Tuned and Tweaked- MotoGP 10/11 Review

As the Forza, Gran Turismo, and Need For Speed: Shift franchises struggle for domination in the auto racing arena, Capcom’s MotoGP has been enjoying its unchallenged status at the de-facto motorbike simulation. With an output of seven console iterations within a span of eight years, the series is undeniably prolific- yet remains in the shadow cast by its four-wheeled brethren. While latest entry MotoGP 10/11 isn’t likely to instigate a mass exodus from the car racing realm, the title’s balancing of verisimilitude with player assists is certainly admirable; expect to devote a healthy amount of time mastering these bikes.

Capturing the thrill of throttling through a S-shaped curve at breakneck speeds, with a knee gliding a few inches above the tarmac, isn’t easy to express to couch-confined gamers. Skittish bikes might articulate the sensation of peril, but wiping out every few minutes isn’t neither a satisfying nor realistic recreation of the professional racing world. Surrendering a sense of corporal threat, MotoGP focuses on the nuances of handling a 600cc crotch rocket, despite the occasional grimace-inducing crash.

As such, managing front and rear brakes, body position, and avoiding contact with the twenty other careening riders in event races, requires a bit of determination. Initially, simply following the optional racing line can be difficult, as each corner requires a meticulous calculation of speed, inertia, and trajectory. Even with the game’s copious amount of assists, it’s easy for novices to come rocketing out of a straightaway, hurtling over the chicane. Yet once players adapt to MotoGP‘s handling, the game reveals enough complexity to keep the pickiest petrol-head absorbed. Admittedly, it took an hour before I stopped seeing the game’s tracks as auto racing circuits, and began distinguishing the sections which would accommodate a bike’s wider turning radius. With time, MotoGP‘s motorcycles fell under my control, completing clean laps and passing competitors instinctively. Gradually, the assists starting coming off, as I become acclimated to MotoGP’s fullest level of simulation, which demands total concentration from players. Even pausing to answer the phone can transport players out of the zone; thankfully, developer Monumental Games included the ability to rewind time during the title’s campaign.

Plotting your dominance in MotoGP 10/11‘s career mode involves establishing your team name, colors, and rider. Beyond the actual weekend races, the campaign tasks players with attracting sponsors, and managing a front office- hiring and firing engineers, mechanics and PR reps. The mode is a solid complement to the title’s track-based competitions, and could bring together the sport’s enthusiasts, especially since a co-operative teammate can share in the responsibilities. While unavailable at launch, the game also promised to deliver a plethora of free downloadable content, designed to recreate the 2011 MotoGP season.

While last year’s game was no visual slouch, a number of graphical tweaks have been made to GP 10/11. From overhauling the title’s interface and load screens to dramatizing the racing environments, the game compares favorably to its competitors. Most noticeable is the game’s signature effect- delivered when players are racing full-throttle down straightaways. With simulated windshake and hue desaturation, the game does its best to convey the sensation of straddling a rocket capable of hitting 217 mph. Less obvious is the lighting hailing from a radiant midday sun or menace conveyed through ominous cumulonimbus clouds. Regretfully, the game’s framerate can infrequently weaver. Although minor, these slight performance hiccups are capable of breaking a racer’s requisite concentration.

MotoGP 10/11 represents the long-running franchise striking a balance between stiff simulation and beginner-friendly vapidity. With an accurate physics model bolstered by a comprehensive selection of riding aids, the title has the capacity to charm players willing to commit to the game’s lengthy learning curve. So long as players know the difference between a Ducati and a Derbi, MotoGP delivers.

About Robert Allen

Since being a toddler, Robert Allen has been immersed in video games, anime, and tokusatsu. Currently, his days are spent teaching at two southern California colleges. But his evenings and weekends are filled with STGs, RPGs, and action titles and well at writing for Tech-Gaming since 2007.

25 comments

  1. I remember playing the old XBox version of MotoGP back in the day. They were pretty fun. Might try to hunt this on the cheap.

  2. Crucifix powerbomb

    As racers go, this is pretty fun. But there is a competitor Deagle- the SBK games. I think Tommo and Southpeak put them out.

  3. No video review for this one?!? I would have liked to see it in action.

  4. if there’s a god, there will be another Road Rash game before I die.

  5. I bought this last year and the braking was insane, you could stop so easily. Did they fix that this year?

  6. looks a little blurry- they do that to simulate motion, I know. But can you turn it off. It tends to make me sick.

  7. This game is a pretty hardcore sim with almost nothing in common with RoadRash, FYI

  8. Can you use your own soundtracks with the game? Please answer, because I’ll start putting some music to race to together.

  9. So this has all the tracks and riders, or did they skimp?

    Man, I wish codies would make a bike game!

  10. Neither are very good. But you can get them for $15-$20 bucks at Gamestop, Wal-mart, etc.

  11. sounds cool, but do they really have to make a new game every year? Cant they just add more content to make the GP 12 circuits?

  12. No Country for Old Gamers

    thanks for the review, Deagle. You’re on fire this month!

  13. Is there a demo for this one? I’d like to ‘test drive’ it first. Otherwise, I might just get last year’s game and save myself $40.

  14. 2 wheels are better than 4!

    Thanks for the review

  15. As a real life rider, I get the MotoGP series every year. Cant wait to play this one.

  16. So the top speed in 217 MPH for these bikes? Wow, that crazy. When I’m going 70 on my motorcycle it feels like 150 mph.

  17. So is the co-op local only or online?

  18. The graphics is the top pic look like a render. Is it?

  19. I have MotoGP ’07 and it’s really good. You can probably find it for even cheaper.

  20. Thanks, I’ll keep an eye out for MotoGP. How are the online matches?

  21. Nice review. How the sense of speed? I would have liked a video review for this one.

  22. I still have an unopened copy of Moto GP 06 from Circuit City before they went out of business. I think I paid 14 dollars for it.

  23. Yep. seconded.

  24. so it’s got real tracks, then?

  25. Guys, clean the spam!