![]() However, the actual effect on racing is suprisingly low-most of the destruction just kinda happens and few tracks get radically changed by the events. This is probably the most cinematic racing game ever, and the frame-rate usually remains rock solid (though Suburban Shakedown absolutely tanks on the third lap, but that's the most extreme track in the game). And the destruction events are incredible when they do happen. You have everything from a downtown center to an idyllic suburb to an interstate on the city's outskirts to a massive storm drain and subway tunnels. Firstly, I like how Evolution, as always, mines their locations for all their worth. Speaking of the tracks.they are a mixed bag as well. NFS Underground 2 or Midnight Club 3 this ain't. Making your own livery is neat, but the actual parts aren't really all that different from each other. They clearly wanted customization to make up for it but you just don't get to change much. I would love for a trilogy remaster that lets you use all the Pacific Rift vehicles on the tracks. Still, there are so many great cars that just got lost. I love the Orbiter, V8 XR, Blacksun, Hoodcruze, Bulkhead, Ridgetail, GT101, Butane, etc. However, I gotta admit, the new cars are all really cool. Only 3 per class, and while there are five new classes or so, they basically just took the Rally Cars and Bikes respectively and split them up. They must have had to remodel the cars to lower their polycount, hence why the car list is so heavily pared down. Plus, the moody red lighting in some of the later levels like Car Go, The End is Nigh, and Falling Down look good.Īnd I think that explains the car roster. I love mangled destroyed architecture and this game has that in spades. However, the destroyed city looks incredible, at least from a design perspective. The cars in general seem to be MUCH heavier than the previous games-they don't fly all over the place when wrecking and slam into each other with a much more heavy weight and heft whereas in PR and MV the cars often behaved like they were made of styrofoam to be blunt. The whole game just doesn't look as good in terms of model quality. The explosion graphics look like pixelated comic book sound effects. None of the massive deformation or shit flyin' everywhere. Vehicle damage has been pared back, crashes in particular look really awful, there's no other way to put it. Starting with graphics: damn, this game really had to sacrifice so much to get those destruction sequences in. Don't get me wrong, I love Apocalypse, but it's really weird and uneven compared to the first two games. However.the rest of the game is a mixed bag. Mid-air cooling encourages you to boost even more so the game is VERY fast. The way the camera lurches back when you start boosting, the speeds you can reach, it's all good. They aren't incredibly light and twitchy like Monument Valley, but also actually have grip unlike Pacific Rift. It's quite similar to Arctic Edge, and I dunno if Evolution got the idea from that game or they were the ones who directed BigBig to make the cars drive like that and then they took that for their next game, but I love how the cars handle. The cars have a sense of weight and grip that I think the first two games lacked. I went through all the tracks, trying out the various vehicles.įirstly, while this is controversial, I think Apocalypse has great physics and handling. ![]() ![]() ![]() After several hours of annoying fiddling and resigning (and then having to get my original disc out because the digital version is entirely different for some reason) I got it working on my PS3. The motorstorm facebook group had a save file with all the cars unlocked. ![]()
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