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	<title>milestone &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Hot Wheels Infinite Rush Runs at 4K/60 FPS on PS5 and Xbox Series X, 4K/120 FPS on PS5 Pro</title>
		<link>https://gamingbolt.com/hot-wheels-infinite-rush-runs-at-4k-60-fps-on-ps5-and-xbox-series-x-4k-120-fps-on-ps5-pro</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Tue, 01 Sep 2026 12:23:18 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Hot Wheels Infinite Rush]]></category>
		<category><![CDATA[milestone]]></category>
		<category><![CDATA[nintendo switch 2]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=651892</guid>

					<description><![CDATA[The Nintendo Switch 2, being the weakest of the current console line-up, has a performance target of 1080p and 30 FPS for the arcade racer.]]></description>
										<content:encoded><![CDATA[<p>With <em>Hot Wheels Infinite Rush</em> less than a month away from its PC, PS5, Xbox Series X/S, and Nintendo Switch 2 release, developer Milestone has revealed more details about its performance targets across consoles. In an <a href="https://gamingbolt.com/hot-wheels-infinite-rush-interview-console-performance-custom-tracks-vehicles-and-more">interview with us</a>, the studio also provided more information on how the racing title will make use of the extra horsepower available on the PS5 Pro, allowing it to run at 120 FPS and use PSSR for extra image sharpness while running at 4K.</p>
<p>“On PS5 Pro, we are pushing performance up to 120 FPS compared to the 60 FPS on the base console, using PSSR to keep the image razor-sharp at up to 4K resolution. Across the board, our main goal is simply making sure the game runs smoothly and feels great to play on every platform.”</p>
<p>As for the other platforms, the PS5 and Xbox Series X versions of <em>Hot Wheels Infinite Rush</em> will run at 4K and 60 FPS. The Xbox Series S version will run at a lower resolution – 1440p – while still maintaining a 60 FPS frame rate. The Nintendo Switch 2 release will predictably be the lowest-resolution and frame rate version of the bunch, targeting 1080p and 30 FPS.</p>
<p>Milestone went on to speak about hardware limitations on the Nintendo Switch 2 that limit its local split-screen multiplayer mode to 6 competitors, with two to four of these slots being taken up by human players. This comes down to technical limitations.</p>
<p>“The reason is purely technical. In split screen, the engine has to render the game world and its physics multiple times simultaneously, once for each player’s viewport, which places a heavy demand on the hardware. To maintain a stable frame rate, we had to make a few performance compromises.”</p>
<p>The studio has also discussed how it hopes to keep parity across all platforms when it comes to aspects like the density and complexity of its open world. To achieve this, the title makes use of a variety of rendering techniques depending on platforms. PS5 and Xbox Series X, for instance, can use Unreal Engine 5 features like Nanite and Lumen. The Nintendo Switch 2 version, on the other hand, uses “more traditional pipelines”.</p>
<p><em>Hot Wheels Infinite Rush</em> was <a href="https://gamingbolt.com/hot-wheels-infinite-rush-announced-coming-to-pc-and-consoles-on-september-24th">unveiled back in June</a> with a trailer. The title will feature an open world that allows players to drive around and explore to their hearts’ content. Trailers for the game have also highlighted the fact that Milestone isn’t chasing photorealism. Rather, the arcade racer will lean on the goofier aspects of Hot Wheels when it comes to the design of its world and even some of its vehicles.</p>
<p>Along with plenty of single-player content, <em>Hot Wheels Infinite Rush</em> will also feature multiplayer with full cross-play across all platforms except for the Nintendo Switch 2. Local multiplayer for up to four players through split-screen is also available, and players will be able to get behind the wheels of more than 150 vehicles at launch.</p>
<p>More details about its progression systems and vehicle types were <a href="https://gamingbolt.com/hot-wheels-infinite-rush-drops-brand-new-look-at-its-vehicle-types-and-progression">revealed with a trailer last month</a>.</p>
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		<title>Hot Wheels Infinite Rush Drops Brand New Look At Its Vehicle Types and Progression</title>
		<link>https://gamingbolt.com/hot-wheels-infinite-rush-drops-brand-new-look-at-its-vehicle-types-and-progression</link>
		
		<dc:creator><![CDATA[Varun Karunakar]]></dc:creator>
		<pubDate>Wed, 05 Aug 2026 06:57:41 +0000</pubDate>
				<category><![CDATA[News]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=649869</guid>

					<description><![CDATA[A hint of Need for Speed: Most Wanted is welcome in a new title, especially with a large roster of cars to collect and customize.]]></description>
										<content:encoded><![CDATA[<p>There&#8217;s a new look at <em>Hot Wheels Infinite Rush</em>, showcasing what we&#8217;ll be doing. That is, when not tearing down straights and elegantly maneuvering around corners in its arcade-racing gameplay loop.</p>
<p>An open world with four distinct islands should be reason enough. But with each bringing its own racing crew, complete with a Rushmaster to take on, things are looking like they could get heated in an otherwise light and breezy title that isn&#8217;t afraid to inject a little charm and humor into its presentation alongside that gorgeous art style. The colors are popping, and it looks like this one&#8217;s ready to let some sparks fly on its tracks once you&#8217;re loose in the world, since your ride&#8217;s looks are as important as how well you drive it.</p>
<p>Thankfully, there are tons of customization options to make each car you collect carry a look that&#8217;s unmistakably yours. Customizing every car you get your hands on could take a while, though, considering there are quite a lot to find and collect when this one <a href="https://gamingbolt.com/hot-wheels-infinite-rush-announced-coming-to-pc-and-consoles-on-september-24th">hits the shelves</a> next month. And as before, there are a variety of vehicle types, from the heavy Titan to the stylish Versatile.</p>
<p>You can check out the new peek at the Island and everything it&#8217;s preparing to offer you below ahead of its September 10th launch.</p>
<p><iframe title="HOT WHEELS™ INFINITE RUSH – BEYOND THE TRACK EP.2" width="500" height="281" src="https://www.youtube.com/embed/OAnNcP_HWGI?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
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		<title>Hot Wheels Infinite Rush Trailer Shows Off Its Open World and Beautiful Islands</title>
		<link>https://gamingbolt.com/hot-wheels-infinite-rush-shows-off-its-open-world-and-beautiful-islands-in-new-trailer</link>
		
