SBK 2011
Developer: Black Bean
Publisher: Milestone/Ubisoft
Release Date: Out Now
Players/Online features: 1, 2-16 online
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I haven’t played an SBK game for a couple of years as they, like the Moto GP games seemed to be stagnating in annual cycle of slightly nicer graphics, and a couple of new tracks, whilst never confronting the major complaint always levelled at Motorcycle racing games: it doesn’t really feel like you’re riding a bike. Last year’s SBK would seem to have addressed this gripe a bit with looser handling and the ability to powerslide with a fairly realistic and predictable feeling, but has SBK 2011 improved on things at all?

Well yes and no. The SBK game engine lacks any real “wow factor” but now runs extremely smoothly and the game doesn’t exhibit any frame rate problems at all, even with a full field of 25 bikes on screen in a replay. The bikes look great (although not as insanely detailed as some of the cars in driving games of late) and your rider is extremely well animated with detailed leathers. The trackside detail and the scenery might not be anything to write home about and there’s some noticeable pop-up, but the game does look nice with varied weather, and now including both a wet race and a ‘wet track drying’ effect-like it’s just been raining, and a dry line develops as the race progresses.

Most of the circuits included in the real 2011 roster are in the game but perhaps surprisingly for an official game, not all. Phillip Island, Donington, Assen, Monza, Salt Lake City, Misano Adriatico, Brno, Silverstone, Nürburgring, Imola, Magny-Cours, Portimao, Valencia, Kyalami, Losail and Vallelunga, and aficionados out there will notice that the championship order is a bit messed up and Motorland Aragon in Spain (which should be between Brno and Silverstone in the calendar) isn’t even in the game. In single races you can choose from SBK, WSS, STK and SBK “Legends” featuring bikes like the Suzuki GSX750R, the Kawasaki ZX7RR and the Ducati 996, as well as riders like Colin Edwards, Max Biaggi, Neil Hodgson, Akira Yanagawa, Pierfrancisco Chili and a true legend, Carl Fogarty. You can either play as your custom rider or a ‘Legend’ in these races.

Every game under the sun now seems to use RPG-style experience points and the SBK 2011 career mode features “Reputation” points, earned by doing wheelies, slides and by beating the indicated “Special Opponent” within every race. By increasing these you will attract interest from better teams for next season.

In the initial class Supersport 1000, a race weekend consists of free practice, qualifying and then a second free practice session if you want it, and includes the ‘Superpole’ in the SBK class that F1’s multiple qualifying session shootout system is loosely based on. Throughout the various sessions (or during qualifying if you have the practice sessions turned off) your team will ask you to perform “tests” which, if completed, will get the team’s bike newly developed parts and improve its performance. A recurring feature of SBK’s pit sessions is the ‘chat’ with your engineer, via a multiple choice text box, you tell him what you don’t like about your bike’s handling and what you want it to do, and he’ll (as long as there’s enough time left in the session) just tweak the bike to handle differently – “yeah right, like this’ll make a difference” I thought, but changes really do seem to work. This is a quick and almost pleasurable way of adjusting the handling for most of us normal mortals. You can still delve into the usual full setup options in the pits; you can fiddle with suspension and rebound settings, adjust the gear ratios and twiddle rake angles till the cows come home, and you also get what is possibly the most detailed telemetry I’ve seen in a racing game yet. In the practice sessions or qualifying you can check the session times and skip time forward so you can make a session as long or as short as you like, or skip qualifying altogether and start from the back of the grid. No one is going to criticise SBK 2011 for its lack of options regarding race length, difficulty or level of simulation, that’s for sure, although I don't really understand why they dropped last year's Arcade mode, which discarded all reality and gave you added acceleration, amazing brakes and a limited turbo boost to liven things up.

With the ‘Medium Simulation’ handling SBK 2011 feels a bit more ‘friendly’ than I remember it, the rear wheel frequently slides under heavy acceleration and you have to be quite clumsy to overdo it and fall off. But the handling still fails to convince me I’m riding a bike although it does have its moments when the back end lets go, or you slither into a corner with both wheels drifting. This feels like the most responsive SBK game yet, but the bikes still feel too heavy and unresponsive to me, and making small, quick adjustments is almost impossible, and never as precise as I’d like. You can decide whether you want automatic or manual gears and manual rider position; this controls the rider’s weight shifting, and setting it to manual makes the handling a lot more lively and a lot more fun. On top of the handling setting you can also change the opponent skill level from ‘Beginner’ to ‘Amateur’, ‘Professional’ or ‘Real’, so everyone should be able to tailor the game to their own abilities. SBK 2011’s AI opponents seem to have changed little since the last game I played, and still have the same annoying motorcycle game habit of getting in your way, never yielding and being able to knock you off a lot more easily than you can them.

