Milestone Shares First Gameplay of SBK 22

SBK 22_first gameplay.jpg
After only sharing screenshots of the tracks featured in this new game surrounding the World Superbike Championship, Milestone finally released the first gameplay of their newest title. SBK 22 is set to release on September 15th, 2022.

Showing a lap in third person of Toprak Razgatlioglu around Portimão's Autódromo Internacional do Algarve, the gameplay features 6 of WSBK's greatest riders.

Rea, Lowes, Bautista, Rinaldi, Razgatlioglu and Locatelli take part in this trial lap. The existence of only these 6 riders seems to indicate these models to be the only ones done at this point. That would be Yamaha, Ducati and Kawasaki.


Other teams as well as manufacturers BMW and Honda seem to be missing at this point. Hopefully, this is not a bad omen, seeing as only 2 months are left until the release of SBK 22.

The last thing Superbike fans and gamers deserve at this point is a half-finished game. We've seen last year with NASCAR 21 Ignition how that can turn out.

So let's hope the framework Milestone already has with their MotoGP franchise allows them smooth sailings from here on out.

What are your thoughts on the gameplay? Let us know in the comments down below!
About author
Julian Strasser
Motorsports and Maker-stuff enthusiast. Part time jack-of-all-trades. Owner of tracc.eu, a sim racing-related service provider and its racing community.

Comments

I have asked myself this question for the real life series way too often. Why does SBK still exist next to MotoGP?

It made total sense when there were still two stroke race bikes in 500cc class to have SBK next to it as a four stroke alternative but at present I don't really get it anymore.
It's an alternative world level racing series that's way more possible to enter than motogp. This is why it was actually created.
 
ANNA is a PROVEN fail. That's not really up for discussion at this point.
I think the peak of the debacle has to be Ride 4. On release it was actually fun hotlapping. The physics made it fun.
So racing the AI is where it all fell apart, it wasn't laughably bad...it was more the crying type. Of course the solution was to implement a succession of nerfs to the physics...the only good part of the game.
Then we get motogp22, with it's still incredibly crude features. Tyre temps? Tyre wear? Yup, put that in ACC because I'm sure we all want a 1980s homemade game.
So how do Milestone keep doing it? NOW they make a blatant clone of an already bad game. It's obvious: There are enough stupid people that will buy their games that they will keep on churning out rubbish.
 
Amazing seeing all the people crying about this game. Need a warehouse full of tissue to wipe up their tears. It looks fine will be good to play like their other games and it's only just over half of the price of any other new game out (£32.99) in UK for xbox.

And as for people saying "why don't they include it in ride5" because the licence for the series will dictate whether its standalone or not. Why as a series would you want your championship to get swallowed up into a game like ride 5 than have your own dedicated game? You wouldn't.
 
Staff
Premium
You wouldn't.
Why not? DTM, Aussie V8 and many others happily sat together in the TOCA Series. WTCC/STCC & others did just fine within RACE 07.

Or more recent how about RaceRoom, iRacing and Automobilista etc? They all host multiple real life series under one roof and are doing just fine.
 
one is pretty sure it's the AI that suck most in Milestone games, other physics and the third is absolutely positive that must be a sound :cautious:
well I know I have fun with most of them. MXGP and Supercross included
bikes are fun.
they look great and with slightly different physic every year ...you just adapt I guess. if you don't like it this year, stick with the previous (that's what I actually did with Supercross and MXGP) and that's it...
trying to persuade people on internet that whole series, or even company, is shite.... I mean, c'mon.... :)
you gotta understand - it's just your opinion, after all.
it's your life. and you have only one
do things that make you smile
 
Also it's not as if there's an abundance of developers doing bikes sims!!!! It's a very niche market.
 
This might not be the best thread for this question, but what would be a good bike game for someone like me who hasn't played a bike game in more than 20 years?

I've been reading and watching videos about stuff like TT Island of Man 2, Ride 4, MotoGP and Rims Racing, but it seems like each of those always have something or other wrong with them, being the physics, the AI or the lack of an interesting career mode...

Is there one that most would say to be the best choice for someone wanting a good bike game with decent physics and engaging offline gameplay? Or should I wait to see what comes out with SBK22 or potentially Ride 5?
 
This might not be the best thread for this question, but what would be a good bike game for someone like me who hasn't played a bike game in more than 20 years?

I've been reading and watching videos about stuff like TT Island of Man 2, Ride 4, MotoGP and Rims Racing, but it seems like each of those always have something or other wrong with them, being the physics, the AI or the lack of an interesting career mode...

Is there one that most would say to be the best choice for someone wanting a good bike game with decent physics and engaging offline gameplay? Or should I wait to see what comes out with SBK22 or potentially Ride 5?
Probably something like ride 4 or maybe wait for sbk purely based on price you won't pay upwards of £60 or equivalent in other currencies to find out whether you can grasp it or not. All the milestone motorbike games have a good range of assists to start you off though where as tt isle of man isn't the greatest, same with rims racing from what I've played on it
 
just a curiosity....but do ppl need to use a bike to play MotoGP games?
A bit of background of biking probably helps in some ways, especially on pro level physics, front locks up and rear slides Far more race ending on two wheels.

But then it also hinders. Took me ages of practising on MGP 15 to get used to controlling a bike with a pad and not handlbars etc!!! Overall though it's not neccessary.

That's assuming I've interpretted your question correctly!
 
This might not be the best thread for this question, but what would be a good bike game for someone like me who hasn't played a bike game in more than 20 years?

I've been reading and watching videos about stuff like TT Island of Man 2, Ride 4, MotoGP and Rims Racing, but it seems like each of those always have something or other wrong with them, being the physics, the AI or the lack of an interesting career mode...

Is there one that most would say to be the best choice for someone wanting a good bike game with decent physics and engaging offline gameplay? Or should I wait to see what comes out with SBK22 or potentially Ride 5?
IMO the earlier games Ride 2, VR46 (MGP 16) are easier than later games, pick 'em up in a sale to try and practise, then get the later games. I believe RIMS is more realistic (not tried it so don't really know) there's GP bikes as well (there's a demo) but that's hard!
 
Can't wait until someone take the bikes from here and release them as mod for MotoGP game (like they did in 2020 with ride bikes) I'm sadly disapp by this, I wasn't expecting a full new game (also because MotoGP is good base) but still i wanted some real works and not just a model replacement
 
I have asked myself this question for the real life series way too often. Why does SBK still exist next to MotoGP?

It made total sense when there were still two stroke race bikes in 500cc class to have SBK next to it as a four stroke alternative but at present I don't really get it anymore.
Of course SBK should exist. SBK wasn't created to compete with MotoGP. MotoGP bikes were always experimental.SBK bikes were production. Completely different championships in nature, no matter if it's two stroke of four stroke. And let me tell you something, SBK was much bigger than MotoGP back in the day.
 

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