![]() Graphically, MXGP3 is neither bad, nor revolutionary. With performance customization, I barely noticed a difference in how the bikes changed, most likely due to the fact that the races all feel more or less the same, with barely any variation in track type or how you race your opponents. Had MXGP3 implemented some sort of trick mechanics to open up more forms of competition and events, I could see myself playing until I reached the top tier of gear. Despite the satisfying amount of customization, the career barely held my attention long enough to access all that there was to unlock, and without other game modes to keep the fun going, I saw no reason to finish unlocking/gathering sponsors. The same goes for the bikes, which also allow you to tweak components like the suspension and tires for better performance. You can customize your biker pretty heavily, with just about any color and brand you can think of. There are around 75 real-life sponsors for clothing and parts, so there’s a lot to unlock. Forza is less likely to bore a player because it packs so much content into a single experience, and varies it in a way that is refreshing.Ĭustomization-wise, MXGP3 delivers. What separates other racing sims like Forza from MXGP3 is the sheer amount of tracks and vehicles. If you can stomach the career mode and its repetitive tracks, you’ll work your way up to faster bikes and better looking gear. The locations change, with tracks in different countries, but that really only changes the backgrounds and set dressing. They only vary in length and size, but are more or less the same dirt tracks with the occasional small jump to give the player some air. Racing in the career gets old quick due to the number of tracks, which there are roughly 20 of. I was excited to see the free play compound at first because it seems like you have freedom and can leave the bounds of the race track, but I was saddened to see that leaving the track resulted in collision with an invisible wall and death, despite hills and environment beyond the track itself. You can set up a championship against AI, or race against other players online, but the only sort of free play mode present allows you to solo race around a compound. ![]() Aside from from the career mode, there’s little to do. The player is given generic choices of an avatar, and a beginning sponsor, and then is thrust into a menu full of events and races that can be selected to attempt to gain XP and money for new gear. MXGP3 takes the same racing sim structure as games like Ride 2 and what arguably popularized said structure the Forza series. In no way is it the worst game ever, and while it may not be as exciting as another form of motocross game, it is objectively not horrible. MXGP3 may be a “simulator” instead of an arcadey romp around ramp-laden landscapes, but it still has to be fun. MXGP3 proves to be considerably less exciting than games that predate it by nearly 12 years. If the motocross games of 2005 held my attention as long as they had, surely this modern game would as well, right? Wrong. The idea of MXGP3 ’s setting/premise excites me: a modern motocross game with gorgeous graphics and a more updated controls or physics. ![]() I could enter a free play mode and trick/race as I saw fit, double-backflipping to one helluva soundtrack. ATV Unleashed was king of my childhood motor-sport fantasies, allowing me to race, enter trick competitions, and even drive ATVs, planes, buggies, and mini bikes. Some of my favorite games as a young child growing up with a Playstation 2 were motocross games. MonsterVine was provided with a copy for reviewing purposes As the third game in the series, this is the culmination of previous titles in the series, and an attempted love letter to super fans, but not one that woos all that much. MXGP3 is a motocross simulator that challenges players to race with precision and speed to become master of the track.
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