MX Vs. ATV Unleashed
Developer: Rainbow Studios
Publisher: THQ
Release Date: Out Now
Players: 1-2
Words By:

My dirty honeymoon on the dunes of the Supercross circuits of MX vs. ATV (or “dirt bikes vs. quad bikes” for the less acronym-inclined) started pretty well; from the presentation the game looked huge. There were so many different tracks and modes, most of which could be tinkered with in terms of racing style, that I didn’t know where to begin. It seemed like this review was going to be a long time coming.

Let’s get one thing straight first: There is no real contest with Dirt bikes vs. Quads. Hands down the bikes win; they’re faster, lighter and can turn tighter than quads. So why they made a game based around the premise of a showdown between the two classes is rather bizarre, as if you try to race against dirt bikes in a showdown your quad bike will simply get left at the back like the kid at school that smelt like pee.

Anyway, the main meat of the game is in the championship mode, where you can compete in several 16-week tournaments as either a quad or bike. Each week is split up into two heats, and the overall winner wins a shiny trophy. At some intervals in the championship you’ll be invited to play several side-games, which I’ll come to later.

But enough of this tournament rubbish, let’s get dirty! MX vs. ATV is one of the very few games where I’ve actually felt an adrenaline rush while racing. Races don’t start with your “three, two, one” rubbish; you wait behind some bars until they suddenly drop down, signalling the start of the race. This creates a lot of tension and also gets you concentrating right from the start, as you’ll need every brain cell to negotiate the mazes they call courses around here!

The courses start off rather tame but get more extravagant with bigger and bigger jumps the further you advance into the game. Racing these courses isn’t simply about going over the jumps as fast as you can; it’s about having a smooth run. By pre-loading the springs (holding the left analogue stick down followed by a quick flick up before leaving the ramp) lets you get more air and get over more jumps, although the trick is to land in the troughs of humps, not jump the farthest. This move is essential to success in races, as without pre-loading not only will you not jump very far, but you’ll land on the crest of a hump and kill your speed.

The Ai is a bit of a disappointment, however. Mastering this art of pre-loading is hard, and takes time to get used to on each track, as the stretches of humps are different each time. The Ai is unforgiving here, always getting the correct path leaving you struggling to make time on the straights and single jumps. Sometimes you’ll see two computer riders have a little duel with each other, and you think maybe they aren’t invincible…try going head to head with one of the Ai riders and EVERY time you will be the one in a wall or upside-down. Unless you jump above him and land on his head, which I’ve only managed once. The most annoying is if another rider touches you in the air while you’re doing a trick you’re automatically knocked off, but if the same happens reversed you’re punished again. Shame on you MX vs. ATV, you big bully.

The vehicles handle pretty much as they should. The ATVs are weighty, with good stability and a sense of speed, and unlike EA BIG’s series of games doesn’t launch 200ft into the air from each ramp. The bikes feel lighter and faster, they fly into the ramps and around the turns. The steering is very twitchy, but I remember that in most MX games I’ve played it has been. The real problem with handling is with the special vehicles for the extra missions; to call them awful would be a compliment.

The extra missions looked so cool on paper: Helicopters, planes, buggies, Smugglers Run-esque trucks and even golf carts! Unfortunately each vehicle handles like an awful version of the same vehicle from another game. The controls for San Andreas have been (nearly) used for the helicopters and planes, which should be a good thing until they made the controls really heavy and unresponsive. Flying a biplane through trick rings felt like flying a DC-8 Cargo plane full of dog shit, and the helicopter handled like it was carrying Rick Waller and Dawn French after an afternoon at the buffet. Combine the awful handling with the fact that the devs made the trick rings solid instead of holograms, meaning you can (and often do) hit into them, and you’ve got the most annoying game modes since the Army Men franchise. All the land-based vehicles handle near enough the same-they are all overpowered in the rear (turn a little too much and you’ll spin out), slide unrealistically and at times don’t even look like they’re racing along the ground. What was meant to be a break from racing cool hills and mountains turned into something that makes you beg to get back to them.

Usually these games are meant to be about racing, but also about getting “phat air”, and unleashing some “gnarly moves” and such. Other extreme sports games reward tricks by upgrades and extras. MX vs. ATV halves your trick score in every race, and you can use that amount to buy different ATVs, Bikes, Helicopters as well as different riding gear. By different I mean different-looking, as none actually have differences in performance (being the same engine classes), which serves to makes tricks in this game absolutely pointless and purely cosmetic, unless you love collecting differently-coloured ATVs, that is…

In the words of the late prophet Swiss Tony:
“Playing MX vs. ATV Unleashed is very much like making love to a beautiful woman. When you see her you can’t wait to get stuck in and in the beginning it’s hard work, but gets easier. It requires good rhythm in order to get the most out of her. Sadly after a while you start to get bored of her; the thrills all seem the same, which is when it’s time for you to trade her in for a newer model.”

MX vs. ATV Unleashed is a fun game. The ATVs are great fun, and the tracks offer a good challenge. It’s just that you don’t really seem to be rewarded properly for what you do, and the extra games are a disgrace. Fans of either genre should enjoy it, but feels like two games are being brought together to save a shallow and diminishing genre from mediocrity.


Best Bits

- Great handling.
- Great tracks and wide open areas.
- Lots to do.
Worst Bits

- Unrewarding.
- Awful extra modes.
- Music is a bit naff.
- No online mode.

by: Crazypunk

Copyright © Gamecell 2005