
In this deep-dive tech interview, Digital Foundry quizzes the developers at Evolution Studios on a wide range of topics, from its first impressions of the PS3 hardware back in the MotorStorm 1 period, through to tech enhancements made to the sequels, plus the introduction of set-piece Events in Apocalypse - and of course the studios' firm commitment to stereoscopic 3D. We also get some answers about the game's support for 1080p, a feat that hasn't been especially prominent in the game's marketing to date.
The depth and level of insight provided by the studio's responses is only made possible by the range of development talent that was drafted in to answer our questions, so many thanks to each of the following Evolution staff members who took part.
Digital Foundry : Evolution Studios' Motorstorm is one of the first, finest and most fondly remembered of launch titles for PlayStation 3. It's a release designed to answer the question posed by each new console generation: what makes a game 'next-gen'? With its robust physics engine and massive tracks, Motorstorm serves up a bold affirmative answer to this question, delivering an experience that could never have existed on prior console hardware. At the same time, the path to release was fraught with challenges that almost serve as a microcosm of the PlayStation 3 release situation itself. It was a success, however, with a trilogy of PS3 releases, plus PSP, Vita and even PS2 off-shoots.
After Driveclub and Onrush, the dev team will now contribute to and assist with the development of the upcoming NFS.
Never really got into it myself I remember getting it with ps3 and being a bit underwhelmed I preferred the RC version they did for vita 🙌🏻🤣
Paul Rustchynsky, who was additionally lead designer on several MotorStorm titles at Sony‘s Evolution Studios, is currently working on an unannounced project as part of Avalanche Studios’ new Liverpool development team, which was formed last summer.
We're working on another new IP that's yet to be announced. There are more projects being worked on at Avalanche than most people would expect!
— Paul Rustchynsky (@Rushy33) January 1, 2022
Nice. I really like Avalanche's Apex system, it can make some pretty stunning environments. Hopefully it'll translate well into a racing game! (assuming that's what he's working on)
Motorstorm 2 deserves a remaster.
The balanced monster trucks vs dirt bikes.
"To set some expectations, I'm not working on a racing game.
So sorry, no DRIVECLUB sequel, MotorStorm successor or ONRUSH offshoot.
This is something very different to anything I've worked on before"
So it will not be a racing game. That's a shame. :(
Damn, i hoped a DC or Motorstorm sequel... :( let's see what they can pull out from the hat.

While Evolution is no more, its spirit lives on at UK racing game developer Codemasters, who snapped up the Driveclub team just a month after Evo shut down and set them to work on a new racing game that would become OnRush.
Are they going to continue the same development style of releasing a game before it's finished (or even well underway) and then developing it through patches for the next two years like they did with Driveclub?
Driveclub is my 2nd favorite racing game. Only the Midnight Club games (all of them) top it. I may get GT Sport later this summer. I can't wait for a sequel if they somehow get the rights to it. This makes me want to reinstall it even though I have the platinum.
Must be registered to view ghey
someone pasted it here -
http://www2.psu.com/forums/...
Ooohh very interested. I wanted them to do a tech analysis on this graphically amazing game. :)
Edit: oh wait it's just an interview. Very interesting either way. :)
Wow... 1280 x 1080p with MLAA in 2D mode, while 1280 x 1470p in 3D.
Im not going to create an account to read this article.
Edit: Thks to poster above i was able to read it. Very interesting especially with the part about dynamic detail scaling just shows what really good devs will do if they run into an obstacle with the hardware.