Post # : 1744 Age : 43 Location : Westcheddar, NY Status : "Amateurs talk strategy. PROFESSIONALS talk logistics."
Subject: ModNation Racers Sat Oct 10, 2009 10:14 am
What genre has the PS3 been missing? Anyone? Anyone? Bueller? McFly? Anyone? OLD SCHOOL KART RACING! ModNation Racers continues Sony's Play. Create, Share theme started by LittleBigPlanet. Whereas SackBoy is a ragdoll, Mods are urban vinyl figures like Dunny's or Mighty Muggs. You have hundreds of options for your Mod, kart and track, actually more than LBP, and can make whatever your imagination comes up with. It's said that there are about 80 options just for the eyes alone, so you get the level of personalization available to you.
The difference here is that you can whip up all three very quickly and easily. Anyone that's played LBP, knows that it's level creator is for the hardcore only, it takes hours, days and even weeks to make a good level. However in MNR, you can literally whip up a track in 5 minutes flat. You will be able to share and play your tracks, cars and Mods online just like LBP. United Front Games has been in close contact with Media Molecule since day one, so this game will have a good online setup and execution like LBP.
Post # : 3462 Age : 42 Location : H-town, Texas Status : keeping my peace
Subject: Re: ModNation Racers Sat Oct 10, 2009 6:39 pm
this is a must buy
TonyAlmighty Consigliere*
Post # : 1744 Age : 43 Location : Westcheddar, NY Status : "Amateurs talk strategy. PROFESSIONALS talk logistics."
Subject: Re: ModNation Racers Sat Oct 10, 2009 7:25 pm
This game has the potential to be HUGE! A LBP-like level of customization, BUT that's casual gamer friendly and easy to pick up and play. ^ And also the fact that these guys are in contact with Media Molecule is great, because that will help United Front in making the online experience as good as possible. I also hear that licensed content like LBP has is a possibility as well. And also the two studios are talking about swapping content.
GeneraLee27 Mvmt - V.I.P.
Post # : 1340 Age : 30 Location : North Carolina Status : >[
Subject: Re: ModNation Racers Sat Oct 10, 2009 9:20 pm
Looks good
FoXx046 I AM The Mvmt
Post # : 86 Age : 31 Location : Ohio Status : Laughing at Lee
Subject: Re: ModNation Racers Tue Oct 13, 2009 10:08 pm
purple guy=manny green guy=gunna blue guy=Lee
manny2921 I AM The Mvmt
Post # : 218 Age : 30 Location : Miami,FL 33190 Status : Im Im Not Evening Trying & Im Better Than You!
Subject: Re: ModNation Racers Tue Oct 13, 2009 10:48 pm
lol dam right look at my rims
GeneraLee27 Mvmt - V.I.P.
Post # : 1340 Age : 30 Location : North Carolina Status : >[
Subject: Re: ModNation Racers Wed Oct 14, 2009 6:30 am
manny is about to get sqashed.
pranc2 I AM The Mvmt
Post # : 553 Age : 41 Location : Dallas,TX Status : party like its 1911
Subject: Re: ModNation Racers Mon Oct 19, 2009 9:55 pm
its new mariokart on ps3!!!
i m down for that all the way
manny2921 I AM The Mvmt
Post # : 218 Age : 30 Location : Miami,FL 33190 Status : Im Im Not Evening Trying & Im Better Than You!
Subject: Re: ModNation Racers Mon Oct 19, 2009 10:09 pm
ok a must get has been aproved but how many players can we have?
TonyAlmighty Consigliere*
Post # : 1744 Age : 43 Location : Westcheddar, NY Status : "Amateurs talk strategy. PROFESSIONALS talk logistics."
Subject: Re: ModNation Racers Wed Oct 21, 2009 2:37 am
12-player races, Movement Racing Club, Fort Movement Speedway, blue & gold everything, it's a wrap...
tuffmuff THE 1st Lady*
Post # : 3462 Age : 42 Location : H-town, Texas Status : keeping my peace
Subject: Re: ModNation Racers Wed Oct 21, 2009 8:44 am
sweeeeeeeeeeet
I wish this was coming out now
GeneraLee27 Mvmt - V.I.P.
