If anyone missed it.
http://www.polygon.com/2014/5/15/5720000/mx-vs-atv-supercross-e3
GameSpot's live stream (http://"http://www.gamespot.com/e3/gamespot-stage-1-2014/") schedule is as follows:
Tuesday, June 10
GameSpot Stage
12:00 p.m. – Heavy Bullets
12:20 p.m. – Borderlands: The Pre-Sequel
12:40 p.m. – Sunset Overdrive
1:00 p.m. – Unannounced Game
1:20 p.m. – Slender: The Arrival
1:40 p.m. – MX vs. ATV Supercross
2:00 p.m. – Unannounced Game
2:20 p.m. – Civilization: Beyond Earth
2:40 p.m. – Homefront: The Revolution
3:00 p.m. – Guilty Gear Xrd: Sign
3:20 p.m. – Disney Fantasia: Music Evolved
3:40 p.m. – Killer Instinct: Season 2
4:00 p.m. – Skylanders: Trap Team
4:20 p.m. – Helldivers
4:40 p.m. – Sonic Boom
5:20 p.m. – Lichdom: Battlemage
5:40 p.m. – Tetris Ultimate
6:00 p.m. – E3 Day 1 Wrap Show
www.gamespot.com/e3/gamespot-stage-1-2014/ (http://www.gamespot.com/e3/gamespot-stage-1-2014/)
Thanks Ryann! :)
Hopefully the unannounced game inbetween MX vs ATV and Civilization is Fallout 4 - then I would have a full hour of quality viewing! :P hehee
Actually Looks like Crap! The guy is over jumping everything, tracks look pretty weak. Also it sounds like its for Alive only!
Disappointing
tracks look really fun to me... and textures/ visuals look top notch. remember its not a sim so don't expect it to be one. its an arcade racing game that's supposed to be about easy to do, fun rhythm racing. its a bit like grand turismo, people think its a sim, but its really not compared to I racing or rfactor.
Hi RK, a little cranky :), huh? It looks fine to me. I see it as a refined Alive SX. No matter what complaints there were with Alive I still enjoyed the heck out of it. It's going to take them some time to ramp up to PS4/XBox One games.
I believe that nobody make MX/SX games as good as Rainbow did and I'm glad that Nordic has assembled some of them back together.
On another note, I would love for you to remake some tracks for Reflex. Now is a perfect time to start.
Quote from: al167 on June 14, 2014, 05:46:32 AM
tracks look really fun to me... and textures/ visuals look top notch. remember its not a sim so don't expect it to be one. its an arcade racing game that's supposed to be about easy to do, fun rhythm racing. its a bit like grand turismo, people think its a sim, but its really not compared to I racing or rfactor.
Ah c'mon now :P, you can't call Gran Turismo an arcade game that's fun and easy to do. Something like Need for Speed or GTA5 would be more the level that the MVA series is at... and IMO there's a huge gap between something like Need for Speed and Gran Turismo.
Thing is, once you play something like MX Simulator, and spend some time learning to control the physics, it can be moderately satisfying. The movements of the bike reflect real life, in that the bike will actually lean when turning amongst other things. Then if you go back to an MVA game, the flaws in the physics, in terms of how the bike and rider looks on screen, is quite obvious. It can be hard to find certain aspects satisfying after seeing another developer's take on bikes, and it can be frustrating.
Of course MX Sim wouldn't be a commercial success, but I think there are a lot of things that can be taken from the way MX Sim does things, and could be put into an MVA game. Big things for me would be the visual characteristics or animations of the bike and rider, and just the general way the racing plays out. For example, this new game... the corners seem to require no braking, and can be pretty much railed flat out. I would like to see that slowed down slightly so that block passes can be made much more easily. In real life supercross, riders can dive up the inside and take the line away from another rider. It's one of the defining characteristics of SX racing. I rarely see that in MVA games with sx tracks being as wide as they are.
What MVA does well, is give you a relaxing and enjoyable racing experience, with none of the frustrations that a simulator would give you. Pulling a nice whip or scrub for example, there are a ton of different ways to do them, which is really enjoyable. Something as fundamental as being able to make it around a corner without tipping over. Bar to bar racing that doesn't result in both riders ending up in a heap. Also the tech that RBW developed for the terrain. Be it the physical deformation, or the cosmetic deformation, it's pretty advanced in my opinion, and there hasn't been much else quite like it.
Quote from: DirtTwister on June 14, 2014, 09:14:37 AM
I believe that nobody make MX/SX games as good as Rainbow did...
Whilst the games haven't been perfect, I would definitely agree with that.
Jamie i like the picture you paint of a more pro oriented version of the physics but i wouldn't want to lose the physics that we currently have. Seems what we need is more menu options, though that runs the risk of splintering the numbers of people in multiplayer, i think most people would want to run against riders with the same physics settings so you would split the number of riders which might make finding a race harder as the game ages..
Motosport.com behind the scenes video of MVA Supercross...
https://www.youtube.com/watch?v=bvjMMbF1iMM
A more polished presentation than the last one.. The colors are pretty bright on bales and banners but maybe that's how it looks under the lights on the night - might help me see them ans so avoid them..
I am a little intrigued by what seems to be going on in some of the corners, the back end seems to flick out followed by some counter steering, can't work out if that is braling making the back step out or power - unlikely to be power in a corner - or am i seeing things..