		<dc:creator><![CDATA[Varun Karunakar]]></dc:creator>
		<pubDate>Wed, 15 Jul 2026 20:40:16 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Hot Wheels Infinite Rush]]></category>
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		<category><![CDATA[nintendo switch 2]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=648519</guid>

					<description><![CDATA[The freedom to zoom around a map that’s as diverse as this one is definitely welcome, and each Island looks individually tempting.]]></description>
										<content:encoded><![CDATA[<p>We were a little curious to see how <em>Hot Wheels Infinite Rush</em> was going to approach its world design back when Milestone first <a href="https://gamingbolt.com/hot-wheels-infinite-rush-announced-coming-to-pc-and-consoles-on-september-24th">revealed the game at Summer Game Fest</a>. Well, we&#8217;ve just got a new trailer that shows (courtesy of IGN) off the four playable islands and a lot of freedom to zoom back and forth between them, as you lose yourself around every corner.</p>
<p>The visuals are stunning, as set-themed races are interspersed with well-made streets that are just waiting for you to stir up some trouble, their destructible environments so well-made that you might even try to avoid crashing through them. We&#8217;re especially eager to drive through the serene forests and pagodas of the Drifty Temples Island, but we&#8217;re also going to try and get a glimpse of a very familiar gorilla in Wheelswood Island. Meanwhile, a similarly familiar-looking squid lingers around Tentacle Bay Island.</p>
<p>Of course, there&#8217;s that Ferrari-themed island that&#8217;s exclusive to owners of the game&#8217;s Ultimate Edition or the Ferrari Expansion Pack. All in all, it&#8217;s looking like it&#8217;s going to be quite easy to find things to do, especially in a world that&#8217;s built around speed and enjoyable challenges. We&#8217;re already revving our imaginary engines in anticipation of all the thrills we&#8217;re expecting to find in this one when it launches on September 10th.</p>
<p><iframe title="Hot Wheels™ Infinite Rush – Beyond the Track Episode 1 Trailer" width="500" height="281" src="https://www.youtube.com/embed/ZT4hpXA92SA?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
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		<title>Hot Wheels Infinite Rush Announced, Coming to PC and Consoles on September 24th</title>
		<link>https://gamingbolt.com/hot-wheels-infinite-rush-announced-coming-to-pc-and-consoles-on-september-24th</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Fri, 05 Jun 2026 23:22:39 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Hot Wheels Infinite Rush]]></category>
		<category><![CDATA[milestone]]></category>
		<category><![CDATA[nintendo switch 2]]></category>
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		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=645604</guid>

					<description><![CDATA[Developer Milestone has also revealed details about the game's standard, Deluxe, and Ultimate editions, with all of the goodies they include.]]></description>
										<content:encoded><![CDATA[<p>Developer Milestone has <a href="https://milestone.it/news/hot-wheels-infinite-rush/announcement/" target="_blank" rel="noopener">unveiled</a> its new arcade-styled racing game based on Mattel’s Hot Wheels. Dubbed <em>Hot Wheels Infinite Rush</em>, the title was announced with a trailer during Summer Game Fest 2026, featuring a minute and a half of footage that was captured entirely in-engine. Check it out below.</p>
<p><em>Hot Wheels Infinite Rush</em> will seemingly feature an open world that players can drive around in. Rather than focusing on photorealism, however, the title seemingly leans into the goofier aspects of Hot Wheels in terms of its city design and the various vehicles that can be seen around the world. The trailer caps things off by giving us a look at what appears to be a real race featuring several different drivers on a course that has seemingly been made out of Hot Wheels’ track sets.</p>
<p>The trailer’s description indicates that players will have plenty of freedom in where they drive, with one of the off-road locations mentioned including a beach. How much variety the title will feature in its open world still remains to be seen, however.</p>
<p>As for multiplayer, <em>Hot Wheels Infinite Rush</em> will feature full cross-play between all platforms except for the Nintendo Switch 2, and local multiplayer for up to four players through split-screen. The title will feature more than 150 vehicles at launch.</p>
<p>Milestone has confirmed that <em>Hot Wheels Infinite Rush</em> will be available in <a href="https://milestone.it/news/hot-wheels-infinite-rush/pre-order/" target="_blank" rel="noopener">three distinct editions</a> – Standard, Deluxe, and Ultimate. The Standard Edition just includes the base game, along with the Boost’n’Slide Pack as a pre-order bonus. The Deluxe Edition will include the Vehicle Pass, giving players access to 44 more vehicles. Pre-ordering the Deluxe Edition will give players access to the Boost’n’Slide Pack as well as the Feel the Heat pack, along with two extra cars for each pack.</p>
<p>The Ultimate Edition of <em>Hot Wheels Infinite Rush</em> includes everything from the Deluxe Edition, along with the Ferrari Expansion Pack, which includes a Ferrari-themed island and eight exclusive Ferrari Hot Wheels. Buying the Ultimate Edition will also get you the Car Collection Pack, as well as three days of advance access. Along with the aforementioned pre-order bonuses, the Ultimate Edition will also get the Bone Shaker Skeletor Edition.</p>
<p><em>Hot Wheels Infinite Rush</em> is coming to PC, PS5, Xbox Series X/S, and Nintendo Switch 2 on September 24th.</p>
<p><iframe title="Hot Wheels™ Infinite Rush - Announcement Trailer" width="500" height="281" src="https://www.youtube.com/embed/-afrOoL2QIA?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
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		<title>Hot Wheels Infinite Rush Launches on September 24th for Current-Gen Consoles and PC &#8211; Rumor</title>
		<link>https://gamingbolt.com/hot-wheels-infinite-rush-launches-on-september-24th-for-current-gen-consoles-and-pc-rumor</link>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Fri, 05 Jun 2026 14:07:55 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Rumors]]></category>
		<category><![CDATA[Hot Wheels Infinite Rush]]></category>
		<category><![CDATA[milestone]]></category>
		<category><![CDATA[nintendo switch 2]]></category>
		<category><![CDATA[pc]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=645473</guid>

