An intense racing atmosphere hides
behind controls that demand your full
attention and patience. Once mastered
though, fantastic track design tips the
scales from ‘good’ to ‘great’.
SCORE
05/JUN/06
CLICK ON A THUMBNAIL TO PREVIEW
Y’know, people say that
motorbike racing in
videogames is a niche concept,
appealing only to the miniscule section
of the market that’s already fans of
whatever championship or brand is
licensed. Said people are clearly fools,
missing out on material far more suited
to the videogame form than your
regular automobile action through
blind prejudice alone. More often than
not, two-wheeled competition quickly
becomes gaming’s Dr. Pepper once the
initial handling shock is overcome, due
to rocket-like acceleration (and therefore
instant race intensity) and the fact that
you can’t just go batting everyone else
off the track to assume pole position.
Although the game is really only
a slight refinement of its predecessor
(MotoGP 3: Ultimate Racing Technology
for the original Xbox), there’s still plenty
for race fans to get their teeth into here.
Once again, proceedings are split down
the middle into two distinct modes
entitled ‘Grand Prix’ and ‘Extreme’.
The former offers players the chance
to re-enact the 2005 or 2006 seasons
of MotoGP from the comfort of their
own living rooms. All the usual suspects
are here: the full 17-track roster,
the ability to prepare the nuts and
bolts of your bike for each successive
race, the full set of sponsors’ logos
plastered to every available surface
- you know the drill. The latter game
mode, however, offers a conciliatory
hand to those who think that all the
tinkering involved in modern-day
racing is part of the problem, rather
than part of the solution. It does this
through the inclusion of an additional
17-tracks inspired by notable urban
and countryside areas of MotoGP host
countries, as well as a few randoms.
These discard the tight, technical
sections of the officially licensed tracks
in favour of blistering speed, large
sudden elevation changes and the kind
of scenery that makes you remember
those old Rise Of The Robots renders
and laugh yourself silly. Truly gorgeous
stuff. Burning through the lush Low
Country course, you’ll swear you’re
stepping into a time machine, taking
a glimpse at how OutRun 2006’s Tulip
Garden will look in HD, staring agog
at its lush greenery, babbling brooks
and really quite unnecessary amount of
windmills. The Malay course is also quite
stunning – when assuming the camera
position directly behind (but furthest
away from) your rider, a misplaced blink
will have you thinking the whole thing’s
a long, helicopter shot from Apocalypse
Now or Platoon. Some of the vegetation
quite simply looks good enough to eat.
It’s largely the same story on the urban
front, too. Tokyo’s skyline, permeated
by glass shards hundreds of feet tall
and road networks that resemble the
wires behind our telly at one end and
pagodas inside beautifully cultivated
gardens at the other, showcase just how
well Climax has caricatured each country
within just a couple of miles of track. All
of this detail, of course, just heightens
the sense of speed the game already
had in spades. A slight cautionary word
must be spoken about the few tracks
surrounded more closely by buildings of
various sorts, however. Here, it becomes
painfully apparent that the architecture,
in fact, isn’t modelled to the inch (as it
appears from a distance), but has simply
had higher resolution textures applied
to quite simplistic boxes. Buildings
hundreds of years old in real life remain
unweathered and square, windows
look simply painted onto side walls – in
short, everything’s a bit flat from close
range. Not a huge problem when you’re
burning rubber at a thousand miles an
hour, but it’s certainly a worrying tick in
the ‘cynical update’ box, nonetheless.
In each of the two gameplay modes,
seasons are played out against a roster
of superstars, either fictional or real,
with experience credits handed out for
good race performance. These can then
be spent on increasing your stats in four
key areas: cornering, braking top speed
and acceleration. Before qualifying and
taking part in each race, a handful of
credit-scoring challenges can also be
attempted, which are usually shortlength
time trials or exercises in staying
close on the tail of your rivals. Fairly
yawn-tastic, but there’s no reason they
can’t simply be ignored. Completists
however, might wish to indulge in them
in order to improve their seeding, a
player-specific stat constantly updated
based upon how many experience credits
have been earned, which is then used to
match players of roughly equal ability in
(potentially 16-player) Xbox Live races.
