Heck, even the music is really good. If Moto Racer were the only motorcycle racing game in the world, I would hang up my helmet Sorry, but I would rather inhale the fumes of a powerful real-life GP racing machine than play this game! The control was decent, but bad track design and poor planning lead me to believe that real gameplay was all an afterthought. The idea was good, but the execution falls short of working as well as it was originally planned.
I actually enjoyed playing Moto Racer. Many times, when a racing game tries to combine different styles of motoring, it waters down the overall experience. This is not the case in Moto Racer. Both the Motocross and Grand Prix motorcycle racing had its own, distinct look and feel and they both play great. Even better, the graphics are good with smooth textures. Moto Racer isn't a landmark racer, but it is a good game. Check it out. It's about time we had some motorcycle sims come out for the Bit game platform!
One can only play Road Rash for so long, as good as it is. Moto Racer Gold hopes to slay its audience with flashy 3-D environments and a whole lot of different bikes and styles of racing to choose from different bikes to be exact, all sport their own handling and performance characteristics dictated by the type of racing and the complexity of the track or city course.
Having eight different tracks-some motocross, some Grand Prix and a few city and foreign locations-the game is attempting to cover all the bases. Whether or not it can pull off Moto and Grand Prix racing in the same game remains to be seen. Andretti Racing successfully delivered Stock and Indy Car racing in a driving sim but that was a little easier since it all took place on level, paved roads not to mention in automobiles.
Hopefully it can be done for motorcycles as well. For multiplayer action Moto Racer will support up to four players via link-up cables. While these shots were taken from a development computer, they give us a good idea of how this motorcycle racing bonanza will look when it finally hits the PlayStation.
The game will also be available for the PC featuring 3-D acceleration capability and a new Stereo Doppler sound effects system as well. Over the last few months, you could not open a gaming magazine that did not feature an advertisement for this game. The ads were fairly subtle and to be honest, all they really needed to do to get the attention of race fans was print the words "Motorcycle Racing for PSX that does not Suck! Well, as luck would have it, EA could have used the above ad campaign and it would be dead on.
Not only does this game not suck, it actually kicks some serious ass. Shred on these features; Two very different types of racing, 10 tracks, a decent split screen two player mode and, if you are good enough, Pocket Bikes. Finally, a motorcycle game that is worth talking about! Before I start this review, I want to take a minute and reflect on why I am a console gamer and not a PC gamer. That is exactly why I prefer console system. Everyone has the same speed processor.
Everyone has the same graphics card. Everyone has the same amount of RAM. The point is simple. I get a game, I put it in my Playstation, I start playing. There is no such thing as a system specific flaw. The game either flaws not at all or on every system. Ok, now that I have jumped down from my soapbox, let's talk about Moto Racer. First, let's talk about the different types of racing available.
The game can be played on a single race or in the championship mode. If you select Single Race, you have six tracks to choose from you are free to race on any of the 6 available tracks. If you select Championship mode, you will have 8 to 10 different tracks, depending on the difficulty setting. This mode handles the tracks a bit differently. You will start at one track and until you finish in the top three out of eight, you can't go on to the next track.
When you manage to finish the 8 or 10 tracks, they will reverse and you have to finish in the top three racers going counter of the original track. The differences in the tracks are not just the design. The differences are in the design and the type of bike you race. For example, on the first race in the Championship mode, you will race street bikes called Superbikes.
These are the ultra sleek motorcycles that fly by you on the freeway doing about MPH. I think the street name for them is "Crotch Rockets". So you will blast down urban stretches of highway and wrap around hairpin corners. If you finish in the top three, it is on to the next track.
This track has you driving a motocross bike. This is good old off-road, flying over jumps and playing in the mud tracks. Actually, you will see mud, sand snow and even the Great Wall depending on how far you can advance. I have to admit that I was disappointed in the few quantity of tracks available. Sure, 10 is quite a few but I would have liked to see another couple tracks for each type of racing.
Instead, what EA did to keep the replay value higher was to change the stakes of winning depending on your skill setting.
What this means is that if you set the difficulty to easy, you will only have 8 tracks to beat. After you beat the 8 tracks, you race the same tracks in the opposite direction. If you beat those eight tracks, game over.
If you play with the skill setting at medium or hard, you have 10 tracks to beat. If you beat the 10 tracks, you must beat the same tracks in the opposite direction.
If you manage to do this, you will enable the Pocket Bikes. What is a Pocket Bike, you ask? It is a tiny little version of a full size bike that goes anywhere from 15 to 40 MPH faster. The pocket bikes are easy to control and you can really fly on the tracks. The best part about the Pocket Bikes is that the rider stays full size so his knees are sticking out like an adult on a child's bike.
The look is perfect! I talked about the different skill levels effecting the tracks and activating the Pocket Bike mode. I usually don't discuss difficult levels unless the game is too hard or too easy. In the Case of Moto Racer , the difficulty settings were perfect.
It is rare that a game gets the right formula when computing the jump from easy to medium to hard. This game does a great job. The easy setting will help you learn the game and get a feel for everything. After your first few races, you should come in first the rest of the way through the Championship. Now that you have kicked the easy level's ass, you will start to feel cocky and move up to medium.
You will finish last. You will get pissed and say that it is not fair that the computer bikes are so good. I was ready to launch my controller through the window. Well, after you try a few more times, you realize you can make one major mistake and still finish in the top three. If you make two, forget it. Subway Surfers. TubeMate 3.
Google Play. Adele convinces Spotify to remove shuffle from all albums. PS5 restock updates. Black Friday deals.
Windows Windows. Most Popular. New Releases. Desktop Enhancements. I just really wanted more of them. And I wanted to be able to change around the realism of the physics engine. One of the things I liked about Superbike still one of the best racing games on the PC was that you could customize everything so much. Beginners could have a chance to actually stay up on the bike while those with more experience and the temperament for it could delve deep into the options for super-realism.
You just can't do that here, and those racers looking for an even slightly realistic experience will be pretty disappointed at the results. The races seem relatively easy even on hard for many of these reasons.
The main one being that it's damn hard to crash. Sure, if you hit a car going or slam into a wall straight on at high speeds, you'll fall over. But most of the time, running into curbs, or sliding on dirt in the speed courses, or turning and hitting a wall which will actually just straighten you out on the track in motocross, will just slow you down, and will barely even do that a lot of the time.
Even in purely arcade games like Motocross or Midtown Madness, I expect more realism than this. I felt like the game permanently affixed training wheels to whatever I happened to be racing on. The only places I crashed often in a run were the stunt and trial courses.
The trial courses because you have to make it across elevated paths made of objects without falling on the ground and the stunt courses, which is mainly because the stunts were so difficult to pull off. I'm not sure what they were thinking when they mapped the controls for this, but actually completing a stunt is more trouble than it's worth and you can't re-map the control of the trick commands.
You can pull things off with your controller, but I found it even more difficult to get things to work than using the keyboard. Talk about sucking the fun out of something Graphically, Moto Racer 3 swings both ways. Well, this is the motorbike game equivalent. Road bikes have always been a staple of Moto Racer, and they are present and correct, enabling you to pilot a slew of vehicles over some detailed tracks.
Any fool can ride round a purpose-built track, but how would you fare in a busy city centre? More to the point, how would you cope in Paris, a city not renowned for its road safety record? MR3 or Mister 3, as the logo has it lets you find out, with a superbly realised Traffic mode.
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