					<description><![CDATA[Milestone's newest title in the Hot Wheels racing series reportedly retails for $49.99 and could appear at Summer Game Fest.]]></description>
										<content:encoded><![CDATA[
<p class="wp-block-paragraph">Leaks have begun to emerge in the Summer Game Fest ship, from big names that could appear to huge announcements. However, it seems that the World Premieres could also reveal some brand new games, including an unannounced <em>Hot Wheels</em> title from Milestone.</p>



<p class="wp-block-paragraph">According to investigations by <a href="https://www.dealabs.com/magazine/hot-wheels-infinite-rush-le-nouveau-jeu-hot-wheels-jamais-annonce-date-de-sortie-plateformes-et-prix-en-exclusivite-61472" target="_blank" rel="noreferrer noopener">Dealabs&#8217; billbil-kun</a>, it&#8217;s called <em>Hot Wheels Infinite Rush</em> and allegedly launches on September 24th. It will reportedly retail for $49.99 on Xbox Series X/S, PS5, PC, and Nintendo Switch 2, though if it follows Unleashed 2&#8217;s business model, you can expect plenty of DLC and additional vehicles.</p>



<p class="wp-block-paragraph">Although unconfirmed for Summer Game Fest, it&#8217;s certainly possible. The event begins today at 2 PM PT and is expected to last for two hours.</p>



<p class="wp-block-paragraph">Other notable titles expected to appear include <em><a href="https://gamingbolt.com/final-fantasy-7-remake-part-3-reportedly-appearing-at-summer-game-fest-per-insider" data-type="post" data-id="645366">Final Fantasy 7 Remake Part 3</a></em>, which could finally get its official title, and <em>Star Wars Zero Company</em>, reportedly <a href="https://gamingbolt.com/star-wars-zero-company-launches-on-august-27th-rumor" data-type="post" data-id="645362">launching on August 27th</a> and costing $49.99 for the Standard Edition on PC. NetEase Games&#8217; <em>Blood Message</em> is <a href="https://gamingbolt.com/neteases-blood-message-confirmed-for-summer-game-fest-on-june-5th" data-type="post" data-id="645110">officially appearing</a>, and based on all the leaks surrounding Sega, it wouldn&#8217;t be surprising to see the next <em>Jet Set Radio</em> or <em>Persona 6</em>.</p>



<p class="wp-block-paragraph">Will <em>Grand Theft Auto 6</em> deign to appear, perhaps with a new trailer, especially if Rockstar&#8217;s marketing <a href="https://gamingbolt.com/grand-theft-auto-6-marketing-could-begin-by-june-end-indicates-take-two-ceo" data-type="post" data-id="644388">begins later this month</a>? Time will tell, so stay tuned.</p>
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		<title>MotoGP 26 Interview &#8211; Physics Model, Rider Based Handling, Rider Ratings, and More</title>
		<link>https://gamingbolt.com/motogp-26-interview-physics-model-rider-based-handling-rider-ratings-and-more</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Mon, 04 May 2026 14:50:07 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[milestone]]></category>
		<category><![CDATA[MotoGP 26]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=642788</guid>

