MotoGP 09/10
The doctor is in.
This week I was given the privilege of blasting a brand new Yamaha R1 around the Stowe circuit at Silverstone. Although it was on a cold morning where I couldn't get any heat into the tyres, for those brief 20 minutes of amateur riding I was reminded of all the reasons I love biking.
It's that feeling of smugness as you filter through a quarter-mile queue of traffic. It's that rush of adrenaline as you shift up into second and gun the throttle. It's that split second of contemplation as you brake late, lean in and accelerate smoothly through a well rehearsed apex. The reasons are countless.
But in terms of replicating the riding experience onto a control pad, developers aiming for a simulation experience invariably run into problems. Although cars have a quantifiable number of human-controlled variables used for movement - i.e. steering, clutch, accelerator, brakes, etc. - motorcycles in comparison aren't nearly as easy to replicate through an analogue controller.
I should also stress this is far beyond the subtleties of front and rear braking. Any serious motorcyclist understands the significance of leaning and counter-steering, and how they work on an often subconscious level.
Perhaps this is why I've always taken games like Road Rash over the technically brilliant Tourist Trophy. While controlling throttle, brakes, gears, lean and weight distribution simultaneously may be what biking is about on the road, achieving the same level of aptitude on a pad feels unintuitive and, dare I say it, boring.

Unlike in MotoGP 08 where you choose an arcade, advanced or simulation model, this is now naturally included.
However, as a racing fan I was determined to get on board with MotoGP 08 with a view to bagging James Toseland an unfathomable first year win for Yamaha Tech 3. Unfortunately, I lost interest in a lacklustre game and the real James has now been relegated back to WSBK.
For MotoGP 09/10 it seems Capcom, along with new developer Monumental, has taken the basic template from MotoGP 08 and built an actual game around it. The most noticeable way in which it has achieved this is with the new super-imposed racing line that expands across each of the 17 GP circuits. The line pinpoints the optimum place to brake and accelerate through trickier corners, and if you start to place a better lap time by riding a line that's slightly faster, the on-screen line will adjust itself mid-race to better suit your riding style.
Hardcore racing types may see this nurturing mechanic as being cheap, and Monumental will almost certainly give racing purists the option to turn it off. But for those of us who don't know Le Mans and Assen like the back of our hand, the riding line helps to keep MotoGP fun without straying into arcade racing.

The d-pad is now used for rider actions like fist-pumping at the crowd and jeering angrily at a competitor you've traded paint with.
Because at its heart MotoGP 09/10 seems to be trying to stay more simulation orientated, while giving new players a shot at placing a healthy lap time that won't instantly be ridiculed. Even the control system has been reworked so as to be more intuitive.
The most significant change is the introduction of a new tuck-in control, which replaces the weight-shifting mechanic from the previous game. The new system is simple to understand and easy to implement, as at its basic "tucking in" makes the rider more aerodynamic, allowing for faster acceleration on the straights - while at the same time limiting how quick you can turn.
Its effectiveness is highlighted by the fact I'm only allowed to race in the 125cc division during this hands-on, with tucking-in maxing out the light bikes to around 140mph - about a 20mph increase - on the straight at Mugello.
I'm also given a demonstration of the solid new career mode, which in terms of functionality looks set to vastly improve upon the rushed attempt that was in MotoGP 08. As well as dealing with the actual racing itself, players will now get the opportunity to hire and fire their own engineers, team managers and press officers while aiming for MotoGP glory.
This off-the-track element seems to be more about statistics - and unfortunately it doesn't look like you can level-up the loyal pit-crew who got you through those first races - but it'll be interesting to see how this extra layer adds to the finished game.
The other new mechanic introduced in MotoGP 09/10 is the Rider Reputation system, which anyone who's played Project Gotham will see as a direct rip of the Kudos system. Players are given a point score at the end of each race with positives given for actions like showboating, slipstreaming and overtaking and negatives given for crashing and colliding with other bikes. It seems this score is more than just superficial as a high Rider Reputation will net you better sponsorship deals and contracts with more esteemed racing teams, whereas a lower score will have the opposite effect.
Furthermore your accumulated Rider Reputation points can also be used to upgrade your bike, with areas ranging from the frame to engine and suspension. I'm not sure how exhaustive this process will be, but if Monumental can strike a good balance between risk and reward - especially with pros for showboating - then it could help to keep those mid-season races interesting as you strive to get better upgrades for those final tracks.
Plus, who can resist pulling off a wheelie as you head towards the finish line, with the slight possibility of flipping the bike completely over for a hilarious blunder.

