The Compound returns to MXGP Pro this year
Milestone has announced that when MXGP Pro releases this year, it will once again come packed with the Compound, a training facility that features almost everything.
This year, the Compound spans one square kilometer of forest, inspired by real-world locations like the amazing Esino del Lario, which is surrounded by the Grigna Mountains and by Lake Como to the South. The Compound includes two tracks, one for Supercross and one for Motocross, for players to test their skills in time attack mode or against official riders. For all off-road competition lovers, a more challenging trail has been created to captivate imaginations and test resolve.
The Compound will test player skill in a variety of key motocross disciplines: air control, scrubs, cornering, wet, standing starting, and braking. Players can train with official MXGP riders and each discipline has five test sessions to conquer, all with the reward of customizing their rider’s skills.
Additionally, Milestone's designers worked with exceptional partners like official MXGP riders Tim Gajser, Tony Cairoli, and Gautier Paulin, who together provided extensive and precious feedback during the development of each skill.
Tim Gajser explained to our designers how to master a scrub. “The scrub is a really special technique, I explained how the body moves and how the bike reacts accordingly; to perform a perfect scrub during a race, you need to keep leaning as much as possible, almost cutting through the air, maintaining a low trajectory,” Gajser said. “This is the only way you can land earlier and gain some time. I tried the scrub feature in the game and I was impressed with the high quality and realism of the reproduction, it was really fun!”
Gautier Paulin spoke about his experience working with Milestone. “The designers did an incredible job, I was surprised to see how the ground was totally identical to the real thing, as well as the bike’s reactions on different tracks, wet or dry; like when the bike loses speed when going up a hill and it goes faster when you come down,” Paulin said. “I tried different tracks and I gave my feedback. I asked the developers to work on the bike’s reaction when entering a corner with banking, the grip that you get with the bike is amazing. The result achieved in MXGP PRO really is unbelievable.”
Tony Cairoli then provided his insights from working with the studio. “This year, the designers have done a great job, especially in terms of the riders and bike physics,” Cairoli said. “For example, speaking of the braking, it changes greatly based on the type of terrain; I think it was when I tested the wet tracks that I realized that the brakes felt too soft on some sections so the bike wouldn’t brake properly, so I told them about it. I saw the final result after my feedback and I must say that I was really impressed with the realism of the riding feel.”
The game will release on July 10 for PC, Xbox One and PlayStation 4.