Post # : 1340 Age : 30 Location : North Carolina Status : >[
Subject: Re: ModNation Racers Wed Oct 21, 2009 10:22 am
4 Months to go
tuffmuff THE 1st Lady*
Post # : 3462 Age : 42 Location : H-town, Texas Status : keeping my peace
Subject: Re: ModNation Racers Wed Oct 21, 2009 11:28 am
I'll be suprised if its even THAT soon
TonyAlmighty Consigliere*
Post # : 1744 Age : 43 Location : Westcheddar, NY Status : "Amateurs talk strategy. PROFESSIONALS talk logistics."
Subject: Re: ModNation Racers Fri Oct 23, 2009 11:00 am
I'd say it should drop late March, early April.
pranc2 I AM The Mvmt
Post # : 553 Age : 41 Location : Dallas,TX Status : party like its 1911
Subject: Re: ModNation Racers Fri Oct 30, 2009 3:59 pm
yeah this one looks real fun...
GeneraLee27 Mvmt - V.I.P.
Post # : 1340 Age : 30 Location : North Carolina Status : >[
Subject: Re: ModNation Racers Mon Nov 09, 2009 8:52 pm
Credit to Tony but mostly me.
TonyAlmighty Consigliere*
Post # : 1744 Age : 43 Location : Westcheddar, NY Status : "Amateurs talk strategy. PROFESSIONALS talk logistics."
Subject: Re: ModNation Racers Sat Nov 21, 2009 6:10 pm
This game gets better and better the more info I see about it, This will definetly be in the running for '10 GOTY. I didn't know it had THIS many options. PEEP THIS.
Post # : 1744 Age : 43 Location : Westcheddar, NY Status : "Amateurs talk strategy. PROFESSIONALS talk logistics."
Subject: Re: ModNation Racers Sat Nov 28, 2009 6:23 am
"Creature Feature
The character creator is extraordinarily deep. At the offset I was given a choice of no less than 260 types of eyes. From there I could change their position, height,width, and even their size and slant. I could change the placement and type of each eye individually. From there I could choose to make my character’s nose, mouth, comprise their wardrobe, and add decals to give each racer a little flair. Every component of your characters -- from their clothes to their skin -- can be altered by giving the material a metallic, rubber, or cloth sheen. All told, this is a game that you could sink plenty of time into before starting a race proper.
Decisions, Decisions...
All of the customization in the world wouldn't mean jack if the core gameplay mechanics were broken. I'm happy to report that the game's kart racing is a lot of fun. A major part of the racing experience comes from drifting, something you're meant to be doing almost constantly as it fills up your boost meter, which is used in a variety of clever ways. Of course, it gives you a speed boost, but you can also use a pittance of your boost meter to pull off a side-swipe attack with a quick flick of the right analog stick. Its other use is that you can spend a quarter of your boost gauge to momentarily put up a shield protecting yourself from an oncoming attack, which is indicated by a blinking target symbol at the bottom center of the screen. Your boost meter, and how you decide to use it -- towards offensive attacks, defensive protection, or simply to gain an extra speed boost -- provides more tactical options than many kart racers out there.
Fair and Balanced
Weapon pickups are handled differently than other racing games. The weapon you acquire is based on your position in the race. If you're in last place, your weapon will be more powerful than if you were in first. It ensures that everyone has a chance to catch up. Every weapon can be charged up three levels, achieved by acquiring two more pickups. If you don't like the weapon you're given, you can drop it as a mine behind you. Each mine will have different properties based on the weapon it stems from. From what I saw, the arsenal includes: a weaponized tornado, homing missiles, and a portal that warps you further up the track.
