ModNation Racers official thread
#76
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Re: ModNation Racers official thread
@ Bus,
I was initially kind of put off by the controls as well when I played the demo, but once you settle into the drift mechanic (just hold X to drift...NOT the brake), the driving is very smooth. I think I was initially disappointed by the fact that it didn't control just like Mario Kart...then I figured out it was better...or at least a heck of a lot deeper. As I've mentioned above, I love the shield/boost/sideswipe meter and the upgradable weapons. I also love that you can use any weapon as a mine if you're in first (always hated dumping weapons in Mario Kart). The weapons are powerful, but there's no equivalent of a blue shell in terms of breaking the game.
As for the track creation tools, I made one this morning in a couple of hours that I think is pretty fun. As a bit of a social experiment, I published it under two different names: "Risk Reward" and "Flaming Death". I'm not where I want to be with the aesthetics just yet, and I didn't really start with a "hook". I just put in the type of stuff I enjoy and playtested it a few dozen times to fine tune locations and such.
Bottom line: BUY IT (and play with us when we include it in the Wed/Fri rotation)
I was initially kind of put off by the controls as well when I played the demo, but once you settle into the drift mechanic (just hold X to drift...NOT the brake), the driving is very smooth. I think I was initially disappointed by the fact that it didn't control just like Mario Kart...then I figured out it was better...or at least a heck of a lot deeper. As I've mentioned above, I love the shield/boost/sideswipe meter and the upgradable weapons. I also love that you can use any weapon as a mine if you're in first (always hated dumping weapons in Mario Kart). The weapons are powerful, but there's no equivalent of a blue shell in terms of breaking the game.
As for the track creation tools, I made one this morning in a couple of hours that I think is pretty fun. As a bit of a social experiment, I published it under two different names: "Risk Reward" and "Flaming Death". I'm not where I want to be with the aesthetics just yet, and I didn't really start with a "hook". I just put in the type of stuff I enjoy and playtested it a few dozen times to fine tune locations and such.
Bottom line: BUY IT (and play with us when we include it in the Wed/Fri rotation)
#77
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Re: ModNation Racers official thread
The track creation tool lacks. I don't like that your track has to be continuous. I would like to include dead ends and what not. I'm also disappointed that it doesn't include a grid (like in the LBP level creation). My pavement is all jagged and crooked because I can't keep my hands steady enough.
#78
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Re: ModNation Racers official thread
I'm also disappointed that it doesn't include a grid (like in the LBP level creation). My pavement is all jagged and crooked because I can't keep my hands steady enough.
But I found it fairly straightforward for my first track. It was functional in 15 minutes and fairly polished in a couple of hours. I'm looking forward to figuring out how to make tunnels and crazier jumps very soon.
Uh-huh.
You have this game????