					<description><![CDATA[Game director Matteo Pezzotti discussed quite a few subjects, including why Switch and Switch 2 versions don't have cross-play.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">W</span>ith <em>MotoGP 26</em> having finally come out game director Matteo Pezzotti was been kind enough to answer some of our burning questions, with subjects ranging from the game&#8217;s brand new physics model, to how Rider Ratings will affect the typical gameplay experience, and even the differences between the Arcade and Pro experiences that have been further refined in the latest entry of the racing franchise.</p>
<p><strong>One of the headline additions in <em>MotoGP 26</em> is the new physics model. In practical terms, how much will that change the feel of riding from corner entry to exit for returning players?</strong></p>
<p>In previous MotoGP titles, the player had the control on the bike, and the rider’s body would move consequently. With MotoG 26, it’s exactly the opposite: the input acts directly on the rider, who then moves the bike accordingly. I believe this makes the riding model more accessible, because every feedback coming from the bike is more direct and easier to read. Overall, it will be easier to complete a clean lap, but more importantly, it will be easier to understand where mistakes were made and how to improve.</p>
<p><strong>Milestone is highlighting Rider Based Handling and more meaningful body movement and weight shifting. Was the goal more realism, more readability for players, or both?</strong></p>
<p>The main goal was realism, but a more realistic game is not necessarily more difficult. As I mentioned, the new riding system has made the bike’s behaviour more readable, so I believe even less experienced players will feel more comfortable. It’s no coincidence that we decided to introduce this control system into the arcade experience as well.</p>
<p><strong>Rider Ratings are a big addition this year. Beyond influencing AI behaviour, do those ratings materially affect the handling or feel of a rider when players choose them directly?</strong></p>
<p>No, that’s something we deliberately avoided in order not to place filters between the player and his bike. On the other hand, we had fun shaping the skills that reflect the riders’ aggressiveness, reliability, race pace, and qualifying abilities. Overall, I think we’ll see a much more varied and realistic behavior on track.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-642647" src="https://gamingbolt.com/wp-content/uploads/2026/04/MotoGP-26-screenshot-1.jpg" alt="MotoGP 26 screenshot 1" width="1280" height="720" srcset="https://gamingbolt.com/wp-content/uploads/2026/04/MotoGP-26-screenshot-1.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/04/MotoGP-26-screenshot-1-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/04/MotoGP-26-screenshot-1-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/04/MotoGP-26-screenshot-1-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/04/MotoGP-26-screenshot-1-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/04/MotoGP-26-screenshot-1-1536x864.jpg 1536w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></p>
<p><p class="review-highlite" >"We had fun shaping the skills that reflect the riders’ aggressiveness, reliability, race pace, and qualifying abilities."</p></p>
<p><strong>How often are Rider Ratings likely to be updated during the real 2026 season, and how quickly do you want the game to reflect real-world momentum swings?</strong></p>
<p>I think that in the first few months we’ll update the skills roughly every two weeks, more or less at the end of each Grand Prix. At the start of the championship, the on-track values aren’t fully clear yet, but after a few months I expect the situation to stabilize, and these frequent updates won’t be necessary anymore. On the other hand, we have a secret weapon: we can assign favorite tracks to the riders, allowing them to perform better on certain circuits. Another way to make the gameplay experience even more realistic.</p>
<p><strong>The revised Arcade and Pro experiences sound like a major pillar this year. How far apart are those two modes in terms of assists, physics depth, and the overall skill ceiling?</strong></p>
<p>I’d say they are two completely different experiences. Pro mode is designed for our most dedicated fans, those who want the most realistic experience possible and are willing to play through all the sessions of a race weekend to find the right feeling with both the bike and the track. The Arcade experience is the exact opposite: it aims to offer fun even to those who have little time to invest in the evening and want to feel competitive right away. You’ll be dealing with a more stable bike, more powerful brakes, and more forgiving collisions with opponents.</p>
<p><strong>The new paddock flow, press conferences, and Rider’s Market suggest a bigger push toward career immersion. How important was it for <em>MotoGP 26</em> to feel like more than just race weekends?</strong></p>
<p>Our goal was to fully recreate the true MotoGP experience. The new environments, interviews, and meetings with team managers are all things MotoGP fans are used to seeing on TV every weekend, and we wanted to make them the protagonists of the world they follow with so much passion. The design of environments, characters, and camera angles was done with the aim of reproducing as faithfully as possible what you can actually see on television.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-642646" src="https://gamingbolt.com/wp-content/uploads/2026/04/MotoGP-26-screenshot-2.jpg" alt="MotoGP 26 screenshot 2" width="1280" height="720" srcset="https://gamingbolt.com/wp-content/uploads/2026/04/MotoGP-26-screenshot-2.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/04/MotoGP-26-screenshot-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/04/MotoGP-26-screenshot-2-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/04/MotoGP-26-screenshot-2-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/04/MotoGP-26-screenshot-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/04/MotoGP-26-screenshot-2-1536x864.jpg 1536w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></p>
<p><p class="review-highlite" >"Pro mode is designed for our most dedicated fans, those who want the most realistic experience possible and are willing to play through all the sessions of a race weekend to find the right feeling with both the bike and the track."</p></p>
<p><strong>Race Off content like Production Bikes and Canterbury Park seems designed to broaden variety. How do those additions fit into the overall identity of the game?</strong></p>
<p>Production bikes were chosen because, in real life, riders use them between races to train, since they can’t use MotoGP bikes outside official events. As for Canterbury Park, when we started the design phase we came up with a small backstory: a group of motorcycle enthusiasts buying an abandoned warehouse and transforming the surrounding area into a sort of playground for two-wheel addicts. In short, we try not to leave anything to chance, even when it comes to secondary game modes.</p>
<p><strong>Multiplayer and community are increasingly important in racing games. Beyond standard online racing, are there plans for deeper social tools like leagues, clubs, or privately hosted competitive communities?</strong></p>
<p>At the moment I can’t reveal that kind of details, but I can tell you that we’ve worked hard to improve the online experience and to expand the number of players in online lobbies to 22. It’s something the community has been asking for a long time, so they can recreate full MotoGP grid competitions.</p>
<p><strong>Since cross-play is confirmed on the main platforms but not on Switch or Switch 2, what were the biggest technical or design reasons behind that split?</strong></p>
<p>It wasn’t a technical limitation, but a design choice. Essentially, Switch doesn’t provide analog triggers on its controllers, so we had to create slightly different physics that could handle less precise modulation of braking and acceleration. Given these differences, we decided it wouldn’t be good to have those players compete against players on other platforms, as we wanted to ensure the most balanced and fair online competition possible.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-639949" src="https://gamingbolt.com/wp-content/uploads/2026/03/motogp-26-bikes.jpg" alt="motogp 26 bikes" width="1280" height="720" srcset="https://gamingbolt.com/wp-content/uploads/2026/03/motogp-26-bikes.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/03/motogp-26-bikes-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/03/motogp-26-bikes-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/03/motogp-26-bikes-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/03/motogp-26-bikes-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/03/motogp-26-bikes-1536x864.jpg 1536w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></p>
<p><p class="review-highlite" >"Switch doesn’t provide analog triggers on its controllers, so we had to create slightly different physics that could handle less precise modulation of braking and acceleration."</p></p>
<p><strong>The latest deep dive notes platform-specific grid differences on Nintendo hardware. How close is the Switch 2 version to the PS5 and Xbox Series versions in terms of simulation depth, features, and presentation?</strong></p>
<p>In terms of features, Switch 2 is fully aligned with the other platforms, except for the online aspects we already discussed. Races run at a stable 30 fps and include all official riders on track, even in the lower categories where there can be up to 28 competitors. Compared to other consoles, we had to make some optimizations to the vegetation, but I have to say the overall visual impact especially in handheld mode is very good.</p>
<p><strong>Alongside live Rider Ratings, what does your post-launch roadmap look like? Should players expect regular gameplay tuning, fresh events, or other seasonal updates?</strong></p>
<p>We’ve already planned events and activities that will bring players a bit closer to the world of MotoGP. Our most dedicated fans can probably already imagine what we’re talking about, but for now I can’t reveal anything yet.</p>
<p><strong>For players who may have skipped a year or two, what would you say is the single biggest reason <em>MotoGP 26</em> will feel noticeably different the moment they pick up the controller?</strong></p>
<p>I believe <em>MotoGP 26</em> is the culmination of everything good we’ve done over the years, and it offers the most complete career mode we’ve ever created. Training, interviews, contracts, environments, and realistic cutscenes all come together into a single experience, where every element contributes to the journey of becoming a world champion.</p>
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		<title>MotoGP 26 Review – Like Riding a Bike</title>
		<link>https://gamingbolt.com/motogp-26-review-like-riding-a-bike</link>
		
