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For those that have... did you guys notice the deformation?! If you make a line, like at Indy in the first turn.. take that line every lap, a DEEP rut will form and you can roll through the turn much faster. You have to sort of make your own lines. So, while the deformation of ruts may not affect the riding negatively with a crash, it does make you go faster through the turns, especially the flat corners on softer tracks like Indy and Minneapolis. I think it's cool.
Also, if you go to a softer track like Indy and take the same line in the rhythm section, and you case it a few times, the jump will sort of ovalize and flatten out on the peak. This forces you to change your line and downside the rhythms perfectly so the lap times stay fast. It's pretty crazy how realistic it really is when dissecting it.
Everyone, do a 20 min race with advanced physics at Indy, Minnesota, or any of the softer terrains, you'll see what I mean. Have patience, and dont judge the game by YouTube kids.
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I come from the MCM2 days, played a ton of MES1 last year and raced a bunch of you guys online.....this year's game MES2 is by far a better overall game. Aside from the beautiful graphics, the gameplay is vastly improved.
SPODE - you will especially appreciate this game. I remember your old replica SX tracks from MCM2 forced you to slow down and really focus on timing instead of just pinning it everywhere. This game is just like that. You have to slow down to go faster which I'm sure is frustrating for some who will scream "worst game ever!" but for those like me it's exactly what we've been asking for. You really have to use the brakes in the corners and shift your body weight to not only make the turn but to carry enough speed to set you up for the next rhythm. Casing the big triple has thrown me off the bike 50% of the time and not properly executing a rhythm section will seriously screw up your lap time.
AND THE WHOOPS!!!! Soooooo much better!!! The whoops at A1 right off the bat are very realistic looking & require skill rather than just leaning back and going WFO like before. I've had numerous times where I entered the whoops with too much speed and it halfway through I would skip 1 and boom...either I crash or have to jump my way out. Also - the whoops are different at each track...I think it was Houston where I could go much faster through them but at A1 and Glendale I really had to set myself up for them.
Keep in mind - right away I started the game with advanced physics, joint brakes OFF, no lean assist, no riding aid other than auto-transmission so I could focus more on the game aspects and not just trying to burn hot laps.
Also - deformation is REAL!!! Run a 20 min main and the track looks & rides totally different in the end. The whoops get torn up, the turns and jumps have ruts, the jump take-offs get uneven, and line choice becomes a new challenge. If you run a quick 5 or 10 minute race, you won't notice near as much deformation as a 15 or 20 minute main. I played for about 4 hours last night and only went through the first 4 West coast tracks but I can tell you this is a major improvement in gameplay from last year. I can't wait to get the online battles going like last year and see how well it performs online.
My main beef with MES 1 is that the clutch is useless. Is the clutch any better in MES 2?
The clutch is better in sx2 but still doesn’t do a whole lot. But IMO it has more of a noticeable impact than the previous sx.
Nothing worse than dropping the clutch out of a corner and losing speed...
Gotta say, (sorry to go off topic) I started free riding on All Out w/ my brother on weekends and riding around to find sick hits... I've never had more fun playing a game in my life. lol Some of the transfers and hits you can find are so cool.
Pit Row
Are you guys tuning your bikes?
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