MGP20 MotoGP 20 | Now Available

Paul Jeffrey

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The latest instalment to the long running MotoGP series of videogames is now available.

Releasing before the real world series managed to turn a wheel in anger, Milestone have today made available for purchase the new MotoGP '20 videogame on Xbox One, PS4, PC, Google Stadia and Nintendo Switch.

Featuring all the teams, riders, bikes and circuits of the 2020 MotoGP, Moto2 and Moto3 racing categories, MotoGP promises to be an upgrade in every way of previous editions of the franchise - from graphics to gameplay features, the new title very much represents an upgrade in performance for this popular officially licenced MotoGP product.


From the launch press release:

A GREATER GAMEPLAY DEPTH WITH THE NEW MANAGERIAL CAREER

The new Career Mode will put players into a pro riders’ boots, with an engaging and progressive gaming experience both on and off the track. Just like in the real MotoGP™ simply being fast on the circuit is not enough; players will need to take the best decisions to find a winning strategy to master the Championship.

Echoing real life, one of the key figures at the top of the team is the personal manager, whose work can truly make a difference when it comes to sponsorship and contract opportunities. If players select a new team, they will be able to make their rider and bike stand out using different graphic editors to modify the helmet, racing number, lower-back patch, stickers and bike livery. When it comes to being fast on track, it is the players’ choice of technical staff that influences the performance of the bike; the most skilled technicians will be able to develop bikes better and faster, but of course they will be much more expensive than others. How do you find the right balance between budget and performance? It’s up to players! On-track tests during the weekend will provide valuable data for development, but the synergy between the engineers will determine how much of this knowledge can be actually used to craft new parts. Each engineer will have different skills in different areas so teamwork will be key.

Taking part in the winter and mid-season tests enables players to develop their bike, choosing up to 3 different packs with various engines and frame combinations to find the perfect settings for the season. Once the season starts, players can also improve performances of different bike parts, earning and spending development points and allocating their R&D staff to reach the highest level. Aerodynamics, electronics, engine power and fuel consumption are just an example of the many technical parts that players can now manage to improve their bikes. For the first time, Milestone also announces brand-new features that will support the game after launch, that will further expand contents of the Managerial Career gameplay; more details about the post launch features will be revealed soon.

A STEP FORWARD IN SIMULATION

The development team worked really hard to make the gameplay much more strategic and realistic, with brand new features boosting realism such as fuel management, asymmetrical tires’ consumption and, last but not least, for the first time in franchise history, aerodynamic damages that will impact bike’s aesthetic and performances. As in real life, tires stress and wear don’t apply on both sides and middle equally. MotoGP™20 will implement these three areas separately and it will reproduce some real-world dynamics down to the smallest details. In each race players will be able to decide the quantity of fuel and which type of tire to use, always keeping in mind that bike physics are affected by their decisions. The overall level of simulation marks a big step forward in MotoGP™20; modern MotoGP™ bikes have very complex aerodynamic winglets that when damaged change the bikes’ balance significantly. Crashing or colliding with other riders in game, may have a permanent effect on bike handling just like in a real race. Continuously looking for extreme realism, the game physics has been completely re-worked to make gameplay more technical and skill based.

MotoGP 20 Launch 2.jpg


Many of the features that made the success of the previous chapter of the franchise, return this year with a lot of improvements as a result of the precious feedback that Milestone received from its passionate community:

  • A renowned historical mode. One of the community’s favorite game modes will be back in a brand-new format, with full races randomly generated that players need to win to unlock and collect the most iconic riders and bikes.
  • Neural AI goes 2.0. What many thought was utopic, has become a reality. Last year A.N.N.A. (an acronym for Artificial Neural Network Agent) brought a more fast, natural and fair AI. This year Milestone developers further enhanced its capabilities, to allow her to strategically manage tire and fuel consumption, as real riders do.
  • New Editors. Together with Stickers, Helmets, Racing Numbers and Lower-back patches, in MotoGP™20 players will also be able to customize bikes’ liveries of their Custom Team, to race on track with a unique style.
  • The best online experience. Dedicated Servers for the Multiplayer mode have continued to enable a more reliable and fun online experience. Now we added quality of life improvements that will further enhance online gameplay in all modes: Public Matches, Private Matches and Race Director Mode.


MotoGP is available now on Xbox One, PS4, PC, Google Stadia and Nintendo Switch.

