![]() ![]() Microsoft Windows, PlayStation 4, Xbox One Microsoft Windows, PlayStation 3, PlayStation 4, PlayStation Vita, Xbox 360 MXGP 2021 - The Official Motocross Videogame MXGP 2020 - The Official Motocross Videogame This release was available for Microsoft Windows, PlayStation 4, and Xbox One. ![]() ![]() The series was once again retitled for its 27 August 2019 iteration, released as MXGP 2019. ![]() This title is available for Microsoft Windows, PlayStation 4, and Xbox One. The series was retitled MXGP Pro for its 29 June 2018. MacOS and Linux ports by Virtual Programming were released in November 2018. It was released in November 2017 for Nintendo Switch. The third installment in the series, now MXGP3 and dropping " The Official Videogame" from its title, was released on for Microsoft Windows, PlayStation 4, and Xbox One. The game is based on the 2014 FIM Motocross World Championship and includes 18 tracks (including Arco, Trentino, Sevlievo and Loket) and features deformable terrain. The game was released worldwide on 18 November 2014 for Microsoft Windows, PlayStation 3, PlayStation 4, PlayStation Vita and Xbox 360. A few times I sat in player lobbies for upwards of five minutes before I was finally able to a race.MXGP The Official Motocross Videogame was the first in a series of racing video games developed and published by Milestone. It also took quite a long time to get into a game due to it being up to the lobby owner’s discretion as to when a race begins. You can search for game lobbies or jump into a quick match but other than adjusting a few minor game settings, there aren’t many game modes or fun tools to play around with. I was happy to see multiplayer functionality to add some much-needed replayability to the game, but it is a barebones affair. You get to choose your racing number and adjust their clothing, but ultimately it ends up being just another faceless avatar. I put the word custom in quotation marks because although you do get to create your own racer, there isn’t really a full character creation system in place. The career mode essentially just takes your “custom” character through a few Grand Prix tournaments while your manager sends you text messages in between races telling you to do better than a certain opponent or how many points you need to advance. There are a few different modes to choose from in MXGP3, including a career mode and online multiplayer, but none of them feel very fleshed out. It’s not a huge deal, but having those jumps feel weighty and impactful would have really upped the intensity of the races. Bikes feel floaty once they get airborne and the landings feel shockingly gentle, almost to the point where you’d think the bikes just glided softly to the ground. The only complaint I have about the physics and how the game feels is how it handles jumps, which are undoubtedly a huge part of motocross. I also appreciated the inclusion of multiple bike physics settings, allowing players to adjust how realistically a bike behaves to match their skill level. Though this was a bit frustrating, it did add to the sense of realism. Where If you make a sharp turn and hit a rough patch of dirt, your bike could recover or it could suddenly jump in an unexpected way. Each motorcycle behaves in a way that feels both satisfyingly tight and unpredictable. The game runs in Unreal Engine and the developers definitely used the technology to their advantage here. Being a motocross simulator, I went in expecting the physics of the bikes to be a central focus of the gameplay, and it’s clear a lot of attention was devoted to it. ![]()
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