Regardless of their supposed skill level, I have the same old problems with the AI opponents; they don’t look like they’re struggling to keep the bike on the track (like I do), they don’t slither and slide under heavy braking and acceleration (like I do), and although they do go off on occasion (like I do) it’s all still a bit too “sheep-like drone” for me. While they don’t just potter around in single file like racing game opponents used to, this ‘sheepish’ behaviour is particularly apparent when watching a replay of a race, where you appear to be the only one trying. In longer races the pack of racers does split into groups, but still looks like a herd of sheep - albeit very fast 2-wheeled sheep. You’ll also notice that AI mistakes and passing attempts by anyone but you are rarer than rocking horse poop, which for me makes any racing game feel old, regardless of which year is plastered on the front of the box. The strange thing is that the AI riders only seem to fall off when the difficulty is set to “Real”, almost as though even they are struggling to keep their bike on the track, whilst doing the required (quick) lap times.

Getting a good (and by ‘good’ I mean not getting passed) start also seems to be impossible, I’ve tried every different rev range possible and keep the rider’s weight forward, but never have any success. This was an annoying feature of the last SBK game I played, and is always exasperating as you’ve probably tried hard to get pole, only to see three or more bikes spring away from you at the start. Also it’s just too damn hard to do a series of tidy laps purely because the bikes don't respond quickly enough to slight corrections, and conversely even with a significantly enhanced bike (or one of the top bikes in a single race, which presumably they’re as good as they’re going to get) they take too long to swing from one side to the other and from extreme steering lock to lock. As we’ve said before about the SBK games (and I’d include the Moto GP series in this criticism too); it doesn’t quite simulate the balancing act that bike racers perform between the various forces involved (grip, momentum, gravity, gyroscopic action) as well as it could, and the AI bikes cornering tighter than you and getting the power down earlier than you on the exit from nearly e very corner is quite simply infuriating and frustrating, especially on the harder settings. With a race often being ruined and the entire pack streaming by you with one tiny mistake, maybe Milestone should do what Turn 10 did for Forza 3, and nick Codemasters’ Flashback ‘rewind-time-if-you-screw-up’ idea from Racedriver Grid, F1 2010 and DiRT?

The SBK Tour replaces the ‘Story Mode’ from last year and is a series of tests and challenges on the various circuits; these may be a couple of laps where you must stay on the racing line, or a lap where you have to wheelie a certain distance, or have limited brake usage, or just have to gain a required position or beat a particular opponent by a set amount of time. These are as addictive as hell and have that “Just One More Go” factor by the truckload, but are annoying and satisfying in equal measure, and, for me at least, some of them also seem to be impossible to complete. Even allowing for the subjective nature (some people are obviously going to be more familiar with some tracks than others or just like certain bike/track combinations more than others) the challenge’s difficulty seemed all over the place to me, not least the final one which has resulted in me never wanting to see the Nurburgring or Troy Bayliss’s arse ever again (and yes, I did complete it eventually). I think I mentioned earlier that they have a nice ‘just been raining' effect in the game, but did they have to be set seemingly every other scenario on a wet track? Really? I mean did they? Hmmm?

I also mentioned that the riders were well animated while on the bike, but with their helmets off their lifeless faces make them look like badly animated department store dummies in the half-hearted attempt at a podium sequence after a winning race performance. I’d like to be able to say the uninterested presentation girls look better but they really don’t. Successful races unlock highlight photos from 2010, some of which are great, but I’ve never really seen the point in this sort of extra.

Online you can set up a single race or a championship and specify just about everything you can think of (laps 1 to 15, damage, collisions, tyre wear, weather, qualifying sessions etc.) You also now have an online ranking with 100 levels to advance through with points earned for passing and finishing races. Although the racing was fun and lag-free there weren’t many people playing the game at the time of writing and in several days of trying the most I ever managed to attract to my lobby were 4 other players, so if online racing is your bag I suggest you look elsewhere.

So is SBK 2011 worth your hard-earned? Well maybe if you’re a bike nut and haven’t played a bike racing game for a couple of years. It’s definitely a step in the right direction, and although the scenery seems to have been neglected and possibly even degraded (from previous SBKs) in favour of a better frame rate and more detailed bikes, but this means the game looks fine-where it matters. It certainly moves, feels and plays better than its only real rival, this year’s Moto GP game, but it still retains a lot of the same old bike game problems, even if they do seem to be lessening as the years go by and Milestone improve.


Best Bits

- Probably the closest thing to real bike racing yet...
Worst Bits

- Still isn’t as responsive as it needs to be.
- AI riders don’t look like they’re susceptible to the same forces or riding the same equipment.
- Difficulty spikes in the SBK Tour.

by: Jensen Buttons

Copyright © Gamecell 2011