MGP20 MotoGP 20 | Now Available

Paul Jeffrey

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The latest instalment to the long running MotoGP series of videogames is now available.

Releasing before the real world series managed to turn a wheel in anger, Milestone have today made available for purchase the new MotoGP '20 videogame on Xbox One, PS4, PC, Google Stadia and Nintendo Switch.

Featuring all the teams, riders, bikes and circuits of the 2020 MotoGP, Moto2 and Moto3 racing categories, MotoGP promises to be an upgrade in every way of previous editions of the franchise - from graphics to gameplay features, the new title very much represents an upgrade in performance for this popular officially licenced MotoGP product.


From the launch press release:

A GREATER GAMEPLAY DEPTH WITH THE NEW MANAGERIAL CAREER

The new Career Mode will put players into a pro riders’ boots, with an engaging and progressive gaming experience both on and off the track. Just like in the real MotoGP™ simply being fast on the circuit is not enough; players will need to take the best decisions to find a winning strategy to master the Championship.

Echoing real life, one of the key figures at the top of the team is the personal manager, whose work can truly make a difference when it comes to sponsorship and contract opportunities. If players select a new team, they will be able to make their rider and bike stand out using different graphic editors to modify the helmet, racing number, lower-back patch, stickers and bike livery. When it comes to being fast on track, it is the players’ choice of technical staff that influences the performance of the bike; the most skilled technicians will be able to develop bikes better and faster, but of course they will be much more expensive than others. How do you find the right balance between budget and performance? It’s up to players! On-track tests during the weekend will provide valuable data for development, but the synergy between the engineers will determine how much of this knowledge can be actually used to craft new parts. Each engineer will have different skills in different areas so teamwork will be key.

Taking part in the winter and mid-season tests enables players to develop their bike, choosing up to 3 different packs with various engines and frame combinations to find the perfect settings for the season. Once the season starts, players can also improve performances of different bike parts, earning and spending development points and allocating their R&D staff to reach the highest level. Aerodynamics, electronics, engine power and fuel consumption are just an example of the many technical parts that players can now manage to improve their bikes. For the first time, Milestone also announces brand-new features that will support the game after launch, that will further expand contents of the Managerial Career gameplay; more details about the post launch features will be revealed soon.

A STEP FORWARD IN SIMULATION

The development team worked really hard to make the gameplay much more strategic and realistic, with brand new features boosting realism such as fuel management, asymmetrical tires’ consumption and, last but not least, for the first time in franchise history, aerodynamic damages that will impact bike’s aesthetic and performances. As in real life, tires stress and wear don’t apply on both sides and middle equally. MotoGP™20 will implement these three areas separately and it will reproduce some real-world dynamics down to the smallest details. In each race players will be able to decide the quantity of fuel and which type of tire to use, always keeping in mind that bike physics are affected by their decisions. The overall level of simulation marks a big step forward in MotoGP™20; modern MotoGP™ bikes have very complex aerodynamic winglets that when damaged change the bikes’ balance significantly. Crashing or colliding with other riders in game, may have a permanent effect on bike handling just like in a real race. Continuously looking for extreme realism, the game physics has been completely re-worked to make gameplay more technical and skill based.

MotoGP 20 Launch 2.jpg


Many of the features that made the success of the previous chapter of the franchise, return this year with a lot of improvements as a result of the precious feedback that Milestone received from its passionate community:

  • A renowned historical mode. One of the community’s favorite game modes will be back in a brand-new format, with full races randomly generated that players need to win to unlock and collect the most iconic riders and bikes.
  • Neural AI goes 2.0. What many thought was utopic, has become a reality. Last year A.N.N.A. (an acronym for Artificial Neural Network Agent) brought a more fast, natural and fair AI. This year Milestone developers further enhanced its capabilities, to allow her to strategically manage tire and fuel consumption, as real riders do.
  • New Editors. Together with Stickers, Helmets, Racing Numbers and Lower-back patches, in MotoGP™20 players will also be able to customize bikes’ liveries of their Custom Team, to race on track with a unique style.
  • The best online experience. Dedicated Servers for the Multiplayer mode have continued to enable a more reliable and fun online experience. Now we added quality of life improvements that will further enhance online gameplay in all modes: Public Matches, Private Matches and Race Director Mode.


MotoGP is available now on Xbox One, PS4, PC, Google Stadia and Nintendo Switch.

Want to know more about the game? Start a thread in the MotoGP 20 sub forum here at RaceDepartment to engage with our awesome community.

MotoGP 20 Launch 1.jpg
 
Really liking the update to the tirewear and temperatures with the different sections.
While braking is a step in the right direction, I think it's a bit too much, even small tap on the front brakes makes the rear go airborne. Should be toned down a little bit IMO
 
The game feels really unpolished.

A few bugs that I have seen in 2 hours of playing:
- I am using the PS4 controller on PC, everything worked in the past, everything is working in other games. In MotoGP20 my D-Pad always tipps twice. So I tip once, but ingame it tipps twice. Therefore I have to navigate in the full menu by keyboard. Also ECU options while driving cannot be controled proper due to this issue.
- AI: AI is really not that good. Very slow in highspeed, really slow on straights at least in all practice sessions at 105% difficulty. Not battling each other, really disappointed. More "marketing" of those milestone guys than anything else.
- AI crashes a lot during practice sessions. Some AI twice per lap. Might be a bug of course due to the messed up AI
- AI splines are poor - AI driving lines in some corners are completly wrong, braking at inside, very strange "moves" (always, also in quali and practice)
- GP Practice Session: While driving, P1 = Quartararo, 1:44.9 -> I drive a 1:44.6 and in P12. WTF? I go back to pits, check timing screen and fastest lap was 1:43 actually. So another bug with that timing overlay.

