Do we really need this again? Ok, we get it! It's not like the target renders. There's no need to go there again, is there?

Anyways, I do agree with the "X Factor" comment. It made people stop and take notice...well, at least for me it did. And perhaps it's a curse for you guys being so knowledgable when it comes to videogames, but to me, if I was playing that game (as shown on the YouTube link) on my TV at home, I'd believe it's achieved what the original vision for the game was. That new video looks AWESOME!:oops::oops:

It's like watching a CG opening for a game - you know the game won't look like that, but you also know that it's NOT supposed to, it's just communicating to you what the game is about, or what to expect. I've seen no one complain about how the opening CG of a game looks nothing like the actual game.
 
Do we really need this again? Ok, we get it! It's not like the target renders. There's no need to go there again, is there?

No, yet for some reasons certain posters like to re-affirm the association. Which has not been helped by IGN and Kik. B3D is a technical forum about 3D graphics, so comments that a product approaches CGI will be met with scrutiny. If they are not people link here with comments like, "The guys at B3D say it looks just like CGI!"

As for CGI, there is nothing wrong with CGI. CGI is great. And as long as cut scenes and intros are not presented as gameplay or realtime there is no discussion. Actually many gamers like the transitions in and out of CGI/Realtime as it makes the experience more cinematic for them (for others like myself I hate CGI and prefer inengine cut scenes). Of course comments like "I think that a near target render quality will eb achievable with the sequels" and the like in the thread do drag up these PR goofups.
 
Those are not even the best shots we have seen of the game in the last 3 months ;) That said I am going to disagree on the CGI comment for all the reasons mentioned before.

1. They are very, very small picks and the game lacks a ton of detail at higher resolutions compared to the compressed screens (it is like watching the Lost Planet and Mass Effect animated GIF videos floating around... completely false sense of quality and detail in the world)

2. Display significant artifacting (JPEG compression, possibly from the game itself as has been noted in regards to texture shimmer--again, hard to tell with such small pics). The artifacts alone make it impossible to make an assessment to state they have made significant rendering inroads in the direction to approach the CGI in the sequal

3. The picture of the CGI render earlier in this thread, compared to full screen shots, shows massive -- and I mean massive -- disparity in regards to quality across the board. Texture resolution and fidelity, lighting and shadowing, particle density and interaction, deformable terrain, camera angles, etc.

The game has a ton of short cuts, like sprite based foiliage, so the leap from that to "near target render" in the sequal when the current product shares pretty much theme, and nothing else, isn't even in the discussion.

Evolution captured the tone, theme, and energy from the CGI. But technologically it is far inferior. Not that it is a bad looking game because it clearly is a very nice looking game... but the constant "Wow, looks like the render target!" or "Wow, it looks better each time -- I think the sequal could look like the CGI" are so out of place an inaccurate it isn't funny.

Maybe it looks like the render targets to some of you, just like Kameo was near Toy Story to others, but I dare say both are closer to their PS2/Xbox equivalents than they are to the above mentioned CGIs.

I think people are forgetting about the insane quality in the CGI. I posted a picture earlier. The gulf between it and anything out on any of the platforms is enormous. Even the things that are being faked well at this point... fall short.

Of course I am sure we are all open to discussion about how they are going to take their current product and be able to upgrade the rendering engine to such a level where it could be mistaken for the CGI, or at least approach that level of detail and fidelity.

I think right off the bat they need much more real poly detail, significantly improve texture filtering and resolution, particle effects need to be improved across the board on the scale of epic proportions, and shadowing needs to be completely overhauled. And mud deformation needs to be much more accurate and detailed, preferrably real and not mapped onto the ground with texture tricks. Oh, and all the foiliage needs to be something other than... sprites. Something solid, with some geometry, and casting and receiving shadows would be nice. Vehicles could afford to fall apart more chaotically and randomly as well instead of the "parts all fly out from the center". The CGI shows a nice example of a car tumbling and as it tumbles it loses parts with each tumbling impact. More detail and particles in the explosions would be nice as well.

I am CERTAIN Evolution will be attacking these issues, but the jump from where they are at to "near target render quality" is huge. Evolution has made HUGE strides with the title and did an awesome job of capturing the essence of the CGI. But nothing we have seen indicates they can approach that quality on a released product. If that is the case then dozens of titles out right now and coming in 2007 hold the same potential, and my response would be the same for all of them!

Neither I said it looks like CGI nor did I say that the sequel will look exactly like the target render
 
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