is content to offer the same arcade style racing that has entertained PlayStation 3 and PSP owners since the franchise's inception, but a few twists to the formula are well-worth noting. These changes primarily revolve around the boost system. As in previous MotorStorm
games, you are allowed to boost as much as you want, but with one catch: if you boost for too long, your engine will overheat and subsequently explode. MotorStorm: Apocalypse
doesn't change this system; rather, it introduces a few boost-related mechanics through its clever track design. Boosting increases your engine's temperature; wouldn't it be nice to find a way to cool the engine off without letting off on the boost? There are a few ways to do this: you can find some water to drive through or let go of the gas and boost when you're catching some air. The first option is quick, but the second is even faster. None of this may make sense in a realistic context, but then again, this is a game about racing vehicles through collapsing buildings and on the rooftops of skyscrapers.
The rest of the racing is above average. The handling isn't as sweet as it is in DiRT 2, and the sense of speed doesn't approach Burnout's. Furthermore, the sideswipe mechanic feels forced and unnatural. However, this game finds its identity underneath all the chaos.
Outside of the Festival Mode, there's still a lot to do in MotorStorm: Apocalypse. You can dabble in a little Wreckreation, which is essentially free play mode plus all the other gameplay-tangible extras unlocked in Festival Mode. You can also customize your vehicles if you're into that kind of thing. It's all cosmetic, though, so don't go in expecting a celebration of the tuner scene.
MotorStorm: Apocalypse is about as out-of-control as a racing game gets. It's a far cry from offroad nirvana, but it's a pliable experience that has something to offer just about everyone. It's also a rollicking good time.