MXGP 3 test: another episode that pedals in semolina

MXGP 3 test: another episode that pedals in semolinaWhile a plethora of games offered to go crazy in the mud on the handlebars of various two or four-wheeled machines, the offer suddenly dried up, leaving the field open to MXGP, the official series of the world championship of motocross. Like any monopoly, this one does not invite innovation, risk-taking, or even large investments, which has severely and negatively impacted previous opuses. With MXGP 3, Milestone has gone back on the attack, swapping its age-old EmotionFX engine for the newer Unreal Engine 4. Epic Games' proven engine has prompted the developers to sell us MXGP 3 as a future graphic bomb, with finally up-to-date visual rendering and a great terrain deformation system. Introduced in the previous opus, the dynamic terrain system had not really convinced, the ruts always appearing in the same place, regardless of the trajectories. It is therefore with shining eyes and racing hearts that we embarked on this MXGP 3. From the first moments, we realize that the game has not really been transformed. The menus are identical, and the offer seems not to have changed one iota. We find of course the classic modes, while rejoicing to have a content always so provided. Career Mode, Multiplayer, Quick Race, MxON Motocross Nations, and Single Championship are present. All that's missing is the AMA championship, which allows us to drive in stadiums. A choice that makes sense in Europe where no one really follows this competition, but which will perhaps disappoint fans across the Atlantic.



 

MECHANICAL THUNDER

 

MXGP 3 test: another episode that pedals in semolinaAs always, the career makes us embody a young wolf freshly landed in MXGP2 and who sets out to conquer world titles. The system is also taken from the previous episode, with minimal customization (name of the pilot, the team, nothing more), which is not necessarily prohibitive because we do not see any face of pilot of all game, each of them hidden behind their helmets and glasses. The first big novelty is discovered when choosing your mount, the choice being given between several brands (Honda, Suzuki, Kawasaki, Husqvarna, Yamaha, KTM) but also between several displacements. For the MXGP2, we will thus be entitled to a 250cc 4-stroke or a 125cc 2-stroke, while the MXGP offers 450cc 4T or 250cc 2T. As in real life, we will therefore be free to be able to drive 2-stroke engines, in accordance with the regulations, even if no pro is currently riding in 2T. Another good news for customization fans, MXGP 3 offers even more possibilities to adapt its pilot and its bike than the previous opus. We will therefore be able to transfigure the aesthetics of the bike with many licensed parts (Renthal handlebars, UFO grips, Thor handguards, etc.), that of the pilot (helmets from Shoei or Arai, UFO and Fox Racing jerseys, goggles Scott and Oakley, Alpinestars boots, etc.) and improve the performance of the motorcycle. On this last point, we still have many parts with exhaust (Akrapovic, Arrow, Yoshimura, Termignoni, etc.), suspensions (WP, Showa, Öhlins), rims (Alpina, DID), brakes (Breambo, Galfer) and tires (Michelin, Pirelli, Dunlop, Metzeler), but whose overall impact remains fairly measured. Once our motorcycle is fully equipped, we gain seconds per lap, but we remain far from the monster that we could create in MXGP 2.



 

RACING ENGINE

 

MXGP 3 test: another episode that pedals in semolinaLuckily, no need for monsters in this new game because the AI ​​has been completely overhauled, which has transformed its temperament quite radically. While we were dealing with a pack of real bloodthirsty criminals ready to bring down the player and run over him at the first opportunity, the competitors are now much more human. Falling as easily as the player, the AI ​​even makes piloting errors and has an almost convincing behavior. Alas, there are always oddities left, like this guy who lands rearwheel on a competitor's head and nothing happens. Another disappointment, of size this one: the Unreal Engine 4 does not really offer the expected rendering. On a PC with all the options at the bottom, MXGP 3 is simply ugly, to the point that it's hard to discern the differences with the previous opus. Very average textures, total absence of particles (no dust, not even dirt raised by the bike), the list of deficiencies is as long as your arm, especially when you pay attention to the public made up of a few cloned models or when you observes the still hideous Monster Babe who signs off at the start. The only good point of this new engine lies in the dynamic terrain system. The latter has really evolved compared to MXGP 2, and the appearance of ruts is now much more dynamic. By dint of passages, we even managed to dig real trenches in certain places located outside the trajectories of the pack. Maneuverability level, no change either, the game opting for an à la carte approach that rewards risk taking. The more you deactivate the aids, the higher the reward will be, knowing that even the "pro" settings are quite arcade and very affordable.



 

On a PC with all the options at the bottom, MXGP3 is simply ugly, to the point that it's hard to discern the differences with the previous opus.

 

MXGP 3 test: another episode that pedals in semolinaThe arrival of 2-stroke machines is significant, especially since the riding differs quite a bit from 4-stroke motorcycles. As in real life, these engines have no torque at low revs, which will seriously penalize the pilot on starts. Since you can't manage the clutch, it's impossible to make quick starts. Too bad for the "Holeshot" especially since they grant a small credit bonus at the end of the race. Unfortunately, we don't feel either the angry side of this engine, nor the catapult effect when the intake butterflies open wide when approaching the red zone. Finally, apart from the noise of moped screaming to death, these motorcycles have no interest in buying. 4-strokes are much more torquey regardless of the range of use, and therefore infinitely more efficient, especially when relaunching out of corners. An obvious waste, especially since these lower displacement motorcycles are also supposed to shine with their greater maneuverability, the reduced weight of the engine helping. None of that is in the game, and it will be just as easy to handle a 4-stroke as a 2-stroke. An observation that is made on the ground and even in the air, where the maneuverability of the machines is simply abused. You can replace the bike without worry in full flight, while the pilot cashes the most violent impacts without flinching. Just like in MXGP 2, the whips and other scrubs have absolutely no interest except aesthetics, and unnecessary risk-taking. No matter how hard we tried to send scrubs over all the bumps, the altitude taken during the jumps did not vary one bit. Too bad, especially for a figure whose main objective is to avoid spending time in the air and therefore without being able to accelerate.



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