As for the customisation of vehicles, the actual effects weren't shown, what was done is a quick run through of different customisation types, showing them on the menus, while explaining the different areas. What makes it slightly more complicated is the increased number of vehicles and also the further customisation options brought into MudRunner 2.įirst, the number of vehicles has increased with a wide number of licensed makes too, including large names like Caterpillar, Ford and Gaz, to name just a few. What was shown looked good, but without the ability to actually get hands-on with the game one can only guess. What I'm not completely certain about working out is the physics of the different vehicles. Will it work out in the end? Having seen the work on the rest of the surface types, I would imagine so. While the ice and snow weren't shown to us in-game, a video showing what the developers are working on and how they're trying to show the simulation of these was displayed. In addition to the increased size comes an increase in scope, offering a large number of activities and objectives. Not only will you have to deal with the mud and water, you'll also be able to travel to an area based on Alaska, where you'll have to deal with ice and snow. The most important feature is the fact that these maps will also feature different types of surfaces. The one map shown during the event was said to be four times larger than that found in Spintires: Mudrunner, with there being multiple maps to travel to.
Fortunately, I was told that there will be recovery options, such as a helicopter, other than coming back with your own vehicle to rescue your stranded truck.Įdit: Despite it being mentioned in a conversation during the event, it has been confirmed that there will be no helicopters in MudRunner 2.Īll of this is done in a world that's considerably more open and larger than that of the first game.
Is the tree that you're going to hook yourself to strong enough to withstand you using it to winch yourself out of a rut? Even the load of your vehicle will be accounted with the physics of the game, so carrying a load of bricks is going to have you sink into some soft mud a lot more than a load of pillows would. The visual quality of the game has been improved considerably, with a lot of attention put into the physics of the mud, the displacement of terrain, how water filters through ruts and also the strength of foliage around. In a hands-off presentation given by Saber Active, I got to see a member of the dev team playing a particular portion of the game and what was great in the first now already looks exceptional in the sequel.įortunately, with it being an actual live-gameplay session rather than a video, it's clear what Saber are pushing for in the sequel. Particularly so when considering the type of vehicle, the weight and even the treads on the tyres. It's something that was depicted in great style and while it may not have been completely accurate, it's the closest a game has ever come to showing real-time terrain deformation and the effects it has on a vehicle you're driving. Maybe you'll even lose your vehicle to the harsh terrain? You'll find the very wheels of your huge trucks, or even the smaller vehicles, tearing up the land - the concerns that hit as you're slowly getting stuck, bound to miss a delivery. The most notable feature of Spintires and then Mudrunner is the terrain deformation, having you drift through peaks and troughs of mud, the water swirling around your tyres, reducing your stability and the very foundation of the ground you're driving along.