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By Nonny
Published: Mar. 4, 2007 9:55 PM

Without giving too much of a history lesson, it is fair to say that Climax’s MotoGP series has done a lot to shape gamers expectations of how to replicate motorbike racing correctly whilst at the same time probably being the first game that a lot of gamers played online over Microsoft’s Xbox LIVE service. With three previous titles released only on Xbox the series has already won over many fans for being the best of its kind and also holds the accolade of being the first Xbox LIVE game to support 16 players without lag, locked rigid to 60fps and with split-screen allowing guests to also join in the action. All this was thanks to the free demo provided on the original Xbox LIVE starter kit disc (which was actually the full game provided you had a game save with all tracks unlocked), as a direct result this is something of a nostalgia trip for me to reviewing such a title for the Xbox 360 as I personally still remember what it was like to first experience this series online. With MotoGP ’06 on Xbox 360, Climax has looked to repeat such success for the next generation, for the most part it has succeeded but not without a few caveats.

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The biggest change in terms of game play is arguably the progression structure of the game. From the outset, though the game has many modes available only the GP season is unlocked to begin with. This is both good/bad in some respects as it is the main focus of the game but it is also the least forgiving mode in terms of controls and so a bit off putting to anyone new and wanting to cut their teeth. Both 2005 and 2006 seasons are included in the game with the latter year being the default and this is a great addition for any fanatic wanting to go back and play with different teams / riders. From the off set a small training mode is available to literally cover the basics before starting the GP mode and though you can choose to bypass this altogether it adds vital attribute points which you can designate to four key areas of your bike which are: braking, cornering, acceleration and top speed. This training mode is hugely cut-down compared to previous efforts though it does follow the same routine. The extra training found in previous versions has now been given its own section in the menu called Challenges which are specific to each track and are unlocked as you progress through the GP mode. These challenges range from speed tests where, timed challenges through the more complex corners of a track or even doing an entire lap within range of a specific rider. Each has a rating of between 1-3 stars for difficulty and all are really extra training for each track so that you can improve your overall skill set and gain extra attribute points. Aside from unlocking stat points there is further bike customization available allowing you to tweak gear ratio’s, wheel base and other options but really it isn’t a necessity for success unless you are trying to setup the bike specifically to beat times on certain tracks. The livery editor also makes a welcome return with a few extra feature tweaks. The new editor now allows you to put emblems anywhere on your bike or leathers much like the paint editor in Forza Motorsport. It is incredibly flexible with multiple layers so really anything is possible provided you have the time and patience to create it. The only unfortunate omission is the ability to symmetrically mirror one half of the bikes paint to the other. This would have meant far less painstaking work though it is only a minor complaint.

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