|
IS
MOTOCROSS SUPPOSED TO BE THIS BORING?
MX
SUPERFLY
Written By Shaun McCracken
In some genres on the Gamecube, we miss out. Such as racing sims,
flight combat games and a well-known drought of some good RPGs. But for
some reason, we of quite well with the selection of motcross games.
Kind of a mystifying fact, but one I can't quibble much over. Perhaps
that's because I live out in Lake Elsinore, which is kind of one of the
hotbeds of this sport. I lived in Menifee for a few years (which is
about 15 minutes from where I live now), and even went to high school
and college there. It's not much of a town, but it was a course offered
in Freekstyle. So in Riverside County, motocross is pretty big. And
this is one genre we may be picky with. We've been offered a slew of
Motocross games, from the crappy McGrath, to the fun but highly
difficult Freekstyle. MX Superfly is a little different from those
games. Instead of quick-paced action like Freekstyle, MX Superfly is a
little more toned down, and favors a more in-depth experience. But does
that make it better? Not really, since MX Superfly just didn't feel as
fun to play as Freekstyle. It may gel with other MX fans, but I liked
the fast-paced racing of Freekstyle, plus it had more character.
The options and courses offered in MXS are very different from
Freekstyle. No over the top courses, or ones that take three and a half
minutes to complete. No exciteable (or even sexy) riders, and no one
really shows personallity. Here, your largest part of the game has you
going through a series of events and challenges to build enough cash
for new events and extras you may need. Getting to the goal amount
takes some time, as you may not place in first every time, and may have
to repeat some events. In a way, it kind of seems like Gran Turismo.
Except you're limited to certain events, and you need to unlock your
upgrades. Kind of a bonehead idea, but not nearly as stupid as the need
to unlock your settings in Vanishing Point. Also, you can't really buy
parts. Once something new is available, you can just exchange the old
for new. But how can you tell that this is upgrading your performance?
There's no meter or graph comparing your previous performance with the
performance your new parts can deliver.
Let's talk about the courses. Unlike the loosley consturcted cities of
Freekstyle (shall we say, ostentatious), MXS provides real-life courses
such as Washdougal and the Loretta Lynn park. There are also stadium
courses as well, which make this seem more like an in-depth competiton
mode. But the way the game flows, it's just too boring. It was fun at
first, but the rate of speed you travel feels so much less here. Also,
when you hit the jumps, you seem to be floating in the air, with a
reduced feeling of gravity as opposed to what it would be in real life.
Freekstyle, despite the arcade feel, actually had a little more feeling
of gravity. Another problem I have is with the lighting. It was way too
dark on my TV. I know I have a crappy TV (maybe you don't), but even
when I used a different TV, it still seemed pretty dark. This is a
problem when you try to turn, and you can't see the walls or the
boundaries. I've lost quite a few times because of this. Also, if you
go off course, you bail. Why not tell you to go back on course? Why
would somebody just suddenly "pass out" because they were out of
bounds? Is somebody there firing off tranquilizer darts?
Aside from the fairly big career mode, there are some other modes that
make up this game. There's a frestyle mode, a mode for special
objectives and a single race mode. Oh, and there's the stunt course
editor. The freestyle mode is adequate, but not remotely as fun as
Freekstyle's. There are not as many tricks to pull, and the courses are
not a fun-filled playground. Also, I had a hard time trying to pull off
tricks in this game. You either don't get what you want in terms of a
trick, or the function just doesn't happen at all. The special stages
offered range from delivering pizzas, to getting the highest possible
jump and delivering gas to stranded motorcyclists. It's an interesting
additive, but not very compelling. It's a seperate entity, and really
could do less with the meat of the game. More or less, they're party
games. Finally, we have the stunt course editor. One of the most
confusing and worthless editors ever offered in a video game. The
editor in Moto Racer 2 was easier to manage than this. Here, you're
presented with an akward view to place objects, an akward camera and a
high level of frustration. I never went back to this after my first
attempt. I usually like course/park editors, but this really put me
off.
Graphically, this game goes in many directions. The framerate is at a
solid 30, but feels much slower compared to Freekstyle. I think that
has less to do with the framerate, and more with the sense of speed.
The game features bump-mapping, but when you're standing still, it's
unnoticeable. It only seems to occur when you're in motion. The courses
look fairly good, but there's that issue with the lighting. I feel that
the game is too dark. The player models all look alike and really have
no character. This game uses Renderware, which has been put to great
use by Criterion (who also created the software) in Burnout and Burnout
2. Why is it that any other company besides Criterion cannot make as
good of use of the software as they can? The only company who did put
some good use to it was Midway, for MK: Deadly Alliance, and Rockstar
for GTA 3.
The sound is pretty uncompelling. The music roster is pretty weak, with
no real noticeable talent. And that "Superfly" song really irritated
me. I have not been so irritated by one song since "Super Bon-Bon" in
Gran Turismo 2. The voice overs are pedestrian at best, and the sound
effects are repetitive and hum-drum.
MX Superfly may appeal to those looking for an in-depth motocross
experience. Somehow, this game didn't do it for me. It felt like it had
a slow pace, a lackluster presentation (it has god-awful menus), a
poorly implemented upgrade system, and a total lack of charatcer. Even
though it has more courses than Freekstyle, and the AI is a little more
fair, Freekstyle was just a more exciting and enjoyable product. I was
hoping to get more gameplay out of this than I did, but I guess thats'
the way things work out. This game may work out for some, but I wasn't
too compelled by it.
.
.
|
Published
By :
THQ
Developed
By:
PACIFIC
POWER AND LIGHT
Year Published :
2002
Players :
1-2
ESRB Rating:
EVERYONE
OVERALL
SCORE
6.7
VISUALS |
7.5 |
AUDIO |
7.0 |
GAMEPLAY |
6.9 |
REPLAY
VALUE |
6.0 |
INNOVATION |
6.5 |
This game feels so slow and medicore compared to what else is out
there, that it's hardly worth the time playing.
Acclaim's
terrible MX games
ATV
Offroad Fury 1, 2, 3
MX Unleashed
Freekstyle
MTX Mototrax
|