		<dc:creator><![CDATA[Matt Bianucci]]></dc:creator>
		<pubDate>Wed, 29 Apr 2026 13:52:02 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[milestone]]></category>
		<category><![CDATA[MotoGP 26]]></category>
		<category><![CDATA[nintendo switch]]></category>
		<category><![CDATA[nintendo switch 2]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=642644</guid>

					<description><![CDATA[This year’s entry adds muted improvements to a strong foundation.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">T</span>he <em>MotoGP </em>franchise has become somewhat of a stalwart annual racing game release over the past few years. With its longstanding history developing this franchise as well as <em>RIDE, Monster Energy Supercross, </em>and various other racing games, developer Milestone has evolved into one of the premier racing game developers in the industry that continually betters itself with each release of each franchise.</p>
<p><iframe loading="lazy" title="MotoGP 26 Review - The Final Verdict" width="500" height="281" src="https://www.youtube.com/embed/wxOa0peCE-w?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p><p class="review-highlite" >"The Career offers the meatiest piece of gameplay, as usual, and has a handful of refinements that make it a smoother and more efficient experience."</p></p>
<p><em>MotoGP </em>has historically been one of their titles with the most gravitas, running for more than two decades with its official license with MotoGP, but as with most annual sports or racing franchises, new releases have varied in their balance between adding new modes or content and simply updating rosters or licenses. While still gorgeous and smooth to play, <em>MotoGP 26 </em>falls more on the latter side of the balance, offering what is largely a mirror of last year’s game with some physics tweaking and minor expansions on the Arcade gameplay style and specialized Race Off modes. It remains the definitive MotoGP experience with a wide range of tracks, race types, and accessibility options, but <em>MotoGP 26 </em>doesn’t transform the formula for anyone who’s played it in recent years.</p>
<p>As with past <em>MotoGP </em>games, <em>MotoGP 26 </em>focuses on getting you on the track as quickly as possible. There are no major new modes this year, nor is there much of a story in the Career mode, as the core single player and multiplayer modes remain largely in tact from previous entries. There are your traditional single player and online modes, including the expansion of online lobbies to 22, though we were not able to test the online experience during the review period.</p>
<p>There’s also an introduction of a new card pack collection mode in the visual vein of an Ultimate Team experience, but fortunately these are costless and purely collectible, offering just another reason to keep playing and fill your collection.</p>
<p>The Career offers the meatiest piece of gameplay, as usual, and has a handful of refinements that make it a smoother and more efficient experience. You can create a character as always, but you can now also play as any of the real-life MotoGP riders and step into their shoes throughout the season and beyond, even if you choose to start your career at <em>Moto3</em>.</p>
<p>There is also more definitive week-to-week intrigue, as you are more able to directly respond in press conferences about who your rivals are and what parts of your bike you want to continue developing, and these directly impact the key opponents you have on the track and the way in which your bike improves over the season.</p>
<p>Beyond those updates, though, the Career mode is largely unchanged from previous entries. You play through the full season of Moto3, Moto2, or MotoGP as your selected or created driver, and each grand prix consists of the full weekend of practices, qualifying events, and races, including sprint races when you make your way to MotoGP weekends.</p>
<p><img loading="lazy" decoding="async" class="aligncenter size-large wp-image-642646" src="https://gamingbolt.com/wp-content/uploads/2026/04/MotoGP-26-screenshot-2-1024x576.jpg" alt="MotoGP 26 screenshot 2" width="1024" height="576" srcset="https://gamingbolt.com/wp-content/uploads/2026/04/MotoGP-26-screenshot-2-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/04/MotoGP-26-screenshot-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/04/MotoGP-26-screenshot-2-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/04/MotoGP-26-screenshot-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/04/MotoGP-26-screenshot-2-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2026/04/MotoGP-26-screenshot-2.jpg 1920w" sizes="auto, (max-width: 1024px) 100vw, 1024px" /></p>
<p><p class="review-highlite" >"The Arcade mode significantly pulls back the realism in favor of accessibility and ease of use."</p></p>
<p>Your ultimate goal, of course, is to collect as many points as possible throughout the races to win the championship by the end of the season, and in the meantime there are also weekly goals and multi-week rival challenges that pit you against another rider of your choosing to score more points than them in the coming weeks.</p>
<p>All of this is in service of keeping you on the track as much as possible while shaking up the week-to-week marathon of the season, and the on-track experience is another incremental step forward for the franchise. <em>MotoGP</em>’s gameplay has always been among its strongest features because it highlights the strong balance needed in this sport between high speeds and cornering, and the updates this year do nothing to disrupt that balance.</p>
<p>Bikes certainly feel more unique from one another than they have in the past, as some slower bikes would allow me to turn a corner easily while others struggle to turn but outpace other riders on straightaways, and there is something immensely satisfying about figuring out your bike’s tendencies and being able to perfectly make a tight turn and zoom past your opponents.</p>
