Today it’s very difficult to find a decent motorcycle simulator that will surprise you with something new.
Previously, there was a series of Moto Racer, which offered players a lot of interesting modes - racing on public roads or events for speed, and even a trial - passing a very difficult track with artificial obstacles. However, due to an unfortunate combination of circumstances, the series was closed, leaving the market literally naked. From that moment on, motorcycle simulators actually degenerated - only MotoGp and SDK remained in the industry.
Nobody says that MotoGp is a bad game, but this is a classic racing simulator, and in this kind of genre, you see, there is not enough room for imagination. Think for yourself, are moto-simulators really just track disciplines? Not. And track simulators, it is logical to assume, cannot contain any underground, night races around the city, trial, cross-country, motor-ball. In most cases, the only difference between the new MotoGp and the old one is new tracks, bikes and improved graphics. All.

Consider MotoGp 10 in more detail. Physics is clearly standard here - there are no new chips. Everything, well, or almost everything, is tied to a standard joke - press the button, after which the rider hides behind the windshield of the motorcycle. It is quite realistic - such an action improves aerodynamic streamlining, the simulation looks good. But when such a feint is the only thing that brings variety to the game, it is not at all interesting. To understand what the salt is, let’s draw parallels. What if in any racing simulator the developers built the whole gameplay around the nitro accelerator? Game concept: if you want to accelerate - press the button, do not want to - do not press! In simple words, the idea has outlived itself - moto-simulators are not only nitra.
We are going further. Manageability of the motorcycle itself. Motorcycle simulators often suffer due to the specificity of motorcycles. It’s not for you to drive on four wheels - here you need knowledge. After all, even the most calm two-wheeled “iron horses” do not forgive all as one, norovisty and liberties. Therefore, it is very difficult to maintain a balance in this genre - you need to make the game easy so that the player does not leave, and difficult to convey all the subtleties of control and not deserve the glory of a game-maker for children. So it turns out that in most cases the motorcycle simulator turns into either a train simulator where the grip is like that of the “Glue” glue, or into a malicious, ruthless life simulation that cannot be played without training at the Italian Monza school.
In the case of MotoGp 10/11, we are dealing with the first option - in bundles, the pilot entourage falls on one side or the other, but the motorcycle itself behaves calmly - neither to your left nor to the right. Just like an arrogant English lady. This management style is bad for the realism of the project. In addition, making the rider fall is quite difficult - the grip in this simulator is clearly arcade.
Speaking about the project schedule, we can mention a couple of positive points, however, there was a fly in the ointment. Everything looks good, but poor at the same time. The textures are on the level here, but the animation of the rider suffers. The weather effects were made beautiful and suitable, but forgot to screw the splashes from under the wheels, not even mentioning the features of driving a motorcycle in the rain. In general, the diagnosis is as follows: danced, danced, but did not bow.