Online multiplayer includes almost every race and tournament type from the singleplayer, but it’s a shame there’s no one playing it. There’s a ton of content to be had and there are lot of nice touches for motocross fans, but will gamers endure the steep learning curve to get to it all? I can’t imagine they will. But, even after a dozen hours of trying, I only enjoyed modest improvements in my performance and never came close to mastering a track or dominating a race. Realism doesn’t need to mean inaccessibility, and MXGP2 does a poor job of straddling this line. I get that-and if this control scheme were an option rather than the rule, I would. Now, I’m sure many readers are thinking I’m simply too impatient (or just a lousy player) and that I should commend the game for offering a challenge. The control system here isn’t impossible, but it is daunting, and will chase more than a few gamers away before they do more than scratch the surface. The game options do provide an assist in this department, but it’s only a partial crutch and doesn’t stop players from launching off their bikes due to ramming barricades, losing orientation on the tracks, or simply falling sideways from weight imbalance. Much like a meter mechanic frequently used in skating or snowboarding titles, the right stick is used to account for rider weight and balance … at all times. On paper, this seems like a good idea, but having to keep the rider’s balance in check throughout a race-even on straightaways- turns exciting moments into bouts of finger gymnastics, and it’s far too cumbersome to allow for enjoyment. This is a difficult game to learn, and even experienced racing fans will find the physics to be a hindrance. Broadcast-quality presentation, well-known sponsors and brands, and distinguishable bikes are all present from the outset, delivering a ton of fan service to diehards. If only the controls were as accommodating. In terms of recreating the motocross experience, MXGP2 hits the mark. It’s another black mark against a game striving to be a sim. However, even the gnarliest, most aggressive riders don’t make a mark on the game’s flat, static courses. I may be splitting hairs, but after three laps on loose mud there should be some noticeable track wear and degradation. It’s a design choice that completely negates the sense of hyper-realism the developers are trying to get across, and it removes the player from any type of immersion.Īnother visual pet peeve comes from the tracks. Riders appear completely stiff and robotic while operating the bike, and then become exaggerated, double-jointed rag dolls once launched from a vehicle. These graphics would be acceptable if there were realistic, well-implemented animations, but this is not the case. Instead, player models are bland, and the textures are vague and pixelated. Sure, motocross is about mud and motor oil and may not need meticulous detail to get its point across, but it would certainly help. On the track, the game takes a step backwards from that strong first impression.įirst, the game isn’t much of a looker. In today’s era of Day One patches and overpriced DLC, this was a fantastic first impression. There is no gated content waiting to be unleashed by a credit card. And what must be noted is that all modes and features are available from the start. Rider and bike customization, one-off races, time trials, tournaments, career mode and a ton more. However, the genre is a small niche at this point, and MXGP2 is simply not a good entry point for newcomers to motocross-or to any racing title for that matter.Īfter booting up, this would-be simulation begins promisingly by showing the sheer number of options available. And to be fair, the sport has seen some console success-the sim-lite MX Unleashed, and the arcade-heavy Motocross Madness are the most prominent examples. There’s just something about the large jumps, bouncy suspension, and the mobility of two wheels versus four that seems like it should translate beautifully to a console experience. On paper, motocross games should be an absolute blast. WTF Overly exaggerated animations kill any sense of realism. LOW The Extreme difficulty caters only to die-hard motocross game fans… all two of them. HIGH A huge number of modes, both single-player and online.
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