<p>On the other hand, it can be immensely frustrating when you feel like you have no control over your bike, but the game fortunately offers a host of accessibility options to adjust to both your play style and your skill level, including returning its two main racing experiences: Sim, the pure simulation at the core of the <em>MotoGP </em>franchise, and Arcade, the more forgiving experience introduced last year. The Sim experience offers the most in-depth control over your bike and your team that you can have, down to tire compression and pit stop strategy, while also imposing the most realistic rules and riding physics the game offers.</p>
<p>The Arcade mode significantly pulls back the realism in favor of accessibility and ease of use. It’s much more difficult to wipe out, penalties are enforced at a much slower pace, and you can more easily recover from bouncing off of other drivers or running off track. It’s much easier to play in Arcade mode, but the Sim offers much more granular control and higher potential for your bike.</p>
<p><img loading="lazy" decoding="async" class="aligncenter size-large wp-image-642647" src="https://gamingbolt.com/wp-content/uploads/2026/04/MotoGP-26-screenshot-1-1024x576.jpg" alt="MotoGP 26 screenshot 1" width="1024" height="576" srcset="https://gamingbolt.com/wp-content/uploads/2026/04/MotoGP-26-screenshot-1-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/04/MotoGP-26-screenshot-1-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/04/MotoGP-26-screenshot-1-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/04/MotoGP-26-screenshot-1-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/04/MotoGP-26-screenshot-1-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2026/04/MotoGP-26-screenshot-1.jpg 1920w" sizes="auto, (max-width: 1024px) 100vw, 1024px" /></p>
<p><p class="review-highlite" >"Sound design is also a standout, as crowds roar over engines firing to recreate the feeling of being in high-pressure moments and reward the effort to reach the pinnacle of the sport."</p></p>
<p>These two racing experiences highlight the range that <em>MotoGP</em>’s gameplay can have from a difficulty and flexibility perspective. You can take either of those experiences at their default settings, or at any time you can change any number of rules around penalties, computer assistance, or AI difficulty, which can also be set to adapt to your own skill level. At their extremes, these could be either far too lenient or far too stringent for any individual player, but the ability to change the experience so drastically creates accessibility for hardcore and non-hardcore MotoGP fans alike.</p>
<p>There’s also an expansion of the different types of races that you can enter with the expansion of the Race Off mode, which has a variety of different bike types and tracks away from the spectacle of a full grand prix. The new production bikes, for example, add to the roster of flat bikes and minibikes that can be taken out for shorter races, and these handle completely differently from traditional bikes. These are fun to race, particularly when they show up as interlude weeks within the course of a Career season, but they certainly don’t have the depth that the classic on-track experience offers.</p>
<p>From a technical perspective, even for a <em>MotoGP </em>game, this game is gorgeous and runs incredibly smoothly. Each track is beautifully rendered and can look completely different depending on time of day and weather conditions, in addition to the impact those have on the racing itself. I had no technical hiccups throughout my time with the game, and while the off-track visuals are lower-quality, the overall visual style is beautiful and realistic.</p>
<p>Sound design is also a standout, as crowds roar over engines firing to recreate the feeling of being in high-pressure moments and reward the effort to reach the pinnacle of the sport, complementing strong and responsive controls that effectively use the controller’s haptic feedback.</p>
<p><img loading="lazy" decoding="async" class="aligncenter size-large wp-image-642649" src="https://gamingbolt.com/wp-content/uploads/2026/04/MotoGP-26-screenshot-3-1024x576.jpg" alt="MotoGP 26 screenshot 3" width="1024" height="576" srcset="https://gamingbolt.com/wp-content/uploads/2026/04/MotoGP-26-screenshot-3-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/04/MotoGP-26-screenshot-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/04/MotoGP-26-screenshot-3-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/04/MotoGP-26-screenshot-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/04/MotoGP-26-screenshot-3-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2026/04/MotoGP-26-screenshot-3.jpg 1920w" sizes="auto, (max-width: 1024px) 100vw, 1024px" /></p>
<p><p class="review-highlite" >"With its limited improvements, <em>MotoGP 26 </em>doesn’t move the needle from past entries in the franchise, but it remains the definitive experience for MotoGP fans."</p></p>
<p>Developer Milestone continues to up its game each year with the <em>MotoGP </em>franchise. While changes year-in and year-out aren’t always the most expansive, this franchise continues to cobble together the most refined and expansive MotoGP experience on the market. With that said, <em>MotoGP 26 </em>is one of the entries with fewer upgrades and more incremental changes.</p>
<p>The game continues to take steps in visual and auditory fidelity and offers a wide range of accessibility options that open the door to fans of all experience levels, but this year’s game largely feels like a slight update over last year. With its limited improvements, <em>MotoGP 26 </em>doesn’t move the needle from past entries in the franchise, but it remains the definitive experience for MotoGP fans.</p>
<p><span style="color: #ff6600;"><em><strong>This game was reviewed on PlayStation 5.</strong></em></span></p>
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		<title>MotoGP 26 Gets New Deep Dive Trailer on Riding, Career Mode, and More</title>
		<link>https://gamingbolt.com/motogp-26-gets-new-deep-dive-trailer-on-riding-career-mode-and-more</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Tue, 21 Apr 2026 11:49:53 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[milestone]]></category>
		<category><![CDATA[MotoGP 26]]></category>
		<category><![CDATA[nintendo switch]]></category>
		<category><![CDATA[nintendo switch 2]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=642022</guid>

