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MOTOGP 19 REVIEW SERIES
MotoGP 19 operates in that space that the Forza series occupies for cars. A little bit more would have gone a long way. There are a few designs you can unlock through challenges, but otherwise, that is it. You can design your helmet with lots of options, and the “number” painted on to your bike (it doesn’t actually have to feature any numbers) in a few spots, and a design on your avatar’s butt (seriously). There is a small amount of player personalization available, but it is extremely limited. The game does feature pop-ups that inform you of other racers overtaking each other or crashing, which does a lot to make the race feel more alive even when you are not near the pack.
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There is no commentary or music on the track, which is annoying, but at least the bike engine noises rev up and down frequently enough to avoid monotony. The graphics look great for the most part, with the bland crowds being the weakest link here. The presentation of MotoGP 19 is excellent overall. There were a few lobbies open a few days after launch, although not as many as you would hope for a brand new game. In the meantime, the regular multiplayer mode is a bit bare on race types but filled with options for the lobby creator. The game’s core multiplayer mode, Motogp eSports Championship, was not available at launch and will be activated later. Like the difficulty sliders, the game will never match what the top tier players want, and they’ll have to rely on multiplayer for true competition. This leads to a more fulfilling experience throughout. bikes no longer run over the course like they are racing time trials, and act more in line with what you would expect for a proper race. The biggest improvement by far is the new “neural A.I.” feature which drastically improves your single player opponents.