Moto Racer 4
Sixty-two percent positive on Steam tells the story: Moto Racer 4 has a pulse, but its rough edges will chase off anyone who isn't already a patient arcade-racer devotee.
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About Moto Racer 4
My honest first reaction after a few hours with Moto Racer 4 was relief that the series was back, followed quickly by a creeping suspicion that it came back too soon. The arcade tone is right: two bike categories (asphalt sports bikes and off-road dirt bikes), a career Progression mode split across ten chapters, and a mix of event types that goes well beyond basic lap racing. You get Last Man Standing elimination rounds, Slalom challenges where you have to thread traffic in a specific direction, checkpoint Survival runs, and King of the Road modes where holding first place banks personal time. On paper, that is a genuinely varied loop for an arcade moto game. The controls are where things get complicated for casual riders. The handling is extremely twitchy - bikes snap left and right with the lightest analog input, and until you have logged enough time to internalize that sensitivity, you will spend corners fighting the correction cycle rather than actually racing. A controller is effectively required; keyboard is not a serious option here. The boost mechanic ties into wheelies, so you are constantly popping the front wheel to stay competitive in the later career stages. It works, but it becomes a repetitive crutch rather than a satisfying skill expression. Physics bugs compound the problem: expect occasional launches into the air from invisible bumps and collision detection that does not always agree with what you can see on screen. The star-betting progression system is the decision that most divides the community. Before each event, you commit to a target placing - aim too high and miss it, and you lose stars rather than gain them. The idea is that it gives casual players a lower entry point (one star just needs a top-three finish) while rewarding ambitious racers who bet on first. In practice, the gap between difficulty tiers is steep enough that the penalty for overcommitting feels punishing rather than motivating. The AI rubber-banding at higher difficulties only adds to that frustration. Career mode also locks most content behind progression, so a quick-race session with a friend means grinding first. On the multiplayer side: online play supports up to ten players and ran acceptably at launch with minimal lag reported in most sessions. Split-screen is present for local play, which is genuinely rare in the genre and worth acknowledging. That said, the two-player local experience is hampered by the reduced peripheral vision in split view, which makes tight blind corners harder to read than they already are. For a Saturday night couch session the game is serviceable but not the go-to: fourteen tracks spread across road, desert, and dirt environments recycle quickly, and the bike audio is thin enough that turning up the music is the practical fix most reviewers landed on. Who is this for? Nostalgic fans of the original 1990s PC entries might find echoes of what they loved, but the consensus is that this reboot lands closer to "reminder of better times" than "worthy successor." If you have never touched the series and just want a quick arcade motorcycle fix with a low barrier to entry, there is something here at a low enough price - the sense of speed is real, the track layouts have some clever kinks and jumps, and the event variety keeps sessions from feeling monotonous in short bursts. Anyone expecting polish, fair AI difficulty, or a robust couch-party racer should look elsewhere. Riley, Scout Team
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Game Info
- Developer
- Artefacts Studio
- Publisher
- Anuman Interactive
- Release Date
- Nov 2, 2016