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Motocross Madness 2
...continued

An incredible array of over 40 detailed racing environments is available for your use. The graphics are six times as detailed as in the original, with outdoor terrain four times larger, containing about 50,000 3D interactive objects such as trees, cactus, shrubs, and hay bales. To accomplish this effectively Motocross Madness 2 incorporates what the designers call "eco-systems," a set of rules that emulate the way nature distributes surface vegetation across the terrain. In addition to the natural elements, there are lots of bridges, vehicles, and man-made structures of all sorts with which to contend. Rather than just monotonous landscapes as in its predecessor, this new release presents distinctively different and visually unified settings. New variable track conditions, involving slick gravel, mud, and ice, provide additional racing challenges. With the outdoor settings invariably facilitating multiple paths to get where you want to go, the replay value is quite high.

As if Motocross Madness 2 did not already contain enough right out of the box, in late June Microsoft and Rainbow Studios announced the availability of a free downloadable enhanced Terrain Editor (code named Armadillo). Available via the Internet, the newly enhanced track editor allows you to create your own custom tailored 3D environments. In keeping with the orientation of Motocross Madness 2, you may this not only to create a variety of racing tracks (as the original Motocross Madness editor did) but also to populate them with 3D objects and indeed entire ecosystems. Your custom tracks may be used in the Baja, Enduro, Stunt Quarry, Nationals, and Supercross events. The editor is compatible with 3D Studio Max as well, allowing users to create and import their finished product into the editor for placement. When combined with customizable bikes and racers (with downloadable templates), you can develop your own completely individualistic racing experience.

It would be totally inappropriate to characterize Motocross Madness 2 as either an arcade or simulation racer. Instead, it mixes arcade and simulation elements, just as its predecessor did, and it does so without the commonly used and virtually never effective technique of incorporating separate arcade and simulation modes. While the developers attempted to achieve great realism in the terrain and in the bikes, they clearly deviate from this goal when dealing with the sometimes hard-to-believe behavior of the motorcycles. The manual states rather whimsically that "the bike riding depicted here may not be realistic, and is potentially extremely dangerous in real life." While the balance chosen between simulation and arcade handling may not suit everyone, it is clear that this represents a conscious and well thought out choice on the part of the design team.

Motocross Madness 2 represents a violation of all the principles of the free-market business system in which we live: without direct competition, products are supposed to lose their incentive to develop any significant innovation. Well, there is no noticeable competition here, yet a great game just seems to get better and better. This sequel's gameplay, interface, graphics, and sound are just about as good as they could be. Without the presence of any truly revolutionary new feature, this has the feel of a really polished product, right down to barely noticeable details like the creative and entertaining installation process and the snazzy icon. Microsoft indeed has hands-down the definitive dirt bike racing series, and there is nobody at all in its rear view mirror.

 

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