Thrilling stuff, indeed.
All this talk of arcade thrills is not to
say that there isn’t ample opportunity
for a technical or creative genius to
enjoy themselves. Extreme mode
championship races earn the usual
surfeit of virtual dollars that can then
be spent on a number of upgrades to
your fantasy bikes. Ultimately offering
quite an appreciable increase in your
bike’s performance, these are structured
in three stages to prevent the greatest
power falling into novice hands, requiring
the first two levels to be bought before
the final one can be accessed. As ever,
the overall structure’s pretty simple, with
only a handful of variables, including
brake composition and weight reduction
treatment – it’s certainly more about
refinement than requirement. Adding
to the performance side of things is a
simplistic but satisfying livery editor,
offering the chance to show your creative
skills to the entire world. This includes
a number of preset helmet, bike and
leather designs to those who wouldn’t
just prefer the whole shebang to be
kitted out in one colour. There's also the
opportunity to design a tasteful logo to
plaster over your machine and costume,
built from an ample amount of preexisting
emblem templates. Again, we’re
not talking about an encyclopedic level
of depth here, but it’s a welcome extra.
Extreme mode’s nod towards arcade fun
is a necessary one due to the absolutely
punishing (and sim-orientated) nature
of the handling. Setting aside how the
controls are physically assigned to the
pad, the first few hours of play are
almost invariably spent making steering
error after steering error – it’s a feeling
not unlike trying to find your sea legs on
a ferry crossing. It’s not that you need
to brake ridiculously early, or even that
your analogue stick movement needs
to be all that precise, it’s just that once
you begin to turn even an inch in either
direction you’ve committed yourself,
with an inevitable trip to the gravel
trap as your reward for bad judgment.
Therefore, each race is a somewhat
tense affair demanding careful thought
as to just how much you want to gain
that fraction of a second on the guy in
front when there’s so much to lose if you
make a mistake. In time, though, you’ll
come to realise that behind the realistic
veneer lies a control mechanic that
actually shares quite a bit with the likes
of OutRun, in as far as there are only
two types of turn – ones that you must
take at full-pelt and ones that you'll need
to brake quite significantly for – and
after that it’s simply a case of perfecting
your timing. Eventually then, all the hard
work you’ll have put in will be rewarded
by a lap where your tyres never leave
the asphalt, and from there, you’ll never
look back.
Sadly though, this perfect balance
is thrown out a little by the great
frequency with which ‘accidental’
collisions occur. In the heat of battle,
no competitor is ever willing to give
an inch to accommodate someone
straying from the racing line, so you’ll
often overtake an AI opponent at a
corner only to see their natural line out
of the bend go straight through your
back wheel. Strangely, your opponents
seem always to suffer the least from
such collisions, which only serves to
frustrate further. However, the nature
of two-wheeled racing means every
inch of track is a possible passing place,
so dusting yourself off and carrying
on always seems the best (and most
enjoyable) option. There’s a few seconds
of invincibility after crashing this time
around, where last time you were placed
right in front of oncoming traffic, giving
you at least a fair chance.
Ultimately what matters in a game
such as this is the sense of speed
created, and a fair control mechanic
that rewards sustained effort with
some kind of noticeable improvement
in performance. To calm any worries,
MotoGP URT ’06 delivers the former by
the pantload (even outside of the frankly
terrifying cockpit viewpoint), whilst the
random crashes, in the end, do very little
to damage the latter, so all’s well there.
Although some of the scenery can be
a bit bland, you’re never looking at one
part of it long enough to care – though
the display can jerk, now and then, on
1080i. Such technical arguments pale
into insignificance when you actually
play however, as you become utterly
convinced you’re clinging for dear life
onto some wild, petroleum-guzzling
beast. And isn’t that, dear reader, what
matters most?
Imagine Publishing Ltd, Richmond House, 33 Richmond Hill, Bournemouth, Dorset, BH2 6EZ
Registered company 5374037 (England) : VAT No 864 6042 18
Directors: Damian Butt, Steven Boyd, Mark Kendrick, Alistair Ramsay, Harry Dhand, Andrew Hartley, Sam Watkinson