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MX vs. ATV: On the Edge

Score: 85%
ESRB: Everyone
Publisher: THQ
Developer: Rainbow Studios
Media: UMD/1
Players: 1 - 4
Genre: Racing/ Sports (Racing)/ Sports (Extreme)

Graphics & Sound:

Years ago, not long after I got my PS2, the first of three games in Rainbow's ATV franchise was in my library. Some of the same features that were impressive then have made it intact to PSP now. Tracks are clean, with enough detail in the right places but not a lot of junk on the track. Rider and bike models are sweet, and eye candy extends to customization options for boots, suits, goggles and gloves. Most of the gear and more than a few of the bikes are available to be unlocked through an in-game store, but there are plenty of options open from the beginning.

The most striking visual is your rider's all too common wipeouts, using ragdoll physics to create some alarming images. Let's just say that Rainbow doesn't make falling look glamorous... The music is some bold material, with Ozomatli providing my favorite track. One cool feature is a list of audio presets that give you one-click control over whether you want more stress on music or sound effects.


Gameplay:

The MX vs. ATV model for gameplay is much like its predecessors, with lots and lots of options. There are tons of tracks to open and choose between for six different single player options. There is Ad Hoc wireless for up to four players to compete in Multiplayer mode. There are even vehicles beyond just the MX vs. ATV theme to unlock. Monster trucks, golf carts and some truck/buggy combinations in between...

Racing options include standard competitive modes like Supercross and Hill Climbs. Special freestyle challenges will test your ability to pull tricks, or you can just tool around a track with no special objectives at all. I like that in the Free Ride mode, it is possible to launch one of the standard races available in that area, but I didn't like that it was a one-way ticket. Navigating the different activities in each area was clunky, and since there isn't auto-save that I could find, MX vs. ATV makes you go back and forth between race areas and the main screen. This wouldn't be terrible, except for some heavy loading to get into each area. I also found it odd and slightly corny that if you stray too far outside the gameplay map in a Free Ride, you hear a rumbling and then end up being blasted into the air and thrown into the main map. How about a simple fence, a big hill or some water? No need to pull a Mary Poppins on me...

Tricks and winning races will give you points to use in the "store" and you'll automatically open up some new tracks and events by placing bronze or better in race modes. There is just so damn much to see in MX vs. ATV, and the real fans will rejoice to see that the portable franchise continues to head in the right direction.


Difficulty:

A.I. and control has been a bit dodgy from the beginning, but MX vs. ATV lets you change some settings and actually dial down the difficulty before each race. What may feel cheap or poorly configured to first-timers is actually a realistic physics model. If you've ever been on one of these bikes, you'll know that they are prone to tip, and that's just on a hill or curve. Take a big jump and all bets are off. The other competitors don't seem to take as many spills, and usually seem to be getting bigger air. Mastering the ability to pre-load your bike is fine, and the option to unlock a pro physics model is fine. But, if you come expecting a forgiving, arcade-type racer, you may be disappointed. Or, you may be converted.

Game Mechanics:

MX vs. ATV: On the Edge's controls are tight and well placed. There isn't a track editor in this version, but almost everything else can be modified. Control or trick schemes can be changed, but the default controls felt good. Since balance on the ground and in the air is key, the analog stick or D-pad gets a lot of play. Use the circle and triangle buttons to initiate tricks and combine them with the right shoulder button and analog stick for bigger moves. The ultimate moves require really huge air and huge air means a huge landing. There is no secret formula to landing right, but geography has a lot to do with it. The analog stick or D-pad lets you move the bike while in the air, and you'll learn to take off differently depending on where you'll be landing. Come down on the front or top of a hill and you're toast, which is no fun if you're leading the race in the last lap.

Apart from a weak system for navigating race modes and the lack of any auto-save feature, the game modes are diverse and the sheer volume of options is mind boggling. Fans of the series will no doubt be pleased, but Rainbow could still do more to make MX vs. ATV: On the Edge accessible. In the end, sports like motocross are still pretty niche in the U.S., so mainstream gamers will still be gravitating toward NASCAR titles and street racing. What is usually lost in other racers that Rainbow nails so well here is the combination of technical racing and raw, off-road action. If you like a realistic racer with plenty of depth and lots of challenge, MX vs. ATV may be right up your alley.


-Fridtjof, GameVortex Communications
AKA Matt Paddock

Microsoft Xbox 360 Ghost Recon: Advanced Warfighter Macintosh Titan Attacks

 
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