The lights are on
What new ideas the game brings to the table and how well old ideas are presented.
How good a game looks, taking into account any flaws such as bad collision or pop-up.
Does the game’s music and sound effects get you involved or do they make you resolve to always play with the volume down?
Basically, the controller to human interface. The less you think about the hunk of plastic in your hands, the better the playability.
Flat out, just how fun the game is to play. The most important factor in rating a game.
MotorStorm’s relocation to the arctic tundra keeps it mired in ice,
as it doesn’t bring the franchise forward in any way. It does, however,
present a good handheld version of the series’ fundamentals.
big new feature in Arctic Edge is customized rides, but since the
vehicles are already balanced by their class, these customizations are
purely cosmetic. That being said, I was impressed with the options
available, which reminded me of games like Pure or the MX vs. ATV
series in that you’re changing the color and style of all kinds of
parts, like sprockets, suspensions, and lights. There’s even a handy
These parts are awarded after races for a job
well done, and the game also offers 50 in-game badges. These prizes,
however, feel hollow after you’ve just completed another cookie-cutter
race. Developer Bigbig Studios’ maps replicate the franchise’s classic
style, with long courses, a contrast of high and low paths that suit
different vehicle classes, and shortcuts. Arctic Edge introduces
collapsible bridges and avalanches (initiated by the bigger vehicles),
but these additions are not enough to take the game to that next level.
If anything, I was surprised at how much I didn’t notice them. The
steady diet of the same basic race type didn’t do anything to spice
this game up either.
Arctic Edge looks good for MotorStorm’s
first appearance on the PSP, but gone are the days when I can be
impressed with simply squeezing down a console title intact onto a
handheld. Let’s ask for more so we can get more.
Email the author Matthew Kato, or follow on Twitter, and Game Informer.