Making Tracks – An Interview With…Evolution Studios
Launching alongside Sony’s revered PlayStation 3 back in March 2007, MotorStorm went on to sell over three million units worldwide. A year later, Evolution Studios are back and ready to unveil their highly-anticipated sequel. We sat down with Nigel Kershaw, Game Director of MotorStorm Pacific Rift, to find out exactly what to expect when the game rushes onto store shelves later this year…
D+PAD: The original MotorStorm took place entirely in Monument Valley, a real world location but with fictitious tracks created specifically for the game. You’re taking MotorStorm onto a tropical island for the sequel, but is it based around a particular real world location?
Nigel Kershaw: Not directly, but we did send a group of (lucky) people off to Hawaii to gather all sorts of video and photographic reference, just as we did with Monument Valley. So our process has been exactly the same.
DP: What sort of locales can we expect to see within the island environment and how many tracks are Evolution aiming to have in the final release?
NK: We are building 16 tracks, which is twice as many as the initial release of MotorStorm. Each track has its own distinct look and feel, so it’s going to take a while for somebody to really get to know all of them.
READ THE REST OF THIS ARTICLE IN ISSUE 7 >>
Have you downloaded the latest issue from GamerZines yet? Check it out here!











Leave your response!