
Monster Energy Supercross 25 has just dropped, and as someone who’s logged way too many hours on the previous games, I was hopeful that a year off has done it the world of good. Not that it was bad before, but a few things needed tweaking. And tweaks, they have been… err… tweaked.
The physics this year are the new star. Fully redeveloped and not just a tweaked version of last year’s model, it’s a massive improvement. The suspension feels more reactive, scrubs are cleaner (scrubs are a sort of side jump), and they finally nailed that “floaty but grounded” balance. Riding the bikes around the vast number of circuits feels fantastic – you’re really on the edge as you battle to stay up right but be fast.
I’m not really sure if the previous games has track deformation – if they did, it was subtle. Not so this year – it’s still reasonably subtle, but noticeable. Ruts build as the races go on, and lines you took previously may now no longer be possible – or certainly not as viable. This keeps you on your toes and keeps it constantly exciting, which I loved.
The enhancements also carry over to the graphics – it looks fantastic, with some really lovely lighting across the indoor tracks. Open area stadiums are impacted by weather, and full on outdoor circuits are also included (including some special event tracks) which really makes it feel a bit more fleshed out, and adds some nice variety.
Speaking of being fleshed out, this year, the career mode actually has some meat on it. You’ve got injuries, mental focus, training options, and off-week decisions that affect your stats. It’s not exactly RPG-level depth, but it’s a step up from the barebones structure of the past couple years. They’re clearly listening to the community. And the community aspect is built into the game – of sorts. An in-game social media feed lets you comment and reply to posts from sponsors and rival riders. This is ok, honestly I found it a bit needless but may be in part as I’m a social media dinosaur and try to stay away from it, but I appreciated what they’re doing as far as to add some depth to what could simply be a list of races to complete. A special shoutout goes to the Rider Shape system—if you bail hard, you’re gonna feel it in your performance until you recover. This adds a little realism that punishes recklessness which I really enjoyed, and helps balance the stakes a bit which make you consider your performance.
Online is pretty smooth, at least from what I’ve played. No major lag spikes or jank. Plus, the track editor is still solid, and now with more props and better terrain tools, you can really get creative. There are already some fantastic designs out there from the community – and not just tracks, but bike, suits and helmet designs too. It does need some moderation though, there are a few too many swastikas out there to download so parents perhaps be careful.
The AI still has its “autopilot” moments however. Sometimes they’re total beasts, other times they take lines like they’ve never seen a whoop (small jump) section in their life. I still found it a challenge, although a bit of an inconsistent one.
The audio is good, but not great. From my recent experience in the real world bike world, the bike sounds are good but could be better. A roar of a 450cc bike is something to experience, and the game doesn’t quite capture this in my opinion.
If you’re a longtime fan like me, Monster Energy Supercross 25 feels like the best version of the franchise yet. It doesn’t reinvent the wheel, but it finally feels like Milestone dialled in the handling and added enough depth to keep things exciting. If you’ve been riding with the series since 3 or 4, this is the entry you’ve been waiting for.
Reviewed on PS5