Capcom plans on updating the game with championship content as the 2010 season unfolds. These downloads will be free.
The scope for these kinds of antics will only increase online, as players try and race to their limits without low-siding from aggressive cornering. It also seems Monumental is aiming for something big, because in addition to lobbies and mid-race voice chat it's working to get a maximum of 20 virtual riders hooning around a circuit at once. If it can achieve this with stable netcode, then the online future could be very competitive, with online leaderboards seeing seconds shaved off the lap times till the best possible time is reached.
With MotoGP 09/10 now being very late into development the near-finished product is looking like an improvement upon MotoGP 08 in all areas. Even the graphics are a significant step up with the rider animation looking very authentic and the race tracks now appearing far less static. Each race is also introduced with a skippable start-up scene between the rider and his line crew, which is handled in a strangely opaque colour scheme. Suffice to say that players can also look forward to more professional menu systems and an overall feeling of movement and speed.

MotoGP 09/10 will come with a new Arcade mode that sets players track and bike specific challenges.
But the most poignant thing I get from Monumental's interpretation of the MotoGP licence is of a game that aims towards biking simulation but without losing inventive gameplay elements that make for a fun experience. Playing MotoGP 09/10 may not be 100 per cent like riding a bike, but by not obsessing over perfect physics Monumental seems to be striking a three-way balance between simulation, gaming and accessibility.
If MotoGP 08 was the barebones beta, then MotoGP 09/10 is looking like the finished product, but it remains to be seen whether Milestone can craft the better world-class racing game with SBK X. Either way, this race is far from over.
MotoGP 09/10 is due out for PS3 and Xbox 360 on 12th March.
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Comments (23) Latest comment 2 years ago
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For example my brother, a lifelong biker, switches off the tv and walks away if vale crashes out during a race.
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I'm going to keep my eye on this one! Thanks EG!
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How do the realism options in MotoGP 09/10 compare with those in the SBK series? One thing I really like about SBK is I can tweak it exactly as I like it so it's just challenging enough without binning it on every bend if I so much as think of adjusting the throttle.
WSBK is hardly a relegation! MotoGP is the 'pinnacle' of bike racing in the same way F1 is of car racing (in that it's all about money and can be deathly dull at times). That HUD in the screenshots is ugly as hell, I trust that's because we're still in development? The whole 'reputation' thing to tune your bike worries me a bit.
My money's still on the SBK series at the moment...
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I bet you all feel priveliged to know that.
Ahem!
Er, Friday night then, eh?..
Cool! Ace! Mega!
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An example is camera tilt. I prefer first-person perspective when racing in Forza or GT5
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All I want to know is if it compares at all well to those games.
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It's a damn shame they never followed it up with a current gen version as riding around those bland tracks in MotoGP games can be monotonous compared to the everchanging and recognisable scenery of the Isle of Man.
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I've generally stayed away from bike racing games for the same reason Matt mentions - namely (as a biker myself) there hasn't been a serious simulation that really works because you move a bike with your body mostly, not with the main caontroller i.e the steering in a car. I think that's why arcade bike racers works so well - the control of the bike is assumed to be competant, the rest just comes down to the the route of the track.
Still, I've always got hope that 09/10 will turn out to be great.
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The problem with bike sims is that there is far too much to do for it to be reasonably simulated on a joypad, or indeed any controller beyond one of those full-size arcade machines I mentioned earlier. A car, after all has three pedals, a wheel, and a gear shift. Whereas a bike has two brakes, a clutch, a gear shift and a throttle AND the need to move yourself around on the seat. When I first got SBK08 I figured since I could do all this in real life, I could do it all in the game. WRONG. Even without manual gears, the finger contortions to brake appropriately, shift my weight, corner and maintain tension on the chain were impossible (even though, unlike most console games, Milestone lets you redefine any function to any key!).
This is before even considering how imprecise the triggers are in comparison to a real throttle and brake lever.
The other thing I wonder about is whether any of these games model countersteering. I, for a period with SBK, wondered if it did as I found it far too difficult to turn quickly. Tweaking the setup helped (there's an option to ask the mechanic to do it) but I still note I can't throw it over fast enough sometimes.
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"An example is camera tilt. I prefer first-person perspective when racing in Forza or GT5
You model how a biker turns and lock the camera to the helmet and not the bike of course. Pretty much all motorbike games get this wrong and it blows my mind.
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The great thing about the Climax versions, and possibly Microprose before that (correct me if I'm wrong) was the feeling that you were bombing around balanced on two wheels.
You lose that feeling, and for me, you lose the appeal. This is simply branded up shovelware for kids who want to be Valentino. Nothing wrong with that, just don't expect a great game. I forsee a Eurogamer 6 or 7 maximum.
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will probably get this. graphics are really poor though, awful image quality. but that doesn't really matter.