Today, finding a decent motorcycle simulator that will surprise you with something new is very difficult.
There used to be a Moto Racer series that offered players a lot of interesting modes - racing on public roads or speed events, and even a trial - passing a very difficult track with artificial obstacles. However, due to an unfortunate set of circumstances, the series was closed, leaving the market literally naked. From that moment on, motorcycle simulators actually degenerated - only MotoGp and SDK remained in the industry.
No one says that MotoGp is a bad game, but this is a classic racing simulator, and in this kind of genre, you see, there is little room for imagination. Think for yourself, are motorcycle simulators really only track disciplines? No. And track simulators, it is logical to assume, cannot contain any underground, night races around the city, trial, cross-country, motoball. In most cases, the only difference between the new MotoGp and the old one is the new tracks, bikes and improved graphics. Everyone.
Let's take a closer look at MotoGp 10. The physics here is clearly standard - there are no new chips. All, or almost all,tied to a standard joke - you press the button, after which the rider hides behind the windshield of the motorcycle. Quite realistic - such an action improves the aerodynamic streamlining, the simulation looks good. But when such a feint is the only thing that adds variety to the game, it is no longer interesting at all. To understand what the s alt is, let's draw parallels. What if in any racing simulator, the developers built the entire gameplay around the nitro boost? Game concept: if you want to accelerate - press the button, if you don't want - don't press! In simple words, the idea has become obsolete - motorcycle simulators are not only nitra.
Let's move on. Handling of the motorcycle. Motorcycle simulators often suffer due to the specificity of motorcycle technology. This is not for you to drive on four wheels - knowledge is needed here. After all, even the calmest two-wheeled "iron horses" are all as one skittish and do not forgive liberties. Therefore, it is very difficult to maintain a balance in this genre - you need to make the game easy so that the player does not leave, and difficult in order to convey all the subtleties of control and not earn the glory of a game developer for children. So it turns out that in most cases, a motorcycle simulator turns into either a train simulator, where the grip is like Moment glue, or a malicious, ruthless life simulation that cannot be played without studying at a motorcycle school in Italy's Monza.
In the case of MotoGp 10/11, we are dealing with the first option - in bundles, the pilot entouragely falls on one side, then on the other, but the motorcycle itself behaves calmly - neither you roll to the left, norto the right. Just like a haughty English lady. This manner of management reflects badly on the realism of the project. In addition, making the racer fall is quite difficult - the grip in this simulator is clearly arcade.
Speaking about the schedule of the project, we can mention a couple of positive moments, but even here there was a fly in the ointment. Everything looks good, but at the same time poor. The textures here are on the level, but the animation of the racer suffers. The weather effects are nice and fit, but they forgot to turn on the spray from under the wheels, not to mention the features of driving a motorcycle in the rain. In general, the diagnosis is as follows: they danced, danced, but did not bow.