Motorstorm screens

motorstormzl0.jpg


They haven't reached the trailer, but it's really close.
 
They haven't reached the trailer, but it's really close.
No, it isn't. At least graphically. The target render has vastly superior scenery and effects. The vehicle models are well detailed and lit, and the gameplay and feel is there. But visually they are not really close to the CG. I'd say at best they're quite close. Just look at the rocks, bushes, and variety of terrain in that trailer image you linked see.

Still, for a launch title and first attempt, Motorstorm does look very good. Developments will hopefully be amazing in the PS3's lifetime, and maybe then we'll get really close to the CG :)
 
I agree with Shifty. And the mud in replays looks a lot better than in-game. Must be the angle...

Still, I think this will be one hell of a new IP. Can't wait to play it!
 
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No, it isn't. At least graphically. The target render has vastly superior scenery and effects. The vehicle models are well detailed and lit, and the gameplay and feel is there. But visually they are not really close to the CG. I'd say at best they're quite close. Just look at the rocks, bushes, and variety of terrain in that trailer image you linked see.

Still, for a launch title and first attempt, Motorstorm does look very good. Developments will hopefully be amazing in the PS3's lifetime, and maybe then we'll get really close to the CG :)

Judging from the improvement Evolution Studios have made from WRC1 to WRC Evolved I am sure we are going for a treat ;)
 
Impressive indeed. I've seen quite a few people marvelled at MotorStorm across the net and in stores. It doesn't matter whether it's close to the target render or not. In their eyes, it surpasses the render just because they can now interact with the environment. And most importantly, it's fun to play with. And it's going to have online gameplay for free.

Like what an Evolution dev says, hit it where it counts. No layman is going to nitpick MotorStorm for not being pixel-close to the target render since it accurately depicts the atmosphere and is intensive to play. In fact, I'd encourage them to include the target render as a screen saver for the PS3 (complete with sound !) since the work has been done.

Target render is just a promotion tool. Sometimes, they use lousy shots (Looking at Sony), sometimes they use polished shots (Also looking at Sony). Just let it go.

EDIT: In reference to Ostepop's photos, I'll encourage him to read the "Photorealism vs photo-surrealism" thread. Even the target render does not look like the photos posted because the former is stylized (and yes better looking). So now we want to compare target render and reality too ? How about people tell me what their MotorStorm timing is ? ;)
 
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Just a reminder: Any time members start talking about each other rather than the thread topic, there are liable to be consequences. So, just don't.
 
Photorealism isn't as good as reality. How often have you taken pictures and seen the results not as good as you recalled seeing? Particularly with the vividness of colors, contrast, etc.

Digital cameras pale in dynamic range compared to the human eye.

Often, you have to use filters or post-processing tricks to compensate.

Or even kind of skew reality, make things even more dramatic than the way the subject appeared to the photographer's eyes.
 
The CG trailer for Motorstorm isn't entirely photorealistic either, more like hyperrealistic... everything is slightly exaggerated and overdone...
 
Impressive indeed. I've seen quite a few people marvelled at MotorStorm across the net and in stores. It doesn't matter whether it's close to the target render or not. In their eyes, it surpasses the render just because they can now interact with the environment. And most importantly, it's fun to play with. And it's going to have online gameplay for free.

I agree that it doesnt matter if it looks as good as the CGI or not, (we all knew the CGI was impossible), however, each time somebody says it "looks just like the CGI" or say "it looks close to the cgi", people will discuss it. And at a technical level, it doesnt look remotely close to the CGI.

EDIT: In reference to Ostepop's photos, I'll encourage him to read the "Photorealism vs photo-surrealism" thread. Even the target render does not look like the photos posted because the former is stylized (and yes better looking). So now we want to compare target render and reality too ? How about people tell me what their MotorStorm timing is ? ;)

Il encourage you to read the thread again and look at the person im quoting. Nobody here is comparing a target render to reality, however the person im quoting, said the mud was photorealistic. If someone makes that claim, its perfectly appropriate to show real life photos of mud for comparison.
 
