"I
suppose my logic boils down to, “Extreme sports should have extreme
injuries.”I’m not
talking, Soldier of Fortune injury levels, but still a broken leg or two
might liven things up.."
It
would be quite easy to slap Mat Hoffman’s Pro BMX 2 (MH2) with the
usual high score that accompanies any of Activision’s O2 games.And the obvious (and justified) comparisons with Tony Hawk’s
Pro Skater series would make it even easier.This is exactly the attitude I took with me as I began playing
MH2 and it’s most likely the reason I got so frustrated – bailing
constantly is a great way to show off crash animations but it does
little for creating an enjoyable experience.
Part
of the problem is the sheer number of possible tricks and combos, which
comes from MH2’s aim to be a BMX simulator rather than pure arcade
action.I like having a
wide assortment of trick options but with the many, many moves –
aerial, grinding, flatland, manual – mastering all of them is a
virtual impossibility.Pile
on top of that the ability to link tricks together and you get a game
that definitely can’t be played while under the influence.I always got into trouble when I thought about doing a
move – mostly I had to get into the correct groove and just go on
instinct and reflex.A few
times I had a sense of “lost time” – something often reported by
victims of alien abduction.Suddenly
the run would be over and I’d just sit there blinking, trying to piece
together what happened in the last 2 minutes.To MH2’s credit, the roster of moves is not impenetrable; it
just takes a lot of practice (and concentration) to get the hang of
things.
And
a lot of practice you’ll get thanks to the method of progression
during the single-player mode, Road Trip.
Each
city has an objective list broken up into three categories: Rookie,
Semi-Pro and Pro.The main
problem with this setup is that you have to complete, in full, the
Amateur objectives before unlocking the Semi-Pro objectives.This is in sharp contrast with Aggressive Inline, which allows
you free-roam for as long as you want and completing objectives at your
leisure.For MH2, this
means a lot of forced run-throughs if you can’t fill the objectives
– and fill the objectives you must, otherwise you’ll never acquire
enough Road Trip points to access all the cities.The other problem is that some objectives are downright vague
with plenty of guesswork involved trying to figure out what the hell
you’re supposed to do.
The
design and layouts of the cities is good for the most part, with lots of
rails, objects to jump off of, and areas to access.
The cities you visit on the Road Trip are Boston, Oklahoma City (where
the trip starts), New Orleans, Las Vegas, Chicago, Hawaii, L.A. and
Portland. There is also a “bonus” level – London –
that’s only available with the Xbox version (and not accessible on the
Road Trip circuit). And there is the prerequisite level editor if
you think you can do better.All
the levels afford plenty of detail and extra goodies to find – another
hallmark of Activision’s O2 games.
Actually,
I’m beginning to think that the O2 games have a standard checklist and
so far MH2 has met several of the criteria: a list of objectives,
real-life riders, a level editor, lots of extras, loads of tricks, and
big levels.Also on that
list, of course, is “hip” music and great animation.
I’ve
never understood the compunction of publishers and developers to hype
the music tracks of a game – even more so with Xbox since most games
now allow utilization of user-added music via the hard drive.I don’t know if it saves any money as it relates to the
development cycle, but I’m sure it saves time; however, I digress.There are only two tracks in MH2 that didn’t make me want to
turn the music completely off.But
music is one of those “eye of the beholder” aspects that people like
to argue about until the cows come home.I much preferred my mix of Christmas carols, bagpipe music, and
tracks from Bob & Doug McKenzie’s Great White North album. Or
even better, turn the music off.The
sound effects are extremely slick and I only have good things to say
about them.
With
MH2’s emphasis on tricks – duh! – the animation has received much
care and attention.Even
subtly different tricks look great, especially the flatland wheeling and
dealing.Everything moves
fluidly and the transitions between tricks are also smooth.Also good are the aforementioned wipeouts and crashes – with
the bike going one way and the rider going the other, crumpling into a
ball and leaving bloody skid marks.However, I would have liked some more extreme crashes.I’ve been witness to poorly executed BMX tricks and most of
them result in the bike and rider being tangled in very excruciating,
yet interesting, ways.I
suppose my logic boils down to, “Extreme sports should have extreme
injuries.”I’m not
talking, Soldier of Fortune injury levels, but still a broken leg or two
might liven things up – or at least a character model that reflects
all the punishment you’re putting him through.
Multiplayer
showcases a new mode – PUSH.Basically,
you face off against a human opponent and attempt to complete
higher-scoring tricks.Each
successful trick shrinks the opposing player’s screen size.This works extremely well and is a decided highlight.The standard Trick Attack, Tag, HORSE, and graffiti are also
included.
One
of the neat features of MH2 is the home video cutscenes during the Road
Trip.It gives a look into
the BMX culture as opposed to just showcasing a particular rider or a
bunch of agonizing wipeout clips.
All
told, Mat Hoffman’s Pro BMX 2 is a good game, with plenty to do and
see, in the single-player and multiplayer modes, throughout its huge
levels – all the criteria of an O2 game.Although the controls are responsive, they’re far from easy to
learn (even harder to master), especially if you’re just getting into
the pool of extreme sports.While
I might not classify MH2 as a “must buy” you can’t go wrong with a
rental to see if it turns your crank.