Want to know more about the game? Start a thread in the MotoGP 20 sub forum here at RaceDepartment to engage with our awesome community.

MotoGP 20 Launch 1.jpg
 
I am not sure if MotoGP 20 has it or not but one thing I wish Milestone would adopt in the game is the ability to change the throttle and brake cruve, similar to how Assetto Corsa let you change the gamma on braking. With my Xbox one controller, brakes trigger is too sensitive and it's hard to modulate especially on a MotoGP compare to Moto 3.
 
Any tip for keyboard players? Steering left/right feels so slow, I just go past each curve in a straight line.
I have a controller I bought for PES. I can't get used to it for racing games, but I suspect steering speed must have to do with how quick your imputs are.
 
Seems like Milestone's games turned from water into wine. Anybody here played this MotoGP20 or the 19?

Yes, they made a lot of progress. I would say 19 is about as polished and detailed simcade as the earlier Codemaster F1 titles (2013) or some of the Dirt titles, with a lot of different bikes and tracks.

Not sure yet I want to upgrade this year, as I'm not into career mode. Are the visuals markedly improved?
 
I don`t know why people are prefering 20 over 19.

Compared to MotoGP 20, 19 feels way less forgiving, in a good way. Braking is more challenging, and it`s much more satisfying to nail the braking points and apex lines in 19.

In 20 i feel the riding is more dynamic as there is obviously more going on, but it just feels way too forgiving. Jumping over curbs, braking 100% mid corner without crashing, entering corners while riding on the front wheel? In 19 i crash way more when misbehaving on the bike, in 20 i hardly crashed in my first hour of lapping.

I don`t know why people are saying the physics are more realistic. It`s like they took 1 step forward with features, but 2 steps backwards with the physics as it actually feels closer to MotoGP 18 again with the twitchy handling and forgiving physics.

If they just took the physics from MotoGP 19, added the seamless gearbox again which was already present in 18, the rear wheel coming up during braking and the new tire wear and fuel consumption and you would have a perfect semi sim bike game.

But hey, it`s Milestone...they always find a way to screw something up!
 
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played the game....it's amazing but missing the most important thing...the bike aren't the ones from the team presentaions.....and why the hell the rc213v is the same as 2019...the new one has slightly different aero dynamics.....can we change this ingame....
 
played the game....it's amazing but missing the most important thing...the bike aren't the ones from the team presentaions.....and why the hell the rc213v is the same as 2019...the new one has slightly different aero dynamics.....can we change this ingame....

Team presentation bikes are not necessarily the liveries they will race. The aero, could just be an oops by the Dev's.
 
Yes, they made a lot of progress. I would say 19 is about as polished and detailed simcade as the earlier Codemaster F1 titles (2013) or some of the Dirt titles, with a lot of different bikes and tracks.

Not sure yet I want to upgrade this year, as I'm not into career mode. Are the visuals markedly improved?
I'm a Career Mode player so, to me, it's a big deal.

I don't know about the graphics, but since my GTX950 probably don't play any of these games over medium settings, I just pray for it to run smooth lol.

I am not sure if MotoGP 20 has it or not but one thing I wish Milestone would adopt in the game is the ability to change the throttle and brake cruve, similar to how Assetto Corsa let you change the gamma on braking. With my Xbox one controller, brakes trigger is too sensitive and it's hard to modulate especially on a MotoGP compare to Moto 3.
One thing I did with Ride 2 and 3 that helped me a lot, and made the controls more intuitive, is to set this way:

Gas > Right Analog Up
Front Brakes > Right Analog Dn
Rear Brakes > R2
Shift Up/Dn > L2/L1 (use as you fell better)

That way it will resemble the bike gas/Fbrake being used with your right hand (one finger to both), gears on left shoulder buttons (another finger to both), and a feet just to rear brakes (the ugly finger... because rear braking is rocket science lol)... and the two inputs that demand more precision will be on a exclusive analog, that I find way more precise than any shoulder button.

It's awkward at first, but at Ride two, after a few minutes of adaptation, my lap times improved drastically, and the game started to fell more fun.
 
I still can't get over the fact the bikes are too fast. Like car-fast into the corners.
I'm BAD at MotoGP games and the 105% difficulty on the 19 were challenging and the laptimes were very close to the real world.
Now I go around every track between 3 and 5 seconds quicker. I don't get why and I hate it.

Is there an update coming?
Am I missing something from the options?
 

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