Monster Energy Supercross 25: The Official Video Game Review (Cybersmudge)
Don't listen to people downvoting (they just haven't figure out yet how to counter with the rider weight when turning or don't master the controls yet) this is the best game in the series to date... better than SX1, 2 and 3.
You can finally feel the weight of the bike and now it's not just about pushing full throttle in turns until you lose the rear end anymore... you can feel when the rear end is about to take off, and most importantly, you DO HAVE time to react accordingly and dose the accelerator carefully multiple times in a turn and instantly see and feel the effect. No other game in the series have achieved this.
People praise how good SX3 was, but they must have lost memory... going back and forth between the 2 games, you can easily see who is the clear winner here. In SX3, if you do a hard landing you almost instantly recover and regain full speed for the next jump. In SX25, momentum DO HAVE importance. A bad landing will make you lose more speed and cost you some positions. This gives the motivation to learn the tracks and when you get it just right, it feels even more satisfying and rewarding.
We finally have ruts back and although it's not perfect (ruts are premade and gets deeper with each lap), it do have an effect on the bike. If you take them at a proper speed, the wheels will lock in the trenchs. Bike wheels do dig up in the track to a certain, limited degree but it's kind of a hack... it's just visual and if you go into them, it will makes the wheels clip a little through the ground which is bad. I wish it would affect the handling. My assumptions is that the devs wanted to make it but it was messing up too much with the bike physics.
One of my main complain with the previous entries was how small, low, rounded and smooth the edges of the jumps were. It's now a thing of the past... every jump is sharp (just like their real life counterparts) and with the newest update, they've bring 6 more tracks up-to-date to the already 4 we had in game which were modelled based on real data. And they plan to update the remaining 7 in a future update.
Braking physics got an overhaul too... you can now make the rear end slide when entering a turn with the rear brake or lean forward and push front brake to level up the bike tail and do a hard braking.
Finally, the bad AI (which was plaguing the series since the beginning) is now gone. They've ported their Neural AI tech thing from their MotoGP games to this. It means the AI can now adapt and get faster as they train. They're still not perfect (I wish they would take more different lines and do more mistakes) but it's a huge step in the right direction. What we need now is a difficulty slider percentage level and if they can fix the fact you can almost pass everyone in the first corner even without a hole shot it would be perfect.
Now the bads... physics can do weird, wonky things sometimes, you still float over haystacks, rider animation is stiff compared to SX1, (maybe it's just me but) I think whips & scrubs from SX3 were better, landing on AI bikes is often an instant bail (animations for collision between bikes would be cool), rider model is fat and things like that. I especially would like an enhancement to the whoops physics (with harder difficulty) and where the bike is more grounded and the rider must lean more backward without trying to touch the bike too much to get the hits. But all this is minor compared to how good the goods are. Majority of those problems were in the previous games too.
I've not tried the career yet or the track editor so I cannot review these parts yet (I've heard great things about customizations) but I wanted to give a quick, first glimpse into what is good, especially physics, tracks and AI, because this is what matters the most to me.
Can't remember when I had this much fun in a motocross game, it's been years!
P.S.: Don't trust the number of hours displayed, I played much more on console. Great game!