Game Review: “Motocross Madness”

Available for
Xbox 360
Publisher
Microsoft

While not exactly an all-time classic, the original “Motocross Madness” games for the PC had a solid fanbase and are generally well remembered for their incredible crashes and speedy action. It was a pleasant surprise, then, to hear Microsoft would be reviving the series, only this time as an avatar-driven Xbox Live arcade title.

Arcade is the keyword here, because from the over the top announcer, to the over the top races, this “Motocross Madness” feels like it belongs in an old arcade cabinet, complete with motorbike controller. However, once you get past the tutorial level, which does a nice job of showcasing the high speeds, “SSX” style tricks, and the glorious return of those highlight reel crashes, you’ll likely be surprised to find that “Motocross Madness” differs greatly from those old arcade racers in how open it is.

In a race, for instance, you’ll find a plethora of shortcuts littered throughout each course, creating contests that limit the amount of course barriers and invisible walls, and instead encourage exploration in order to find the best way to tackle a lap. It’s nothing new, but except for a couple of instances where you get lost easily, it’s well done. Where the open course mentality really shines, though, is in the free ride mode, where you are granted a sizable map to collect coins and skulls, which can be used to unlock new items, and more importantly, plenty of room to pull off amazing jumps and tricks.

These open levels consist of three sections and are absolutely huge. Every area is littered with multiple insane jumps, as well as unique areas you’ll run across like amusement parks or castles which provide even more opportunities for creative havoc. My biggest problem with the mode, however, is that unless you are really, really obsessed with finding big jumps and exploring the areas or unlocking everything, there just isn’t much incentive to invest serious time in it, and the novelty can wear off quickly. I would have even settled for scaled down environments if they could have been loaded with more objectives, kind of like the old “Tony Hawk” games.

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