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Post by Dan @ 02:45pm 23/03/10 | 4 Comments
AusGamers' resident sports gaming enthusiast Amos Hong takes to the track again, this time for some motorcycle action in the latest addition to the successful MotoGP series MotoGP 09/10.

After a year off, the franchise is back with a new developer (hence the 09/10 suffix). Stop by our in-depth review to find out how it stacks up.



motogp 09/10review
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Latest Comments
pizza
Posted 09:11pm 23/3/10
Great review,did you have a chance to race on live/360?
Viper
Posted 01:08am 24/3/10
Sounds like pretty much most bike games I've played, but I'm not really sure they can capture the weight and power. Anyone who actually rides one of these beasts and plays this will tell you that its nothing in no way like riding a bike, because on a bike all your actions are with your body, moving your whole body around to play the balancing act and it is all these feelings that make up bike riding and to capture all of those kinds of things and to limit it to a few buttons for just your fingers for me at least is all but impossible.

tl;dr

If you wanna know what its like to ride a bike go and do it.
CHUB
Posted 01:20am 24/3/10
Nearly any other game and I would tell you go GTFO with your bulls*** Viper but you're spot on.
HERMITech
Posted 02:42am 24/3/10
Yeah, what they are proposing is vastly different to simulations of racing games as they are now. To be able to immerse yourself into the scope of the game (I've a good setup with a G25 steering wheel), I can't imagine anyway of doing this without creating an actual molded bike seat/chassis (complete with sensors) to even approach an attempt at a half arsed simulation.


EDIT:
Now that I've thought about it for a moment, it could work with a yoke (controlled by the players knees or thighs) that was linked to a set of handlebars (instead of steering wheel) which would seriously rely on stable force feedback.

They would each need an independant axis obviously, yet would require being linked.

With some innovative use of hydrolics or such, you could simulate G's (on the arms at least) of rapid acceleration/breaking.

I couldn't see such a solution being cheap to develop let alone purchase.


I recall the first time I started playing racing games using the G25 steering wheel for extended periods of time my forearms cained for the first few days.



last edited by HERMITech at 02:42:02 24/Mar/10
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