					<description><![CDATA[The video has confirmed that, with the title's focus on the 2026 racing season, players will get to ride with 38 teams and over 70 riders.]]></description>
										<content:encoded><![CDATA[<p>As we inch ever closer to the <a href="https://gamingbolt.com/motogp-26-announced-for-pc-and-consoles-out-on-april-29th">April 29th release date for <em>MotoGP 26</em></a>, developer Milestone has released a new deep dive trailer for the upcoming bike racing game. The trailer, which you can check out below, clocks in at seven and a half minutes in length and reveals details about the title&#8217;s focus on the 2026 racing season and its inclusion of rider ratings.</p>
<p>All 38 teams will be available in the 2026 racing season as represented in <em>MotoGP 26</em>. This means that players will get to compete against more than 70 different riders. Rider ratings will play a key role in this, with their real-world performance being accurately captured in the game. These ratings will also see constant updates throughout the racing season.</p>
<p>The general experience of race weekends has also seen massive upgrades thanks to new on-site sound recordings with which the studio aims to provide an &#8220;authentic&#8221; audio experience. On the presentation side of things, <em>MotoGP 26</em> is aiming for realism by presenting just about every race menu as if it were being broadcast on TV. This ranges from the races themselves to various statistics screens and even management aspects.</p>
<p>The trailer also goes into detail about the new physics-based control system, which gives players a greater sense of control over their bikes thanks to how realistically weights can shift around when, for example, taking a sharp turn at high speeds. Just about every action has been animated to focus on realism, be it maintaining a racing line on straight tracks or getting a leg ready to counter-balance for an incoming turn.</p>
<p>Much like its predecessors, <em>MotoGP 26</em> will also feature options between Arcade and Pro modes. While the latter is how the game was meant to be played, the Arcade Experience mode will serve as a casual-friendly onramp for newcomers to the racing sim franchise.</p>
<p><em>MotoGP 26</em> will also include a variety of options that can make riding around on your bike easier or harder, from adaptive difficulty for AI racers to neural riding aids for braking, throttle, and trajectory.</p>
<p>When it comes to the player&#8217;s career, there are options provided, like allowing them to work their way to the top of the rankings from their early days as a rookie. If they want, players can also decide to simply step into the shoes of a pre-existing rider. There will also be an emphasis on decisions having consequences, like negotiating the right kinds of contracts, and managing your relationships with the crew members in your paddock well.</p>
<p><em>MotoGP 26</em> is coming to PC, PS5, Xbox Series X/S, Nintendo Switch, and the Switch 2. Milestone has also confirmed that it will be compatible with the ROG Xbox Ally and Xbox Ally X handheld gaming systems. While most versions of the racing title will feature full cross-platform multiplayer for 22-player races, the Switch and Switch 2 versions will be missing the feature. Multiplayer races on the platforms will also be limited to 12 players. For more, check out the <a href="https://gamingbolt.com/motogp-26-gets-new-video-showcasing-gameplay-across-tracks-bike-types-weather-conditions">gameplay video that was released last month</a>.</p>
<p><iframe loading="lazy" title="MotoGP 26 - Deep Dive Trailer | PS5 Games" width="500" height="281" src="https://www.youtube.com/embed/64KH3RMSVQo?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
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		<title>Screamer Interview &#8211; Anime Inspirations, Bringing back a Classic Series, Story, and More</title>
		<link>https://gamingbolt.com/screamer-interview-anime-inspirations-bringing-back-a-classic-series-story-and-more</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Thu, 26 Mar 2026 12:59:37 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[milestone]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Screamer]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=636997</guid>

