Motorhead (PlayStation) Playthrough
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Motorhead (PlayStation) Playthrough
127 просмотров · 1 мес. назад
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127 просмотров · 1 мес. назад
Developed by Swedish studio Digital Illusions CE and published by Gremlin Interactive in Europe and Fox Interactive in North America, Motorhead was released for the PlayStation in 1998. It is a futuristic arcade racer focused almost entirely on speed, demanding track memorization and precise cornering. Its impressive technology and distinctive atmosphere make it memorable, although limited content and unforgiving progression prevent it from reaching the heights of the PlayStation's best racing games. Rating: 7/10.
Motorhead takes place in a near-future racing league, but unlike Wipeout there are no anti-gravity vehicles, weapons or power-ups. Instead, you race conventional-looking futuristic cars through eight circuits ranging from dark urban highways and industrial areas to deserts and coastal environments. There are ten cars in total, each rated for speed, acceleration and grip.
One of Motorhead's most interesting features is its selectable frame rate. In 60 FPS mode, races are limited to only three cars in total, but the resulting smoothness gives the game an exceptional sense of speed for a PlayStation racer. Switching to 30 FPS allows as many as seven cars on the track, creating busier races at the cost of noticeably reduced visual fluidity. It is an unusual technical option that demonstrates how aggressively Digital Illusions pushed the hardware.
The handling is straightforward but much less forgiving than something like Ridge Racer. Enter a corner too quickly and the car begins sliding, rapidly costing you momentum. Successful driving therefore depends on learning braking points, choosing sensible racing lines and accelerating cleanly out of corners. Different cars also suit different circuits, with grip and acceleration proving more useful on twisting tracks while maximum speed becomes important on long straights.
This emphasis on precision gives Motorhead considerable depth, but it also contributes to its frustration. Many corners are difficult to anticipate, particularly because the PlayStation version frequently uses fog and limited draw distance. Until you memorize the layouts, it is easy to arrive at a sharp bend or obstacle far too quickly. Crashes cause no vehicle damage, but losing speed against the aggressive computer opponents can effectively end a race.
The main League mode is similarly demanding. Only a small selection of cars and tracks is initially available, with additional content unlocked by performing well and advancing through the divisions. This provides a worthwhile sense of progression for skilled players, but anyone struggling with the handling can end up repeating the same few circuits several times before seeing the rest of the game.
Visually, Motorhead is impressive for 1998. The environments are relatively sparse, but the clean polygonal scenery, dark lighting, fog and futuristic architecture create a strong atmosphere. More importantly, everything is designed around communicating velocity. Particularly in 60 FPS mode, the road rushes beneath the car with a smoothness rarely associated with PlayStation racing games.
The electronic soundtrack complements the late-'90s futuristic presentation nicely, while engine and collision effects are comparatively basic. The overall presentation is minimal and slightly sterile, but that cold aesthetic also gives Motorhead much of its identity.
With only eight circuits, repetition eventually becomes noticeable, and its high difficulty makes it less immediately accessible than Ridge Racer Type 4 or Gran Turismo. Still, Motorhead succeeds at what it sets out to do. It delivers pure racing, tremendous speed and unusually smooth performance without relying on weapons, elaborate customization or licensed cars.
Motorhead is therefore one of the more interesting second-tier racers on the PlayStation. It is not as polished or content-rich as the system's classics, but its technical ambition, challenging handling and distinctive futuristic atmosphere make it well worth experiencing, particularly as an early glimpse of the studio that would later become DICE.