Review: Monster Energy Supercross: The Official Videogame (PS4)

Review: Monster Energy Supercross: The Official Videogame (PS4)


  • PlayStation 4
  • Xbox One
  • Nintendo Switch
  • PC
  • iOS (TBD)

Platform/Hardware Used:

  • PSN Download
  • PS4 Pro
  • HDTV


  • DualShock 4 Required (1)
  • Move None
Title: Monster Energy Supercross: The Official Videogame
Format: Blu-ray Disc / PSN (11.28 GB)
Release Date: February 13, 2018
Publisher: Square Enix
Developer: Milestone
Original MSRP: $59.99 (US), £49.99 (UK)
ESRB Rating: E
A copy of this game was provided by the publisher for review purposes.
PS Nation Review Policy

Audio Review:
The audio review for this game is available on Episode 562 of the podcast at 94:00.

Milestone has been developing games for PC and consoles since the mid-90s and over the past decade or so they’ve focused exclusively on racing games.

While they’ve taken on quite a few motocross and motorcycle games over the years, this is the first tied to the Monster Energy Supercross brand.

As a licensed game, it includes bikes, tracks, and athletes from both 250SX and 450SX classes on the Monster Energy circuit.

The first time you start up the game, you’re immediately dropped into Angel Stadium at Anaheim as Ryan Dungey to “gain confidence with the controls and test out your skills”. The problem for me was, I had no idea what the controls were. There’s no tutorial and no on screen prompts are given.

As my competitors raced away from me, I spent the first half lap or so just figuring out what button does what. It really didn’t make a great first impression. After limping to the finish line, I got back out to the main menu and found the controls listed under options.

Also buried at the bottom of the menu under Extras are the tutorials. Nothing is hands-on though, it’s just a series of written screens which explain how to get out of the starting gate, the clutch, four different ways to take turns, jumps, rider weight, in-air control, and scrubs. It’s a ton of information that you have to read and remember for when you go back into a race. Some more in-game help would have made it a lot better.

All that aside, once you get into a race and get a grip on the controls, it actually feels pretty good. Granted, I was playing with the assists on, but still. You really have to know what you’re doing before you turn all that off and take full control. Getting to the races can be rough though as I haven’t experienced load times this long since the early PS3 days.

Every race you complete earns you Prestige, which helps you gain Levels, which then unlocks new equipment, bikes, sponsors, etc. Once you do start to unlock everything, the customization is pretty deep. You can also create your own rider and while there are a ton of clothing and gear options, there aren’t a lot of options in terms of faces, and what’s there isn’t great.

The game tracks everything too. Personal records, single player and multiplayer stats and challenges, First, Second, and Third place finishes broken down into single events and championships, falls, jumps, clean laps, time in the air, total distance, etc. – it’s a lot. For the stat obsessed, this could keep you busy for quite a while.

It can take some time getting used to the controls and working your way through the tight pack early in a race without getting crushed. I was probably a dozen races in before I was able to break free of the pack and get past the leaders to hold on for a win and man it felt good.

Several modes are available including Championship Mode, which allows you to take on the past season as one of the actual racers. You also have the ability to put together your own championship circuit which can be fun, or just compete in a single race or a time trial.

There are around eighteen tracks or so all based on the official courses around the US in prominent football and baseball stadiums. And when you get tired of those, there’s also a pretty good track editor. It can be a little time consuming depending on how intricate you want to make it, but there’s enough there to really put together some fun experiences.

While building, you can jump into that track at any time to test it out and make sure the jumps work well in sequence and that the turns aren’t impossible. I’m really impressed with the simplicity of the interface here and the many options you have for building. It stands in stark contrast to the rest of the UI throughout the game which… isn’t great.

While the cutscenes leading into races look absolutely gorgeous, the quality drops just a hair when the mayhem begins. It still looks great, but the difference is noticeable. The framerate can take a pretty big hit out of the starting gate and into the first turn which is a disappointment, but it generally smooths out after that.

I do have a few minor quibbles with the camera. When going over a jump, if a racer is above you the camera will suddenly pull in tight to your rider making it hard to see what you’re doing and more difficult to land a jump safely, especially if the rider behind you lands on top of you.

The ‘pulling in tight to your rider’ can happen at various points in the race and it’s always because another rider would be in the way of the camera. I understand why it was done, but that doesn’t make it any less difficult to deal with.

The various stadiums and tracks are all beautifully rendered with great textures and lighting. Track deformation is in play, though it’s subtle and it makes each race just a little different. Any of the small temporary barriers around the track that get hit can end up in your way. It’s a nice bit of realism that the stuff around the track is “live”.

The atmosphere is set really well through the announcer and the sounds of the bikes, but the soundtrack, as far as I could tell, consists of only one song. That same song plays on repeat in all the menus and it seems to be the only song blaring through the stadium speakers as you race. I could be wrong on the last part since it’s harder to hear it when you’re racing but it sure sounds the same to me.

Up to twelve players can compete online with AI filling in any missing slots. The biggest problem here however is the lack of any proper matchmaking. If you think it’s tough racing against the AI in single player, try racing against players that are so far beyond your skill level that it becomes laughable.

One of the coolest parts of the online experience is that you can upload and share your created tracks with the community. You can even race them in multiplayer. The only other issue in the online modes is that it appears to be a peer to peer connection so lag can be a real issue.

Monster Energy Supercross: The Official Videogame – the game with a long-ass name, is much more fun than I expected it to be. While it is a bit thin in some areas and the UI is a bit messy, the racing is fun, and that’s really what matters.

The addition of a track editor and the ability to share your creations online means you’ll never run out of content. This is a much better way to keep people engaged and playing a game and I really appreciate that. If you’re looking for a decent Supercross game with theoretically unlimited content, this is it.


* All screenshots used in this review were taken directly from the game using the Share functionality on the PlayStation 4.




Written by Josh Langford

Josh Langford

Josh has been gaming since 1977 starting with the Atari 2600.
He currently owns 26 different consoles and 6 different handhelds (all hooked up and in working condition) including all consoles from the current generation.

Josh is currently the US PR & Marketing Manager for Fountain Digital Labs and has recused himself from any involvement on PS Nation arising from posting or editing any news or reviews stemming from FDL.

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