After the Monster Energy Supercross series skipped a game last year, she finally gave up her numbered annual titles and joined all other sports games on the market at the end of the name. This is Monster Energy Supercross – the official video game 25. Despite the change in names and break, the game is unfortunately neither better nor worse than before.
And here is my biggest problem with the game and the series. All games were fun, very entertaining, but every year it looks like a dejà vu. And as always, many innovations are offered that ultimately do not contribute much.
The big change is the new graphics engine. The Milan team behind the game now has unreal engine 5, something that I hope that he can still improve the game in the coming years. What you want to highlight yourself with this engine is a new dynamic country deformation system. This means that furrows are formed on the surface of the route on which the pilots circulate, especially in the curves, and an additional challenge when driving these sections. It also provides a surface that is constantly changing again. Apparently this was one of the most required things in the syndicate. Another thing that developers have now been able to implement are the neural networks (AI) that influence the way to drive the rivals during the races. Computer -controlled pilots fit their tactics and career as immediately and learn in the ongoing flying. This makes rivals more intelligent, although it often looks like some simply want to progress.
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Of course, this is noticeable in the most important game mode, the career mode. This year the configuration starts that you will start at SMX next, where you drive a few races before you switch to 250sx and then 450sx. Every season is divided into four events, each of which ends with a “climax” that connects everything that previously happened in the act. There are challenges to manage, e.g. B. in a better position than to end your teammate or at least achieve a certain position. When you get you, take a different way in history than when you fail. There are even ways on your way that you send to different small secondary stories.
However, what keeps the freshness of the career are several small races in the regular championship. In recent years it has been a career after a career to crown one last winner. Now there are parallel events that compete in different locations in the USA to stay entertaining. The first two I found were a rhythm attack event (introduced in the last game), a line with many jumps and potholes that were held at the place of the start of a space missile in Florida or on an MX route invented by milestone in the forest near a Geysir field. The races that take place outside of traditional places are a highlight. There are a total of four rhythm traces and six motocross tracks.
The part I don't like in career mode is the somewhat forced element of “popular in social networks”. The idea is that you win a career to get followers while you can also answer and play tweets to do on Twitter. The way you react to news from other pilots in the way you see them, and if you are really uncomfortable, things can basically heat on the track. This can also influence your relationship with the various teams if you want to change after the season. In general, I like career mode because you have tried something new and that is estimated.
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There is not much to experiment for the rest of the great game modes. There is only what you would expect from a game like this … There is an offline mode (in addition to the career), in addition to the possibility of promoting individual careers, promoting rhythm attacks, entering a championship and taking part in counter reloads. It is possible to drive on a shared screen (only for two people), which is estimated, since it has not been the standard in racing games in recent years. However, you can take part in UN closure online or found a private lobby with up to 16 players. And that's all … except in training mode.
What has been removed is the small open world that you can drive and play freely. Make a jump here, explore a little there. What in Monster Energy Supercross – the official video game 6 is now called Supercross Park. It is possible that the decision to remove this is due to the opinions of the players, since it was honestly only fun to play a few minutes in a row, but it is still one game mode less than before.
Monster Energy Supercross 25 retains the feeling of entertainment earlier deliveries. The series has always offered an entertaining gameplay, and this year is no different. Either in circuits with long straights and many jumps such as daytona or in technically challenging places such as Indianapolis with its constant curves, its bridge and his tunnel. This game is always a challenge. The game is structured on the classic style “easy to play, difficult to dominate” and cannot guess how often I crashed during the review time. Sometimes it is completely natural and a bad driving from my side, but I am surprised how often I don't understand why the driver is fired by his motorcycle as if someone shot him from a cannon …
On the other hand, the satisfaction of the game comes when I get the perfect fluid ability when I make all jumps as it should. Everything is a question of correct synchronization and the adaptation of the weight of the body to land correctly. For example, to land on the slope of the next jump is like a wall to collapse, but if I end up on the slope to enter the next jump with all the fluid ability, it sees it when it looks like a kind of motorized dance.
After a year of the break, I probably had too many hopes for the return of the Monster Energy Supercross series. There is the feeling that I could have improved even more than it was, but despite everything we get, a motocross experience that is just as good as before. If I had to describe the driving experience in one word, it would be entertaining.