I also like the simpler menu - simpler than reflex that is, and the color wheel is a new thing giving more options - though i probably wouldn't use it.
Yeah I agree, everything does look very saturated in colour. Hopefully they're still tweaking the shaders, as I see certain things missing, such as the shine you get on the plastic hay bales covers. Also the bike and rider in the menu looks like something is missing there with the lighting.
I have a feeling it's braking that's causing the back end to step out. At E3 I thought it may be the acceleration causing it, but maybe not. It's hard to tell. They've stated in interviews that you barely even need the brakes in this game, so who knows... :-\
Overall though, I definitely feel more positive about the game after seeing this video than I did after seeing it at E3.
Maybe they amp up the colors so they can see them in that bright Phoenix sun, hopefully they have more finishing touches to be done between what we saw and release, though the MvA series has always had a slight graphic novel look about it. This is an area of realism they could look at without upsetting too many, except the one guy on the Nordic forums who thinks it looks normal to him - i'm glad i don't live in his reality.. :)
The braking looks a little like the bike is being backed into the corner, motoGP style, which might be fun to try out. I'm still looking forward to getting my hands on it and taking a squint under the hood. Maybe someone with an Xbox will be kind enough to send the files over.. :)
Hmmm... from Ken's response, it looks like they ARE to keep you from running into them! ;D hehehe Looks like they're on your wavelength Laurie. ;)
I do wish they would be toned down ever so slightly though :-/ My big issue is the lighting of them at the moment. I think that's what makes them look a little odd.
They do look a little flat both color and shape but hey it will only improve when it finally comes out and overall it's still looking pretty good to me. If you see a Rainbow of bales on track it's probably me just trying back it in on the brakes.. :)
Being color blind I kind of like the visibilty improvement.
I'm also glad they aren't making the tracks too narrow. Trying to simulate reality is nice, but the simulated reality is that there is lag and narrow tracks makes it difficult to stay out of each others way in tight racing.
I read the comments on youtube and I'm surprised developers even make games after reading those.
yes, reading the comments was painful, <1% of potential buyers wanting the 'game' to be 'realistic' over making a profit and staying in business.
they should just play MX Sim and enjoy the pain of 'unrealistic' realism (don't hate me for saying that but MX Sim isn't like real riding either... IMHO)
Sorry Bruce, i didn't look at it from that point of view. Not sure how much the visibility will help me though i shall still be bouncing off the bales if you made them flashing neon - just hope they have the keyboard physics tweaked to perfection.. :)
Quote from: mcm2boys on July 01, 2014, 02:43:19 PM
just hope they have the keyboard physics tweaked to perfection.. :)
Plug in that bloody controller you've got!!! >.<
...please :-*
it's already plugged in, but believe me it just gets worse when i use a controller. I'm heading over to Nordic forums now, i figure if i insult Ken and the team in over 200 posts from now until release they've got to improve the keyboard physics .. ;)
hahahahaha :D ahhh you'll fit right in! ;)
This controller... it has dual analogue sticks right?
It's a 360 controller for windows, plus i have a logitech rumble pad 2 and a corse handlebar controller - god knows i've tried - but kb is my weapon of choice. The controllers are smarter than me, seems you need independantly activated thumbs to operate Reflex using a 2 stick controller...
Sounds like your thumbs act like everyone's little finger. When you move it, your ring finger comes along for the ride.. and same with your thumbs.. :P
That's the key though to playing Reflex - learning to use both sticks. Knowing how much movement you need and a what times. Just takes a bit of practice. I remember when I first got the game, I hated the dual stick system, but now I can't imagine playing without it. Occassionally I use the keyboard when I'm doing a quick test ride, and there's no way of using the lean effectively. It's either fully on or fully off. To use the lean mechanic properly, analogue sticks are essential imo.
You should try a good joystick, back when I was playing Reflex... I had my steering, L-R and lean F-B on the joystick x-y axis and the rider lean (L-R) on the z axis (twist), all controlled by one hand- no thumbs needed for steering or leaning.... felt 100% better than the 360 controller
Thanks gents, i find the range of motion on controller sticks to be less sensitivie than i need, probably just practice plus i work with kb everyday so it feels natural now.. Bob, I remember being intereted in the joystick idea before, i got as far as asking you which model you used but never got to the point of purchase.. It does sound more natural to twist the controller plus it would have greater range of motion. I also bought a low-end diy 3D printer with ideas about making my own controller, probably handlebar style - just need some time to play with it now.. :)
Quote from: DirtTwister on June 14, 2014, 09:14:37 AM
Hi RK, a little cranky :), huh? It looks fine to me. I see it as a refined Alive SX. No matter what complaints there were with Alive I still enjoyed the heck out of it. It's going to take them some time to ramp up to PS4/XBox One games.
I believe that nobody make MX/SX games as good as Rainbow did and I'm glad that Nordic has assembled some of them back together.
On another note, I would love for you to remake some tracks for Reflex. Now is a perfect time to start.
Heya Bruce, no not Cranky, just taking facts... it looks like crap, all their introducing is a few new tracks. Yes I'm glad, yes I'll buy it, but really surprised no improvements. They're jumping over jumps, not real technical... but I'm all in!
I agree, they've the best we have, a shame really, as no one really focuses on Motocross.