About the physics:
Well, different but okay. After some laps you get used to the new physics and feel quite good. BUT the bike is way way way too fast. Way to fast, way to easy and you can do a lot of mistakes without getting any penalty in terms of crashing or getting of line. The feeling on the brakes is nice, it is kind of cool playing with the rear. But it is all too much. The rear is going up way to much and the front brakes are way to strong. Seems like almost F1 braking points. Furthermore I am missing the "feedback" of the front end, which was quite good in MotoGP18 or 19. You dont really have a feel for the front tire especially under braking.

Positive aspects:
- Tire Wear and Fuel Management is good
- Graphics are good

What I am really missing (besides of the criticism above):
Time of Day - What the ****? Same lighting in FP1 at 10AM like in Qualy at 2PM. Every Practice sessions feels the same and that sucks.

I will go back to Motogp19 until the guys (that should finally lose the licence and give it to a proper studio) fix a lot of their bugs ingame.
 
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Meh!!!! No VR, no motion platform support. no buttkicker support. Arcade rubbish 10 year olds will love it.
Lol what. Let me get this straight you want to sit in your “car sim” in a reclined chair steering with what[?], a wheel, and you are telling me that is realistic for riding a bike?!

Unless you have a second bike simulator in there where you are physically sat on a bike, steering/leaning and with handlebars, everything you just said is required would be completely unrealistic!
 
Lol what. Let me get this straight you want to sit in your “car sim” in a reclined chair steering with what[?], a wheel, and you are telling me that is realistic for riding a bike?!

Unless you have a second bike simulator in there where you are physically sat on a bike, steering/leaning and with handlebars, everything you just said is required would be completely unrealistic!
I don't think it's worth answering to a person who isn't even capable of rational evaluation of what he writes. And the main - thing is that it doesn't make any sense.
 
The game feels really unpolished.

A few bugs that I have seen in 2 hours of playing:
- I am using the PS4 controller on PC, everything worked in the past, everything is working in other games. In MotoGP20 my D-Pad always tipps twice. So I tip once, but ingame it tipps twice. Therefore I have to navigate in the full menu by keyboard. Also ECU options while driving cannot be controled proper due to this issue.
- AI: AI is really not that good. Very slow in highspeed, really slow on straights at least in all practice sessions at 105% difficulty. Not battling each other, really disappointed. More "marketing" of those milestone guys than anything else.
- AI crashes a lot during practice sessions. Some AI twice per lap. Might be a bug of course due to the messed up AI
- AI splines are poor - AI driving lines in some corners are completly wrong, braking at inside, very strange "moves" (always, also in quali and practice)
- GP Practice Session: While driving, P1 = Quartararo, 1:44.9 -> I drive a 1:44.6 and in P12. WTF? I go back to pits, check timing screen and fastest lap was 1:43 actually. So another bug with that timing overlay.

About the physics:
Well, different but okay. After some laps you get used to the new physics and feel quite good. BUT the bike is way way way too fast. Way to fast, way to easy and you can do a lot of mistakes without getting any penalty in terms of crashing or getting of line. The feeling on the brakes is nice, it is kind of cool playing with the rear. But it is all too much. The rear is going up way to much and the front brakes are way to strong. Seems like almost F1 braking points. Furthermore I am missing the "feedback" of the front end, which was quite good in MotoGP18 or 19. You dont really have a feel for the front tire especially under braking.

Positive aspects:
- Tire Wear and Fuel Management is good
- Graphics are good

What I am really missing (besides of the criticism above):
Time of Day - What the ****? Same lighting in FP1 at 10AM like in Qualy at 2PM. Every Practice sessions feels the same and that sucks.

I will go back to Motogp19 until the guys (that should finally lose the licence and give it to a proper studio) fix a lot of their bugs ingame.

I agree with every single word you wrote. Everyone.
 
I'm not going to comment of the physics and stuff like that, but i like the new rider animations and how the customization works now. Especially when it comes to customization....i think it's a small taste of what we'll get in Ride 4. By the way... is it just me or the options menu now is a mirror image of Ride 3? It was different in MGP19 wasn't it?
 
In this MotoGP20 electric motorcycles were eliminated (good), the historical circuits are only 2 now (very bad), In the 500cc category the historical riders are still few (regular) at least they added Kocinski. I'm crazy like a goat
 
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Hopefully RIDE 4 Use same Engine
If you're talking about the graphics....RIDE 3 already uses the same engine. If you're talking about the physics.....all RIDE games, all MotoGP games and even all SBK games, use the same physics engine. Yes they do believe it or not. If you find your way into the physics files you will know i'm right. Same files, different numbers.
 
If you're talking about the graphics....RIDE 3 already uses the same engine. If you're talking about the physics.....all RIDE games, all MotoGP games and even all SBK games, use the same physics engine. Yes they do believe it or not. If you find your way into the physics files you will know i'm right. Same files, different numbers.
Ride 3 may use the unreal engine 4 but a very early version so graphics arent anything alike
 

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