Curiously, for a game that's all about customization, there is no way to tweak your kart's stats. This isn't necessarily a bad thing, however, as according to Lead Game Designer, William Ho, "There's no customization because we wanted the game to be fair to everyone. We didn't want someone to break the game and find a 'silver bullet' kart." Hopefully, it makes ModNation more accesablefor newcomers.
"Where No Man Has Gone Before"
Finally, we were shown the game’s level editor. While a lot of games in other genres have featured level editors before, few racers have, and none have made it so intuitive. You create a track by initially paving the road. From there you can choose to tweak the track manually, or auto-populate it with all manner of boosts pads, item pickups, decorative backgrounds, and obstacles (like exploding barrel launchers or sheep). From there you can edit individual sections of the track and change things like road width, elevation, textures, and more. The backgrounds can also be changed drastically by altering the buildings, sea level, and even the placement of the sun."
TonyAlmighty Consigliere*
Post # : 1744 Age : 43 Location : Westcheddar, NY Status : "Amateurs talk strategy. PROFESSIONALS talk logistics."
Subject: Re: ModNation Racers Fri Dec 04, 2009 2:18 am
UPDATE
Qore subscribers will get an entry into the beta starting this month. If you aren't an annual subscriber, you have until the 15th to subscribe ($25).
Beta runs 12/18 - 1/10.
TonyAlmighty Consigliere*
Post # : 1744 Age : 43 Location : Westcheddar, NY Status : "Amateurs talk strategy. PROFESSIONALS talk logistics."
Subject: Re: ModNation Racers Sun Dec 13, 2009 11:27 am
Beta codes will be e-mailed the 17th.
The writers and bloggers were given the demo last week and all the initial reviews have come back great and some are nominating it for early GOTY.
Despite all the cool bells and whistles, I was most converned with gameplay, because the game will ultimately be a failure if the most basic experince isn't implemented well. Well those fears were put to rest with what I've read so far, everyone is saying that the gameplay is in the vein of Mario Kart (surprise, suprise) and if anything slightyly deeper. So I'm VERY excited to get started later this week.
Last edited by TonyAlmighty on Sun Dec 13, 2009 11:45 am; edited 1 time in total
TonyAlmighty Consigliere*
Post # : 1744 Age : 43 Location : Westcheddar, NY Status : "Amateurs talk strategy. PROFESSIONALS talk logistics."
Subject: Re: ModNation Racers Sun Dec 13, 2009 11:38 am
(double post, cancel)
TonyAlmighty Consigliere*
Post # : 1744 Age : 43 Location : Westcheddar, NY Status : "Amateurs talk strategy. PROFESSIONALS talk logistics."
Subject: Re: ModNation Racers Fri Dec 18, 2009 5:17 am
On the beta now and all I can say is WOW! This game is definitely on par with LBP! Too much to post now, I'll update with details later on.
GeneraLee27 Mvmt - V.I.P.
Post # : 1340 Age : 30 Location : North Carolina Status : >[
Subject: Re: ModNation Racers Fri Dec 18, 2009 9:26 am
All they gave me was a code for a theme. -_-
TonyAlmighty Consigliere*
Post # : 1744 Age : 43 Location : Westcheddar, NY Status : "Amateurs talk strategy. PROFESSIONALS talk logistics."
Subject: Re: ModNation Racers Sat Dec 19, 2009 2:36 pm
Still getting into all the beta has to offer, I'll have a review up tomorrow. Here's some pics of my creations. Keep in mind only about 10% of the parts and options are available. And look at what's possible with a fraction of all the content!
The Almighty One
My kart, The Redeemer!!
Movey, our clan mascot
Rover M-1 !!
The community is getting creative already! I saw a Rorshach out there, but dude isn't sharing!
THE GREEN RANGER!
ILL!
GenXGamer Civilian
Post # : 892 Age : 51 Location : Southern Cal Status : on Sabaticle, leave a message...Beeeeep
Subject: Re: ModNation Racers Sun Dec 20, 2009 3:40 am