While MXGP 2020 officially launched for the PC, Xbox One X, and PS4 on December 16 of last year, many eagerly awaited the release of the next-generation version slated for the PS5. That’s right, the PS5 is the only system getting the enhanced version, but the Xbox Series X does upscale the previous-gen version of the game with enhanced graphics and faster load times and frame rate. So while this is an MXGP 2020 next-gen review, it’s more like a PS5 review.
On the PlayStation 5, we have specific features included here. This includes:
- PS5 DualSense support, with haptic feedback and adaptive triggers
- Resolution up to 4K, with 60 FPS
- Online races up to 14 riders
If you have followed the release of the PS5 and have been lucky enough to secure one, then these words may seem a bit benign and repetitive. Still, you know what the haptic feedback can mean and what these changes overall can have on a game. That being said, usually these upgrades have come via a “free” upgrade on next-gen consoles. While I originally thought MXGP might go that route, this is a full-priced next-gen game whether you bought the PS4 version already or not.
Since I already did a full review of MXGP 2020 back in December, I am going to cover the differences between the two versions, rather than go over the whole game again. If you want a deeper review, head to my original write up here.
What I Like – MXGP 2020 Next-Gen Review
Haptic Feedback (PS5 Controller)
The press release from Milestone speaks of haptic feedback and adaptive controllers, and that’s all well and good, but how does that translate into the actual gameplay of MXGP 2020? For starters, unlike the last-gen version of MXGP 2020, you can feel the pressure of the throttle in the triggers, and it enhances the experience exactly how I was hoping it would.
If you have played any one of the many MX titles in the current Milestone library, then you have a full understanding of how important the feel of the throttle and brake is to your success, and the pressure-sensitive triggers take that feeling to another level.
I can now control the speed and aggressiveness of my bike coming around a bend or rut, and it provides a much more controlled and consistent atmosphere, which in turn impacts my results and chance at success on the track.
So, the adaptive triggers are a huge plus in my book, but the haptic feedback that is felt through the controller is equally as impressive. I talk often about developers finding ways to bring the user into the world they have created, and the haptic feedback and adaptive controllers do just that. You can feel the engine vibration of the bike in the controllers as well as the terrain under the bike.
Not only did I feel the vibration of the world around me, but there were also nuances to each effect that made them feel individualistic. On the track, I could also feel my opponents grinding up against me on turns or when racing down a straightaway, and track surfaces are brought to life with the usage of controller haptics. It’s hard to describe the differences between this gen’s version versus last gen’s effort without having the actual controller in your hand, but the PS5 controller haptics and triggers draw you further into the game than ever before.
As much as I have loved the effort from Milestone over the years with the MXGP series, one of my biggest gripes or complaints has always been the lack of graphical fidelity. Although there is room for improvement as the series continues, the enhanced PS5 version has taken a rather substantial leap forward in the graphics department.
The riders, your own and those around you, look incredibly detailed. The bikes themselves also have a level of detail that has always been there under the surface, but the detail has now been brought out by the powers of the new system. The look is similar to that of the MLB The Show series, in the fact the level of detail has always been there, but much of it could not be shown by the hardware — until now.
The bikes and riders are delivered in much higher detail, this is true, but so are the tracks and surfaces. Racing in the rain on the PS5 version can look almost photorealistic at times, and if the game had a better track degradation system built-in, I could just about feel like I was trackside during a race, and especially during a replay.
For me, and probably most others, the graphics in the MXGP series have always been a point of contention, but it finally feels like we can put that component aside going forward.
What I Don’t Like – MXGP 2020 Review
Depth Of Improvements
As I mentioned previously, I’m only covering components of the game that I did not cover in the initial review. That being said, I do take issue in one area with MXGP 2020 in the PS5 enhanced version. If you’re going to charge full price for a second release, I would have liked to have seen a few more additions on top of haptic feedback, 4K resolution, higher framerate, and online lobby participation set at 14 riders.
A few additions or enhancements to the track editor would have been nice. On top of that, better track degradation, and more depth to the presentation and track introductions were areas of the game that could have also been touched on.
If you have been patiently waiting for the PS5 version of MXGP 2020 to drop, then adding this title to your rotation is an absolute no brainer. If you already purchased MXGP 2020 for the PS4, and now want to know if purchasing a second copy for the PS5 is worth it, well, that depends on a couple things.
If the idea of a much-improved graphical experience is exciting, and a deeper experience when it comes to bike control and handling gets you revved up, then I say go for it. The upgrades in MXGP 2020 are tangible and create a better overall level of immersion — a level that’s never been seen or felt in this series before. So, the upgrade is well worth it in those regards.
The PS5 upgraded and enhanced version of MXGP 2020 is available now in the PSN store under the PS5 games section of the store.