![]() Hopefully Supercross finally does what MXGP has failed to do up to this point.Īnd to further the subject of numbers, what numbers will players actually get to choose from? The MXGP series has made a point to only allow players to take numbers that aren't used by real life riders. For one to work as it's intended the other has gotta be implemented as well. Of course, giving the players the ability to run the #1 means they also need to add in a feature that takes the #1 away from whomever was running it at the time (I'm looking at you, Mr. Running the #24 while defending a title is just.not very exciting, but running the #1 is. It makes you actually feel like you're the one to beat. Players like the red plate, but they love the #1 plate. Believe it or not, something like this will keep players playing. If I win the 250 West Supercross title, you can bet your butt I'm gonna defend it, and my bike should have a nice, shiny #1 red plate on it when I roll into A1. This has driven me crazy in the MXGP series. Anyway, it's the ability to run the #1 plate after winning a championship and electing to defend it. Now this next one is a big one for me, but I don't think it's a huge priority for Milestone (not that it has to be a huge 's a fairly simple feature). It'd be cool to sign actual gear deals as well, but I think that is a bit of a stretch. ![]() It's a video game, I get it, but if you want a realistic career mode then it's best to follow the real-life trends of the sport. Players should be required to commit to a factory team for one full race season, so they can't do six races with GEICO Honda, and then jump ship to race for Star Racing Yamaha. Next, and I've talked about this before, but require players to sign longer contracts with factory teams. Furthermore, it'd be cool to have the ability to put the money you earn towards running your own team, which we'll talk about later. And it's little details like that help keep a player playing. currency, they can just use their current credits system), but it just adds another layer to the career mode. It becomes more than just "Oh, I'll go to GEICO Honda because I like Honda", as the player will take into account "Oh, GEICO Honda offered me $150k and a $10k bonus per win, but Star Racing Yamaha offered me $350k and no win bonus." It's fake money (heck, it doesn't even have to be U.S. It adds more weight to the player's decision as to where to sign. If I'm a hot commodity after my rookie season, I'd like to see what kind of bidding war erupts between GEICO Honda, Monster Energy/Pro Circuit Kawasaki, and Star Racing Yamaha. It's a good direction to head in, but I think it needs to be refined a bit before it will actually be the career mode motocross gamers have been craving.įirst off, I'd like to see salaries come into play in Supercross. It gave players the opportunity to start out as a privateer and work their way up to factory status, or they could go the way of running their own team and sign a deal with a title sponsor for certain incentives. So what would I like to see added and/or changed? Well, first we need to take a look back at Milestone's latest release, MXGP 3, which featured their deepest career mode yet. Milestone has started to do more with this game mode in their MXGP series, but it's still not quite where I'd like it to be. Let's dive right in.ġWhat's one of the biggest features of most successful racing games these days? An immersive career mode. ![]() But today, I'm going to focus solely on Monster Energy Supercross: The Video Game (which I'm going to shorten to just Supercross for the remainder of this article) and talk about what I'd like to see in Milestone's first American-centered motocross video game. There are two, yes two, motocross video games coming out early next year: MX vs ATV All Out, and Monster Energy Supercross: The Video Game.
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