Modnation Racers - beta signups - High-Def Digest Forums
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Old 12-07-2009, 09:01 AM
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Default Modnation Racers - beta signups

Apparently the beta is set for sometime in December:

http://www.n4g.com/News-439358.aspx

and you can sign up for a chance to get in as well as a free theme at the official site.

http://www.us.playstation.com/modnation/index/

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Register above between December 3rd-13th 2009 for a chance to win an Online Beta Voucher Code! Randomly selected registrants will be emailed their voucher codes on December 17th*.
(If you registered before 12/3/2009 you are automatically in!)
North America only.
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Old 12-07-2009, 09:05 AM
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i've signed up 2 emails sometime last week, if i get an extra i'll pass it out
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Old 12-07-2009, 09:05 AM
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This is definitely high on my "Must Play" list.
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Old 12-07-2009, 09:13 AM
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Should have just used Sackboys.
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Old 12-07-2009, 09:15 AM
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Damn. Kinda makes me wish I had signed up before the 3rd.

How's that theme delivered, btw? Will they send you an email with the code?
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Old 12-07-2009, 09:16 AM
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I signed up on the 1st or 2nd luckily.
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Old 12-08-2009, 08:35 PM
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Preview up at IGN.

http://ps3.ign.com/articles/105/1053104p1.html

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On last week's Podcast Beyond, I was asked what my most anticipated game was for the first part of 2010. At the time, I said Heavy Rain, but I'd like to respectfully amend that answer to be ModNation Racers.

For I have played it, and it is rad.

I've had an inkling I'd fall in love with ModNation Racers ever since it debuted at E3 last year, but today was my first chance to sit down and actually tinker with the latest installment in the "Play, Create, Share" genre. Now, most of what I got to do with the game which is a cart racer that lets you build characters and tracks and share them with the world just like LittleBigPlanet does with levels was stuff IGN's very own Nate Ahearn went over with a fine-toothed comb just a few weeks ago.

Still, I need to reiterated how awesome all this stuff looks and touch on a few new things.



Boost! Boost! Boost!My demo began with me just fooling around with the track editor. Starting on terrain, I could raise and lower the land with a simple button press. I could make my radius larger or smaller with the D-Pad so that I was making my mountain or lake larger or smaller. I could quickly cycle through the 29 terrain options with the shoulder buttons, and undo was always just a click away. What struck me someone who has never fooled with this game before was how simple the tools were to use. Any time I began to think about doing something, I found it labeled on the screen. There was no sense of "Where's this?" or "How do I do that?"; it was all right in front of me.

You can spray-can the landscape so that it's dirt, sand, or whatever with the same radius you've been using, plant trees, and litter the landscape with cows, but if you're just looking to plop down your track and go, the game can auto-populate your rudimentary design with items, ramps, and all sorts of other gizmos. Still, where's the fun in that? Just like in LittleBigPlanet, you can set up moving obstacles such as the car crushing "Devastator" that drops a crusher from the sky to be on a time-based setting or a switch. Basically, you can have spinning platforms, leaping enemies, and a whole lot more designed to be going all the time or only when someone is foolish enough to get close.

Take a photo for your level's online thumbnail or a bunch just to store on your XMB to show off to friends and you're ready to post the creation online.

Of course, you'll probably want to test your gem, and thankfully, diving's pretty grand in ModNation Racers. When I saw the initial E3 video and talked to people who had played MNR, my main fear was that we'd be getting a creative level designer coupled with some ho-hum gameplay. After just about three races, I can tell you that doesn't seem to be the case.

I'm a Mario Kart fanboy from way back, and ModNation's racing knocked my socks off with how easy it was to get into and how much fun it was to drive.

The carts handle with precision, the controls are actually rather deep, and the game looks awesome in motion. It wasn't until I got to a super-advanced course filled with moving obstacles, multiple levels of play, rickety wooden bridges, and so much more that I thought the game looked only anything less than silky smooth. Back to the controls, though; you've got the normal accelerate and drift, but successful drifts are filling your boost meter. This multi-tiered thermometer not only gives you a turbo boost when you want to spend the juice, it also gives you a shield to ward off any incoming attacks. You can and will need to control your left/right alignment in the air to get around obstacles, you can do tricks with the right stick to earn boost juice, and more.

Swivel the right stick for tricks.On top of that, you'll be collecting weapons/advantages as you drive, and not using a weapon will give you the chance to drive into other weapon pickups and upgrade the item you have. Each weapon/advantage (boost, sonic, missile, and lightning) can be upgraded to a third level of power. A Level 1 sonic attack just creates a radius of rings around you that knocks the other opponents off the track, but a Level 3 lightning strike is going to black out the sky and rain purple electricity on all the foes ahead of you.

That's another interesting thing about MNR the developers don't want you to take a "blue shell" mentality into the race. There's no weapon that is designed to specifically go after the first place player. If you launch a given attack (depending on what exactly it is), it's going to land on every person in front of you in the rankings. This falls back to that boost meter; are you the type of player to use the juice to boost to the front of the pack or are you going to sit on your stockpile so that you can throw up a shield when you see incoming trouble? If you want, you can sit on the weapon you have and drop it behind you to act as a mine a mine that also has three levels of attack.

ModNation Racers is set to come out this spring, and I personally can't wait. The game seems like it's going to deliver on both the gameplay and creative ends, so cart fans should be looking forward to the game's release. Also, the beta launches Dec. 18, 2009, so start getting excited, people.
Unrelated to the preview, I really enjoy the new IGN layout. I stopped going after the last change, but this one is much, much nicer.
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Old 12-08-2009, 08:44 PM
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I agree with you on a new layout. At least on first impression. I hated the last one. It was confusing, and getting to certain areas required you to click on one, let it load, then another. It was like navigating a maze.

I remember liking the layout before the last revision.

---

Anyway, I'm really looking forward to this. It's nice to finally see something that might focus on what Mario Kart has been ignoring, the racing. Mario Kart is so freaking unbalanced that it isn't really that fun.
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Old 12-09-2009, 06:57 AM
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So pumped.
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Old 12-09-2009, 09:51 AM
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Maybe that code I got with the GOTY Edition of LBP will actually work now...
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