I inevitably hit some hiccups, as sometimes I'd hit my rear brake when I should've hit my front brake, but I found the learning curve quite fun to overcome. I was left wishing that there were some playable tutorials that would go over these advanced maneuvers (such as changing your rider's weight with the right stick) since they determine the difference between a good and bad finish.Įventually, with enough practice (and plenty of 10th place finishes), I came to grips with the controls to where I was consistently finding success. Part of this can be attributed to the game only having a series of short video tutorials, which touch on some advanced tactics, but not enough to where I felt like I knew them by the time I finished watching. It's a good thing that 'MXGP 2' allows new players to use the rewind feature since I experienced a pretty sizable learning curve while playing. Since I had no get out of jail free cards, I ended up coming in fourth place that race and ended up coming in second overall. After winning the first race and leading every lap of the second, I ended up crashing on the last turn. During one of my early races, where I was still learning the idiosyncrasies of staying on my bike, I had used all six of my rewinds (similar to 'Forza' players can rewind time when they make a mistake so their whole race isn't ruined) early on. This same drama definitely transfers over to a virtual version. Since the margin of error is so slim, it adds a lot of tension to each race. The winner being whoever earned the most points in the two competitions, which means that someone who didn't win either individual contest can actually come away the victor. Races are generally short, but each track is ran twice during a championship. Unlike a NASCAR race, which is a test of endurance over hundreds of laps, motocross is more about consistency. The biggest difference between 'MXGP 2' and other racing games is that motocross races are formatted uniquely.
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