They are not close at all, actually they look several generations apart. And not to forget the lack of AA on the game (which is covered a bit by the massive amount of motion-bur).:D

I didn't think the original E3 video had any AA, I'm sure I remember seeing still from it and everyone pointing out there was no AA?
 
I agree that it doesnt matter if it looks as good as the CGI or not, (we all knew the CGI was impossible), however, each time somebody says it "looks just like the CGI" or say "it looks close to the cgi", people will discuss it. And at a technical level, it doesnt look remotely close to the CGI.

The thing is... we are dealing with people's perceptions here. Both the CGI and the actual game paint an immersive and believable environment. While you're correct to highlight the technical differences, it is not wrong for people to say the media are close.

To tell you the truth, even after pointing out the blurry texture and lack of AA in jayco's post, his side-by-side screens still look close to me.

Il encourage you to read the thread again and look at the person im quoting. Nobody here is comparing a target render to reality, however the person im quoting, said the mud was photorealistic. If someone makes that claim, its perfectly appropriate to show real life photos of mud for comparison.

Not really.... bringing in random mud photos is moot/confusing to the picture because we don't know what kind of look (mud type, wetness, god knows what) the MotorStorm devs model theirs after. It is very possible that they hit their mark here. To be fair, there is also much variety and exceptions in the real world.

Based on the screens/videos, I think the comment about photorealistic mud is reasonable. They do remind me of how mud in general should look when wet. They can work on improving other aspects/parts now.

With this gen, we are starting to hit some of these perception issues. That means they are pretty close (for some people) in making the environment believable, but still retain artistic control.
 
The CG trailer for Motorstorm isn't entirely photorealistic either, more like hyperrealistic... everything is slightly exaggerated and overdone...

Which is why it made me hyper hyped for this game. I knew it was no where near in-game level, naturally. The trailer got me really pumped however so it succeeded in what it was meant to do. :)
 
IGN import warning: http://ps3.ign.com/articles/751/751452p1.html

Based on its Japanese release (and I'll remind you that the version I'm writing about isn't the one that's due out in the West), Motorstorm is the most featureless racer I've ever played. There are only a couple of options, for adjusting the sound and screen and switching the motion sensor controls on and off. Missing are options for adjusting the number of opponents and track count, and such standard modes such as free run and time attack.

The game doesn't even have any form of multiplayer racing. While we knew about the lack of online in the Japanese version, there's no multiplayer what-so-ever, not even split screen!

Motorstorm also shipped to Japan with some of the glaring problems from the demo still in place. Load times prior to the start of a race can take up to 45 seconds. Car selection requires that you wait for new car models to load up, and you can't even see your car's stats on the selection screen (the stats are available in the manual). It's exactly like the demo, and is unacceptable for a final product.

...

Motorstorm is also the first real proof of the PS3's true technical prowess (Resistance provided just a few hints). The game manages to deliver sharp detail up close for the cars and tracks, along with distant views full of extraneous details, including lots of waving banners. And beneath all that is an impressive simulation of 20 cars interacting with the track. While a few shortcomings get in the way, including the occasional unfortunate camera angle during replays, a bit of slowdown here and there, and mud effects that need a bit of work, this is the most technically impressive game I've ever played.

And it will likely be even more impressive once Evolution Studios finishes up development. Motorstorm was clearly not ready for its Japanese debut, and considering how poorly non-Japanese games tend to sell in the Japanese market, we're not sure why Sony wasted the team's precious time on rushing the Japanese release. We look forward to playing the real version of Motorstorm early next year, and, based on the preview provided by the Japanese version, fully expect it to be one of the finest racing experiences ever.
 
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Pretty much why I decided on not importing, I'll definately be picking this up March/February though. Can't wait. :D
 
This game got a pretty decent wrap-up in the 1up podcast this week. Seems to be a bit of a polarising game, but at least one guy really dug it.
 
Photorealism isn't as good as reality.
Photorealism is often better than reality too, when you know what you're doing ;). A photo of a person can look better than that person in real life, for example.

People need to stop confusing photorealism with real-life. Movies are photorealistic, but they enhance real-life with fancy lighting. A photorealistic game doesn't have to be as dull as reality. It'll just have incredible, believable quality, into which the artists can create whatever look they want through movie-like techniques.
 
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