MXGP 26 – The Official Game is something of a reset for the motocross series. After a lengthy absence and a poorly received previous entry, Nacon and Artefacts Studio have rebuilt the game around Unreal Engine 5 and a new physics model, with the aim of making the racing itself the star of the show. That approach largely pays off, particularly once players become accustomed to the demanding handling model, but the game also makes some puzzling omissions along the way. MXGP 26 looks considerably better than its predecessor and the changing track conditions add an interesting tactical element, yet the lack of a proper career mode and an occasionally unpredictable physics system prevent it from feeling like the fully fledged motocross simulator reboot it could have been.
Players can create their own rider, customise their equipment and take part in the official MXGP and MX2 championships, with the licensed bikes, riders and all 19 official circuits providing plenty of authenticity. The character and bike customisation is reasonably extensive, particularly when it comes to colors, liveries and branded riding gear, while progression through challenges can unlock additional cosmetic items. The problem is that this personalisation never develops into a meaningful career. There is no real rise from MX2 to MXGP, no team management, sponsorship structure or motorcycle development, and completing a championship essentially sends players back to the main menu. For a sport where the journey from aspiring rider to champion could naturally provide the backbone of the experience, this is a conspicuous absence.
The real attraction is on the track, where MXGP 26 introduces a substantially revised riding model. The motorcycle has convincing traction and grip once players get accustomed to its behavior, while controlling the rider’s weight and managing the bike through corners, jumps and changing terrain provides considerably more depth than simply steering and accelerating. The two-stick control scheme gives players plenty of influence over the rider, including weight distribution and aerial control, and the different setup options can have a noticeable effect on how the bike behaves. This creates a rewarding sense of mastery once the controls begin to click, especially for players willing to spend time learning the intricacies of motocross. The catch is that the learning curve is steep, and the game does remarkably little to explain its more advanced mechanics. The tutorials are largely informational rather than practical, meaning newcomers are expected to work out techniques such as weight management and scrubbing through trial and error.
That difficulty can be part of the appeal, but MXGP 26 sometimes crosses the line between demanding and unpredictable. Small bumps, berms or trackside objects can occasionally send the bike flying in ways that do not seem proportionate to the mistake made, while jumps can result in surprisingly exaggerated airborne behavior. Collisions with other riders are generally more convincing than interactions with trackside scenery, although both can produce occasional oddities. The absence of a rewind function makes these problems more frustrating, since an unfortunate crash late in a race can mean repeating the entire event. The AI also varies somewhat depending on the difficulty setting, with some sizeable jumps between levels and computer-controlled riders occasionally struggling with the same deformed terrain as the player. At the same time, there is genuine satisfaction in taking risks: an aggressive line or late attack can produce a rewarding recovery, while pushing too hard can just as easily result in a costly fall.
The dynamic deformation of the tracks is easily the most interesting addition to the racing itself. Every lap can alter the surface as bikes dig ruts into the dirt, meaning a line that worked perfectly on the opening lap may become considerably less useful later in the race. This prevents players from simply memorising a circuit and repeating the same trajectory over and over, instead requiring some adaptation as the surface changes. The effect is visually impressive as well as mechanically relevant, particularly in muddy conditions, although the distinction between different terrain types is not always as pronounced through the controller as it could be. There are also occasions where relatively minor deformations seem to have an outsized effect on the bike’s trajectory. Even so, the evolving tracks give races a sense of unpredictability that suits motocross particularly well and represent one of the strongest foundations for future entries.
Unreal Engine 5 also gives MXGP 26 a sizeable visual upgrade. The motorcycles are detailed, the official circuits are faithfully recreated and the combination of mud, rain, lighting and accumulated dirt can produce some impressive scenes. Wet races in particular benefit from the new technology, with the bikes and riders becoming increasingly covered in mud as the event progresses. Crowds and environmental details are more convincing than before, helping the larger circuits feel more like sporting venues rather than sterile racing tracks. There is some environmental pop-in and a number of rougher background assets though, while the presentation between races relies too heavily on static camera angles and lacks the television-style production polish found in more established sports games.
The audio is more functional than spectacular. The motorcycle engines sound suitably authentic, but the presentation lacks the sheer intensity that should accompany a grid full of motocross bikes. The atmosphere around the circuits can also feel strangely subdued, with crowds and trackside spectators failing to generate the noise and excitement associated with a real Grand Prix. That is particularly unfortunate because the improved visuals can make the races themselves look convincing, only for the relatively restrained audio and basic presentation to remind players that this is still a smaller-scale production. The soundtrack and effects do their job, but neither provides the same kind of memorable identity that the improved physics and deformation system manage to create on the gameplay side.
Ultimately, MXGP 26 is a considerably stronger foundation than its predecessor, but it feels like a foundation rather than a finished vision. The new physics, dynamic track deformation, official content and Unreal Engine 5 presentation demonstrate that Artefacts Studio has addressed several of the series’ most obvious shortcomings. Once players overcome the demanding opening hours, the racing can be genuinely satisfying, particularly when learning how to manage the bike and react to an increasingly battered circuit. Yet the absence of a career mode, lack of local multiplayer, limited overall progression, missing women’s championship and inconsistent physics and presentation leave the package feeling thinner than it should. MXGP 26 gets the important fundamentals much closer to where they need to be, but there is still plenty of room for the series to turn those solid fundamentals into a truly comprehensive motocross experience over the next few years.
Score: 6.7/10

