Monday, October 11, 2010

Moto Gp 2

MOTO GP 2(180MB ONLY)+ MULTILINKS




Moto GP debuted last year with a stunning burst of speed in a successful attempt to do, for a more simulation driven motorcycle racing experience, what F1 did for its patented brand of motor mayhem. A little less than a year later, THQ is releasing Moto GP 2. Based off of real world racers and tracks, is it possible for Moto GP 2 to expand and improve upon the original and be successful on the PC? If not, is it still worth it?

The secret to Moto GP 2 is that you are allowed to customize essentially every part of your racing experience to fit your desires. If you want simulation racing, play the career Grand Prix mode. Are you more comfortable with arcade action? You can compete in stunt mode where you move through the ranks by knocking other riders off their bikes, performing wheelies, endos (wheelie on the front wheel), burnouts, and powerslides.

For singleplayer racing, you have the option of six different modes. The standard Quick Race allows you to choose between the first three tracks from the Championship circuit and any you have managed to unlock during Stunt or Championship modes. Stunt Mode lets you rack up points through both stunts and clearing track sections under predetermined times. High scores will unlock other tracks and highlight videos from the 2002 Moto GP. Time Trial lets you try to break your previous fastest laps without having to deal with bots. The final singleplayer, more simulation portion of Moto GP 2, is the Career Mode that is a complete simulation of the 2002 MotoGP Grand Prix.

When you first start Career mode, you are responsible for creating a racer. Choose from nine bikes, nine different leathers (those cute one-piece jump suits), customizable color combinations, logos, and numbers to create the rider that defines the ultimate champion. Along with the physical appearance of the bike and rider, you are given eighteen attribute points to be distributed among four categories (cornering, braking, acceleration, and top speed) to personalize your bike's performance.

Once your racer is created, you have the option of entering the training mode, which teaches you the basics of motorcycle racing, sort of. This is an opportunity to practice your hairpin turns, wheelies, endos, powerslides, slalom skills, cornering, and other abilities. With each successful completion, you'll be rewarded with an attribute point to help balance out your bike in the above mentioned categories. The problem is that you're not always taught how to perform these advanced maneuvers or given any kind of guidance, rather you're simply told to do it. It's then a matter of trial and error. Some, obviously, are considerably easier than others.

If you feel you have a good handle on how to control your bike, or don't want to pick up extra points, you can head straight to the first circuit, which is the Suzuka track in Japan. At the beginning of each circuit, you will hear a brief description of the area and the history of the race course accompanied by visuals. Once you "arrive" in Japan, or any of the other fifteen locations, you have the choice of fulfilling challenges (each are track specific and will give you attribute points), practicing the course, qualifying for the race (determining your starting position), or racing the circuit. Finishing a circuit in third or less gives you one attribute point, second gives you two, and first gives you three. After you finish an entire season, you have the opportunity to race a second season with the same racer, and if you've finished an entire series you can increase the difficulty level.

Since Moto GP 2 is a simulation of sorts, it is no surprise that the bikes have a more realistic physics system. There is no way to succeed by manhandling your bike around a course (unless you time your turns correctly so that you can force a racer on the outside of you to bring you through a turn). Instead, you must rely on finesse and timing to stay on the track. Aiding you in complete mastery of the bike is a control scheme (the same as in Moto GP) that gives you complete control. It's of paramount importance to invest in a solid analog pad you're comfortable with. Personally, I find my trusty PS2 to USB adapter to work fine. In any event, you're going to need the buttons, the analog sticks and the triggers. It's important to have all of this functionality and placement because Moto GP uses a dual braking system (one for the front wheel and one for the rear) and places a heavy emphasis on proper leaning and bike manipulation. You need to properly utilize all commands at your fingertips if you want to bust the endos, wheelies, powerslides, and tight turns effectively. It is possible to play digital (or half digital if your pad is limited, but I would not recommend it). In this way, since PCs still lack that standardized gamepad Microsoft is so diligently working on, our version can fall considerably short of the Xbox iteration, simply because the raw degree of precise control is not there for us to exploit. But, that's more of a user and system limitation than a game limitation




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188mb


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