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MX vs ATV Reflex PC Multi-Player back on line 10/8/2013.  Get Racing.

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Playing a copy

Started by pedrolicassali, October 19, 2014, 10:22:42 PM

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al167

I just don't get that flowing feeling of "ripping around a track" that us washed up mxers, that don't ride anymore, desire so bad.  the scrubing is whats so important to me, not the whipping. you just cant attack the track. i want to ride flat out up to a triple and brake and scrub it to stay low fast. there is a certain style that is sexy to watch and only true mxers can understand this. in this game its just hold it wide and preload, land preload and land again. it seems like you have to preload every single jump. i think its faster to preload the whoops too.... I played some more yesterday......,  I tried manual trans and with the pre recorded sounds, you had no idea when to change gear, made me hate it more lol.  probably wont get involved with this one. (unless it gets a good patch from the devs)

mxs has that "feel" more than any other game.
(i still kinda don't know how someone as patient as you hasn't yet succumb to it lol)
also mxbikes is looking great for its first beta, its too early to tell still if it will be good, as its got a few physics issues that aren't right,did you try it?
and mxgp is more fun for an arcade based mxgame the racing is close and challenging.

cheers allan

mcm2boys

Maybe it's because i'm not a washed up MXer but my view couldn't be more opposite, :) I can pick up Reflex/Alive/Supercross and rip laps no problem, but MXS even when i ran it solid for a couple of months best i could manage was to wobble round the track without falling off - no sense of ripping around at all.. But i don't want to give mxs or it's fans a hard time (i have  done that already once or twice :) ) i know something of what it takes to write the physics and glad it's fans enjoy it - it just isn't for me..

Must admit the idea of engine sounds that are disconnected from the engine revs doesn't seem a great one, but this is just the new team getting their feet under the table, picking up the pieces of what THQ left behind and learning the code while engaging with the fans of the series again - then looking towards what's next. Once they've got the bugs straightened out i still think supercross is good value for money and will be supporting custom tracks once the PC version comes out..

Bob_422

I'm actually looking forward to this game coming to PC. Going to be a long wait until February though. I've been watching every youtube video I can find for the last week. It looks to me like they went back to more of a MX Unleashed/MX vs. ATV Unleashed feel. I loved those games. I bought an Xbox just to play MX Unleashed, and I don't even like consoles! It's hard to believe that it's been 16 years since MCM came out. I miss those days of playing hundreds of user made tracks in the Internet Gaming Zone. Then MCM 2 and even more tracks. I still have over 20 CDs packed with user made MCM 2 tracks on my shelf. Great times indeed.

I think there are only 2 games in the series I never got because they were console only. Those would be Untamed and Alive. I don't really feel I missed out on much with either of those. Reflex wasn't bad, but it never hooked me or gave me the same level of excitement that MCM through MX vs ATV Unleashed did. Supercross has me excited again and I can't even try it for another 3 months! I really hope user made tracks will be easier to add than they are in Reflex and not be limited to just 6 or so at a time.

Bob

pedrolicassali

I guess custom track will be possible.
Folders and files extension are almost the same of the older versions. I know that even with the similarity, codes could have been changed, but I don't believe it changed too much.

DirtTwister

#24
I finally got to play it and I actually like what they are doing.  I think the rider is too stiff (but that has zero effect on game play).  Whether or not you have to use the brakes depends on how fast you go.  None of the tracks in the game that I have race on so far lend themselves to braking anyway.  If you are on the pipe and you want to tuck inside a little brake will help.

I like that it doesn't have the bouncy and touchy out of control action that Reflex has.  You can actually race the Ai and bump a little without it being a crash fest.

I don't find the preload inconsistent.  They actually give you a way to measure (Ie hang time and jump distance), so practice.

You can actually tell when the bike is bogging down or screaming at top speed, better than any other MXvsATV version.

I believe most complaints that I have read are really more disappointment with the individuals expectations then actually issues with the game.

I do wish that they would mix outdoor and supercross in the same game.  I find this game a lot like alive, but with refinements and I like the SX better than Alive.

To me you can't compare this to MX Simulator.  I've never ridden a motorcycle that rides like MX Simulator.  MX vs ATV isn't really competing against MX Simulator.  When it comes to games I prefer what MX vs ATV has done over the years (even when there is a lot that I'm not happy with).  I think it's great that people can enjoy MX Simulator, but I'm not one of them.  It's first person view is really good, but it's physics doesn't translate to a computer screen for me.

I would find it impossible to create a game that appealed to game players.  There are way too many haters.  Most people that like them and buy them don't say anything.

JamieT

Just got the game today, and thought I'd chip in with my own experience.

I'll start off with the general physics.  In comparison to Reflex, the way the bike will take corners is an improvement in some areas.  I felt like there was a sense of understeer which I liked, and the bike felt more planted to the ground.  Reflex feels like you have way too much grip at times.  The negative part though is that once you try to turn too tightly by using the right stick, there's a lot of lateral drift to the bike, which is more like the characterists of a car.  In Reflex, the back end would snap out on you which I think I prefer.  Obviously though this is MVA, so something has to be put in, instead of a crash.

Something that's quite a big negative for me is that the bike has very little lean angle.  Leaning is probably the most defining characteristic of a bike, and unfortunately that's lacking here.  As well as being visual, I feel it also has a big impact on the whips and scrubs.  The only time the bike will lean anywhere more than 10 degrees is once you're airborne.

In terms of graphics.  Everything felt really bright and vibrant, which I'm undecided as to whether or not I like.  It felt nice, but it does create a lot of flat looking surfaces on the objects.  The bales in particular suffered the most.  I think ultimately the whole series for this generation of hardware has been limited by the lighting system.  I think that technical artists probably weren't a priority for this game, as it's now old hardware, so there was little point investing in that area.

The dirt is looking really nice in this game.  The bump map decals that have been added look very nice indeed.  It has that appearance of a track that's been freshly groomed and packed down by the front bucket of a machine, whilst also having that smooth surface broken to reveal a rougher grainy dirt underneath.  The technique of highlighting the tops of the jumps using the Chrome Lum though has made the dirt look very grey in places. It didn't look very natural to me, and I noticed this quite a lot.  Not sure what went on there.

In terms of overall gameplay...
The throttle now seems like it's a very weak element to the way the tracks are ridden - partly because the tracks are so big, but also because the clutch and pre-load are now the key gameplay mechanics.  The way you use those 2 elements decide how you make it through a rythm section.  In all honesty, I'm not a fan of that at all.  I still haven't felt that natural "Rythm Racing" feeling yet.  I'm constantly having to preload to a certain amount, and blip the clutch to achieve a rythm that I'd expect to achieve from the natural speed of the bike, and the way that I just downsided the previous jump.

I'll be interested to see how custom tracks will work with these physics, and whether or not it'll bring the gameplay closer to what I think a Supercross track should feel like.  My first impressions of these stock tracks are that they're very wide open, and don't really look or ride like a real supercross track would.  The designs are definitely creative in places, but at certain times they feel like they're being catered to a specific rythm the designer wants you to hit, which creates some very inconsistent shaped sections, rather than a more uniform design like you would see in real life.

RKipker

So guy's are you all reviewing/discussing the 360/PS3 versions?

Is it worth getting?
Randall Kipker
Attack Life... it's Going to Kill You Anyway!
1800C for "Custom"

SubbotaFew

Playing Nexus on a tablet device is really interesting experience. Few moves of hand and your fleet goes to a battle. It's great new way how to play and I think, I will play entire campaign again just because of this.

Have anyone else had chance to play Nexus on a tablet device?