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I dont know about this game.
Im convinced, THQ says ok this is what the fans want...well to hell with what the fans want..were going to make some retarded shit.
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I hope this game is not a bunch of wide open national tracks with tabletops.
With all the MX games in the past I use to fall asleep during the national tracks.
Supercross is where it is at.
And lastly and I'm not sure this has been addressed, has the replay system been redone? They're really wasn't much of one at all in the last game.
the only reason so far that i even want to play the game is to ride stewarts tracks...and i hope they release some good supercross dlc because right now...i feel like its a waste of 40 bucks
From what I have seen so far, Alive has hits and misses:
HITS
1. The Stewart compound looks amazing
2. I like the sound of the new game progression where you don't have to race certain parts of the game if you don't want to.
3. Good to see the 'bar to bar' feature
4. Good to see less tuff blocks
MISSES
1. The taunting and yelling look and sound ridiculous. Cheapens the game in my opinion
2. Usually you would showcase your best track. I hope that snow track is not their best track. Snow? Really???
3. I thought preload springs on the display screen were a thing of the past. Shouldn't be there. It makes the game look like it was designed for 10 year olds.
4. There's still quads...
I know they try and create these games for all player and age levels, but seriously the only people that have played reflex for more than a few hours are core MX enthusiasts who understand the dynamics of bikes, riders and racing. To most game players it's too hard and they take it back to their game store and exchange it or sell it on ebay. Trying to make the game easier or more appealing to the masses by putting things like a preload shock on the screen is a step backwards in my opinion.
But I'll buy it...
and my dog deserved it, so don't judge me
So the deal with real tracks is a few reasons. Some are starting to solve themselves. First is just licensing, that means there is a dollar amount attached. Doesn't mean we still wouldn't have been able to do it but a hurdle. One of the biggest reasons comes down to perception and fun for the masses. While a few guys here wouldn't care, the majority of our players aren't hard core moto. So previously our scale and physics made it a challenge to make real tracks fun. We have built a real nat every time in the beginning of the cycle. It's not a lot of fun for most to hit a 300ft jump that is supposed to 70ft and then wait another 5-10 seconds before the next. Fast forward to now. Our scale is near real, our physics have progressed a ton, the control mechanics are there, we can have bumps and real ruts, etc and we've proven with the Stewart compound that we can actually make real tracks and have them be fun. So what does that mean? I can't really say other than it is a lot more possible, more than it ever has, to do them. I can't say that we will or won't at this point but it would make a lot more sense than it ever has. The gameplay can finally make it work. So depending on what we do from here, the concept is on the board.
- Triton
Also, Im still not sure why you guys couldnt have gotten the tracks to work with your physics? For example the physics the guys adjusted for MVA Unleashed PC worked with the tracks people made. If a new physics came out tracks needed to be re-done or totally new tracks needed to be built to work with physics. Im not asking for the most life like Unadilla, Red Bud, Hangtown, etc from the start, but after making these tracks a few times and changing physics you guys could have progressed towards getting the tracks closer to real life each time.
Personally, if I were developing a game what I would have done is had the real nationals(though it will cost money, I get that) and had that be a part of the career mode. Then from there the DLC could have been new tracks, amateur nationals, made up tracks ,etc. You could have even made tracks that were not a part of the career mode that are still nationals and at the same time you could have made short tracks in the same world(like for Unleashed). Thats just my opinion.
Pit Row
i still don't understand the reasoning behind ditching the Untamed online... it was great for the most part. i liked the winner choosing the track and laps. also i liked searching for a track and race type then choosing from the different rooms listed. i always joined the rooms with 4-5 guys and never the rooms with 11-12.
being forced to do 3 laps on random tracks was a huge miss.
the only time online is fun is when i have 5 other guys on at the same time that i am friends with to start a private match. otherwise, very very frustrating and inconsistent.
if you're going to be at the SLC SX i'll bring a couple extra flasks and we can bench race and maybe you can fill me in with some information regarding online play
I also can't see how they tried to make real replica tracks and decided they weren't fun enough! I used to download all the real tracks from MCMfactory first for MCM2 and then for Unleashed. The guy that made the replicas name was something like MikeMach. I will tell you what, all of those tracks were awesome. The Unadilla track for MCM2 was my favorite track. The Glen Helen track for Unleashed was really good too. If this guy could make the real tracks fun, I find it hard to believe a game company like THQ can't make them fun enough to include in the game.
On TwistedDirt.com, they are going to start making user tracks for Reflex PC. I am willing to bet there will be some good tracks coming out shortly. I really hope some real tracks are included in a DLC for Alive so I won't have to ever go back to playing Reflex.
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