Watch: MotoGP 23 Review


Image credit: Milestone/OverTake

High-speed action on two wheels, a deep career mode and a new assist system - MotoGP 23 showed up on bike racing fans' radars with considerable promise. Now, Milestone's latest entry into the series of games about the pinnacle of motorcycle racing is here - join Marvin from OverTake for a closer look at the game.

With the AI in the predecessor being one of the main gripes of series fans, MotoGP 23 had some ground to cover in redeeming the computer-controlled opposition's antics. While the AI may not be less hungry for a fight, the new Neural Aid System can help with that- whether or not you want to leave it switched on is answered in Marvin's review.

Bonus Circuit in Kazhakstan​

Content-wise, MotoGP 23 comes with most of the things players would expect: The full 2023 grid is present, as is the calendar - the latter even with a bonus circuit: While the Grand Prix of Kazhakstan at Sokol International Racetrack was initially scheduled for July 9th, the race was canceled due to ongoing homologation processes and "current global operational challenges", according to the official MotoGP website. A five-year contract had originally been agreed upon for the event, meaning it should make its debut in 2024.

Meanwhile, MotoGP 23's career mode has been expanded and now features Turning Points, during which players need to make a decision that impacts how their career progresses. Rivalries with other riders are also a possibility, all fueled or possibly settled via interviews and a fictional in-game social media network.

Stalled on the Grid?​

Despite the good elements MotoGP 23 brings to the table, it has its downsides, which Marvin also touches upon. His conclusion about the game hints at potential that essentially stalled on the grid - let us know in the comments whether or not you agree with it, especially if you have given MotoGP 23 a try already!

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About author
Yannik Haustein
Lifelong motorsport enthusiast and sim racing aficionado, walking racing history encyclopedia.

Sim racing editor, streamer and one half of the SimRacing Buddies podcast (warning, German!).

Heel & Toe Gang 4 life :D

Comments

Premium
Never driven a bike on a pc. I have no idea if it feels natural or very confusing, because when the in game bike moves to the ground in a corner, I won't. Car racing feels natural to do, but what about bike racing? I like to watch the real Moto GP, a lot of action, so it would be great to drive it on a pc, if it feels natural to do.
 
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i think we need another controlls, i tried with xbox controller (undriveable), but i hope there is a solution for simulate on dd1 or similar: there is a tool

X360CE • Xbox 360 Controller Emulator (not works for me but maybe is an another usb issue on it)​

my biggest issue is (the sticks are moving in mikromillimeter distance and you turn 90°) thats absolute nonrealistic:

If somebody has a solution= please give me a feedback.

p.:S if somebody thinking about a dd1-quickrealease solution, (i am a potential buyer :))
 
i think we need another controlls, i tried with xbox controller (undriveable), but i hope there is a solution for simulate on dd1 or similar: there is a tool

X360CE • Xbox 360 Controller Emulator (not works for me but maybe is an another usb issue on it)​

my biggest issue is (the sticks are moving in mikromillimeter distance and you turn 90°) thats absolute nonrealistic:

If somebody has a solution= please give me a feedback.

p.:S if somebody thinking about a dd1-quickrealease solution, (i am a potential buyer :))
I usually drive the MXGP games with xbox controller (didn´t try recent MotoGP games keep that in mind).
But generally this games are designed to be played with xbox controller and well driveable with that. So I would suggest practicing weight transfer with the right stick. That´s the only trick.
 
Sorry for my bad english.
It seems that everyone, both developers and players, are already tired of this series. Maybe it's time to give motogp to other developers? They have been working on the series since 2008 and what do we have: always a strange physical model and always not the most convenient control, mediocre presentation, average graphics on any graphics engine, bad sound, only three blanks for the weather - sunny, overcast, wet. For so many years, they can’t even make a visor on a helmet normally. And of course they fail to make good TV replay.
Of course, I understand that this is an average-budget product and you cannot demand a high level of quality from the developer, but how tired it is. It is better to choose an outdated GPBikes than to be disappointed with a game from milestone again.
And with what warmth I remember MotoGP 4 from Namco and MotoGP 06/07 from Climax. These were the best MotoGPs in my opinion)
 
had to turn off the neural AI immediately since it felt incredibly weird to have some sort of invisible force correct my inputs.
I really like flag to flag / changeable weather, was about time too.
I'll surely have a good time with the revamped career.
 
This is the same Milestone copy and paste?

I'd rather play a motogp game that was pure arcade (like the arcade game!) Driveclub style would be awesome. I just don't think trying to sim bikes works in terms of enjoyment. Bike games seemed better in the SBK2000 era for some reason.
gameplay_america_000.big.jpg
 
Have a really hard time being smooth in this game. Gamepad thumb stick just doesnt cut it for me personally. If i take a perfect apex then im ok but the small smooth inputs to stay consistent is hard. Also i love cockpit view but its super hard for me on this due to lower vis and the problem mentioned. I do enjoy it a bit though.
 
I have Moto GP20, 21 and 23.
So far I like 21 more than 23 because of the bike behavior when accelerating. Especially on lower TC settings the bike just stands up and understeers instead of spinning the rear wheel, which is strange if you compare it to real footage etc. Is 22 the same or is it more like 21? I hope that gets revised, so we are able to slide out of the corners more.

I tried the auto-long lap penalty and the rider was comically slow.
 
This is the same Milestone copy and paste?

I'd rather play a motogp game that was pure arcade (like the arcade game!) Driveclub style would be awesome. I just don't think trying to sim bikes works in terms of enjoyment. Bike games seemed better in the SBK2000 era for some reason.
gameplay_america_000.big.jpg
sbk2001 was great. unfortunately, today's trend is to publish crap that customers buy
 
I have Moto GP20, 21 and 23.
So far I like 21 more than 23 because of the bike behavior when accelerating. Especially on lower TC settings the bike just stands up and understeers instead of spinning the rear wheel, which is strange if you compare it to real footage etc. Is 22 the same or is it more like 21? I hope that gets revised, so we are able to slide out of the corners more.

I tried the auto-long lap penalty and the rider was comically slow.
I've read a lot about the bikes sitting up and pushing.....that IMO is incredibly unrealistic, motorbikes live or die on the front end, if it's no good (see Honda this year) it's unrideable (fast). Understeer makes no sense to me.

Those wanting more realism (not 100% obviously, steering is still directly linked to bike angle and not weight shifting) and finer control I'll do my usual and mention the bars I bought that are awesome (rolling on and off the throttle is so much fun!).
caveat, expensive (£700+) and hard work (you have to use your arms, shoulders, hands, wrist and fingers/thumbs not just fingers and thumbs. Also better with on board view (obviously) which is harder.
 

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I bought Moto GP22 on steam sale yesterdays, rides way more realistic. Breaking distance feels longer and bike doesn't turn as fast w/o throttle, but you can spin the rear wheel on lower TC settings and the bike does not understeer massively.

So 23 is disappointing and I would rather recommend 22.
 

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