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Youre in heated battle in the final throws of a Moto GP race, and there
are just two more corners to go until the chequered flag is in sight. Another
bend is approaching; you watch for the marker, get on the brakes, knock down the
gears, hang off the bike and tip it in, hit the apex and gas it. That one was
easy and the last is in view, but missing the braking point makes you clip the
grass and it gives Biaggi the chance to slip down the inside, taking advantage
of the error. You try to get on the gas in his slipstream but its too late
and the finish line is crossed. Youll have to settle for second place this
race.
Is it time for another go then? THQ certainly thought as much, and have released
a sequel to the often-overlooked Xbox original in the form of Moto GP 2. The
original was of a very high standard, so making improvements was always going
to be a difficult task. Whilst a few niggles present in the original title are
still on the starting grid here, improvements have certainly been achieved.
Like Moto GP 3 on PS2, Moto GP 2 is based on the 2002 racing season, covering
the 16 circuits (up from the previous 10) and 22 riders who competed that year.
The season saw changes made to the bikes that allowed 980cc four stroke engines
to compete with, and largely dominate, the previous seasons 500cc 2-stroke
machines. What this means for the gamer is a greater selection of metal and
tarmac to race on.
Booting the game leads you to the sign-in screen, prompting you for your Live
persona; this is to help the online integration of the game. Should you not
have one, you can sign in as a single player, and from here you have the choice
to either go multiplayer or start the solo action, and this is where the review
will concentrate.
Most of the game modes from the previous game have made it back into the sequel
(time trial, quick race and career mode; which includes season championship
and training challenges), with the notable exception of the arcade championship.
In its place is the all-new stunt challenge racing. For the duration of a single
lap of your chosen track, youre required to perform wheelies, burnouts,
power slides, donuts and endos (a term THQ still havent got right, theyre
called stoppies, dammit!) that earn you rather a lot of points - not to be confused
with career mode rewards.
Youre also awarded points for overtaking other riders or knocking them
off their mounts, completing sections of the track without leaving the grey
stuff, and your overall finishing position. The points you accumulate on each
circuit lead eventually to the unlocking of the fast boys, including (for a
cool million) the Doctor himself: Rossi. Sound easy? You can just do a burnout
for the entire length of the circuit right? Wrong. A strict time limit is imposed,
meaning as well as performing tricky stunts, youve got to get a shifty
on too.
For the time trial and quick races, the number of available circuits is initially
limited to the first three of the championship; progressing through the career
or stunt modes gives you access the others. Quick lap times in time trial (note
- quick means blistering) will see you unlocking reversed, mirrored and reverse
mirrored tracks, eventually giving you sixty odd circuits to play with.
The format of the challenges is a little different from the earlier game, being
held against each of the tracks that form the championship season (ergo, there
are more of them). These cover various areas, such as using the correct racing
line, following the leader or course slaloms, some of which are particularly
tricky. Each completed challenge gives you a point to add to one of your rider
skills (cornering, braking, top speed and acceleration). Points are also award
against your finishing position in the championships races, the value of which
increases the higher the skill level you are playing on. The more points you
have against a skill, the better you are as a rider.
A splendid extra accompanies race victories in the career mode, namely the
unlocking of real highlights of the GP from the same track. This is no lightweight
extra, as the videos cover start grid to post-race interviews, lasting a good
five minutes each. Other great Easter eggs are hidden away in the game, such
as the ability to change the scream of the bikes to the scream of kids pretending
to be bikes. If youve ever seen the intro to the sublime 70s motorcycle
film On Any Sunday, youll know exactly what this sounds like.
There are plenty of other unlockable features for you to find, which wont
be spoiled for you here.
To be very picky, race victory will see your rider celebrate by pulling wheelies,
performing burnouts and standing up on the bike raising his hands in the air
as the bike accelerates up the track, brakes into the first corner and dives
round it. Fantastic: cruise control on a GP bike! Okay, so this is a very minor
glitch, but for an aficionado it is an irritating one - a motorcycle simply
cannot accelerate or corner without the riders hands on the bars.
Of greater irritation is the way you are penalised for going off the circuit
during season mode, whether this is in qualifying or the race proper. The feature
has been introduced to stop riders taking shortcuts when playing online, a noble
aim, sadly poorly implemented. In real GP racing a rider will be punished with
a stop-go penalty if a short cut gives an advantage. In Moto GP 2, the length
for which you depart the tarmac is added to your lap time, regardless of whether
it gives you an advantage or not. This can mean being penalised twice for a
mistake, or hardly penalised at all for blatant chicane crossing cheating, so
long as you manage to keep the speed up.
Enhancements have been made to the aural experience; the different styles of
bikes have different exhaust notes, and the crashes that tinkled in the first
now crunch in a youre not going to walk away from this one
scraping racket. They look painfully realistic too. Tunes-wise, the same generic
rock tracks tease the eardrums and once again youre given the ripped music
option should these not appeal.
Rider and bike animation is quite simply superb. Chain and suspension components
can be seen working on the bike, your rider clicks the gear shifter as you move
up and down the box, and angrily shakes his fist at your competitors if you
scrape fairings. Wet racing is very well implemented; you almost believe youre
getting a soaking from the huge sprays caused by the wet weather tyres on your
opponents machines, and unlike a certain other Moto GP series, it is not
impossible to race in.
The mechanism for controlling the bike remains the same, mainly because it
didnt need to be changed. As before the left stick controls the riders
position on the bike, and the right stick the acceleration and braking. For
the enthusiast, the superbly executed separate front/rear braking system controlled
with the right and left triggers is present and correct. It is well worth the
effort of learning to use this properly.
The handling of the bike can be tweaked with the newly included setup options.
Alterations can be made to transmission ratios, tyre compound choice, front
and rear suspension firmness, and wheelbase length. Changes made here are noticeable
when riding, particularly those made to wheelbase length. Just as would be expected
in the real world, shortening this attribute results in a bike that turns-in
much faster, with the compromise of some stability. Its still not nearly
enough though. Moto GP 3 should include fuel loads and mappings, ride height,
compression and rebound damping for the shocks, changeable wheel sizes and replaceable
front and rear sprocket sets (please).
AI, which was criticised by some gamers last time, has been improved a little.
You can still find yourself being taken out by a rider slamming into the side
of you, especially with the simulation percentage turned up high (or fall
off easier percentage as it should be titled - it appears to have little
other effect). This is a bit frustrating, as you normally come off worse though,
overall, AI racers are challenging rather than annoying.
There are aspects that simply arent realistic, such as the motorcycle
whipping round 180 degrees rather than high-siding when you give it too much
gas. You never feel like youre being cosseted by the game mechanics though,
as the balance between simulation and arcade is well judged; of all the motorcycle
racing games around, this series on the Xbox gives you the greatest impression
that this is how you would actually ride a bike, and gives the title a great
deal of appeal.
Overall, the improvements are marginal from the first Moto GP game; at least,
from a single player point of view, its clear that the emphasis for this
game was put into the online aspect and integration with Live. Thats not
to say it isnt an accomplished single player racing game: it is the cream
of the paddock, but the refinements over the original need to be considered
if youre buying this game purely for solo play.
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