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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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