					<description><![CDATA[Game director Federico Cardini was kind enough to answer our questions about the upcoming high-speed anime-inspired racing game.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">F</span>ans of classic racing games will undoubtedly recognize Screamer &#8211; an MS-DOS-era title from the 1990s. With Milestone looking to bring the series back with brand new anime-inspired art and aesthetic styles, we had quite a few questions about how it was going to play out. Thankfully, game director Federico Cardini was kind enough to answer these questions, with subjects ranging from inspirations behind bringing back the classic, to how the Echo System works against multiple opponents, and even its core story.</p>
<p><strong>What inspired the decision to bring back a classic 1990s era franchise like Screamer?</strong></p>
<p>Screamer has been a game that we wanted to bring back since its last installment. A new pitch would come around every few years, but we felt that they weren’t quite landing since we were searching for that very bold ingredient to make the game stand out in the racing game market. This all changed when we decided to power up the original idea of Screamer with our love for Japan animation and fighting games.</p>
<p><strong>One of Screamer’s core mechanics is the Echo system. When did it become a central part of the project, and how did it influence the overall design of the game?</strong></p>
<p>The Echo System was present since the pitch for the game, albeit in a more primordial form. Having taken inspiration from fighting games we knew we wanted an element of vehicular combat in the game and everything else needed to be designed around that, so that the racing part wouldn’t be drowned under these types of mechanics.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-637001" src="https://gamingbolt.com/wp-content/uploads/2026/02/screamer-1.jpg" alt="screamer 1" width="1280" height="720" srcset="https://gamingbolt.com/wp-content/uploads/2026/02/screamer-1.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/02/screamer-1-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/02/screamer-1-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/02/screamer-1-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/02/screamer-1-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/02/screamer-1-1536x864.jpg 1536w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></p>
<p><p class="review-highlite" >"Screamer has been a game that we wanted to bring back since its last installment."</p></p>
<p><strong>In races with multiple opponents, how does the Echo system work in terms of its tug of war style gameplay?</strong></p>
<p>When racing it’s quite important to engage strategically with the resources offered by the Echo System. A Boost used in the perfect track section, a Shield activated at the right time, a well-positioned Strike against an opponent, a masterfully controlled Overdrive until its end are all things that spice up racing in Screamer and can (and do) make the difference between victory and defeat.</p>
<p><strong>Screamer’s story is said to be inspired by classic racing anime. What were some of the key influences behind its narrative and tone?</strong></p>
<p>We took inspiration from any type of anime, not just racing anime, because we wanted our story to feel different from your standard racing game. Also, as I mentioned before, we are big fans of anime ourselves and we wanted to fully embrace that style of narrative for our game. Expect some big surprises and a plethora of mature themes.</p>
<p><strong>Beyond racing and story, how important is customisation to the overall experience?</strong></p>
<p>We’ve put quite a lot of effort into customization because even if our cars are designed to fit a specific character, we wanted the player to still be able to give them a personal touch. Customisation in this game doesn’t have performance modifiers attached to it, so you can customize any car with a slew of pre-made options without worrying about the handling.</p>
<p><strong>The game features both a pseudo cyberpunk city aesthetic and tracks that run through natural environments like forests. How did you balance these contrasting settings in terms of story and tone?</strong></p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-636999" src="https://gamingbolt.com/wp-content/uploads/2026/02/screamer-cover-1024x576.jpg" alt="screamer cover" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2026/02/screamer-cover-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/02/screamer-cover-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/02/screamer-cover-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/02/screamer-cover-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/02/screamer-cover-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2026/02/screamer-cover.jpg 1920w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p><p class="review-highlite" >"We took inspiration from any type of anime, not just racing anime, because we wanted our story to feel different from your standard racing game."</p></p>
<p>Balancing the variety in our environment hasn’t been easy. First, a lot of work has gone into creating background lore for everything so that our artists had a clearer picture of the mood they should strive for the tracks. Then, since the contrast between the locations wasn’t something avoidable we instead decided to embrace it and we quickly made it a keyword to use throughout the entire game as a guide; you can see this contrast in many things, like the VFX designed to look more anime-like with the realistic lighting, the almost painted skies against the realistic cars, or even the characters and how their contrasting personalities make the narrative unfolds. Quite a lot of work has been done to blend these souls together and we hope that players will appreciate that.</p>
<p><strong>What core multiplayer modes can players expect at launch?</strong></p>
<p>At launch players will be able to bring the competition Online in a playlist of game modes and Private Lobbies, with Ranked Team Race coming shortly after launch.</p>
<p><strong>How does the Echo system function in online races where every player is managing their own Echo gauge?</strong></p>
<p>Online the Echo System brings a whole new level of depth to the competition, since tricking other players into wasting their resources, by faking a Strike for example, becomes essential to come out on top at higher skill levels.</p>
<p><strong>What resolutions and frame rates are you targeting on PS5, Xbox Series S, Xbox Series X, and PS5 Pro?</strong></p>
<p>The game runs at 60FPS with enhanced frame rates on Series X and PS5 Pro.</p>
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		<title>MotoGP 26 Gameplay Showcases Various Tracks, Bike Types, and Weather Conditions</title>
		<link>https://gamingbolt.com/motogp-26-gets-new-video-showcasing-gameplay-across-tracks-bike-types-weather-conditions</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Wed, 25 Mar 2026 12:33:14 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[milestone]]></category>
		<category><![CDATA[MotoGP 26]]></category>
		<category><![CDATA[nintendo switch]]></category>
		<category><![CDATA[nintendo switch 2]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[PLAION]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=639948</guid>

					<description><![CDATA[Along with giving us a look at intense rains, the video also features 1000cc production bikes, which can be ridden in mono-brand events.]]></description>
										<content:encoded><![CDATA[<p>Leading up to the April 29th release date for bike racing game <em>MotoGP 26</em>, developer Milestone has released a new trailer, featuring over 15 minutes of gameplay. The video, which you can check out below, showcases large chunks from a number of different race events, with different bikes, and across a variety of tracks.</p>
<p>While the video starts off by showcasing a standard race in first-person view, we then get to check out more variety in the time of day in the second race. This is then followed up with some third-person racing action in the midst of heavy rains, giving us an idea of how weather will impact the game&#8217;s driving physics. The third race, once more in third-person, showcases a different discipline of bike racing, before we go back to the high-speed racing that the sport is known for, with 1000cc production bikes as part of mono-race events.</p>
<p>One of the key features highlighted throughout the video is <em>MotoGP 26</em>&#8216;s new rider-based handling system, which was built on top of a revamped physics model. Players will have more control over their bikes in various situations, and the title features a suite of new animations for rider models. Other features showcased throughout the trailer are the new UK-based location for the returning Race Off game mode, which will include two new tracks where players can ride using Motard, Flat Track, and Minibikes. We also get a good look at tracks like the Circuit of the Americas and the Portimão Circuit in sunny conditions and Silverstone in the rain.</p>
<p><em>MotoGP 26</em> was officially unveiled earlier this month with a trailer, where Milestone also announced the new Racing Card feature for each rider. The system revolves around four key attributes &#8211; lap time, pace, head-to-head, and reliability &#8211; which in turn form a larger rider rating that gives players information at a quick glance before they make decisions. These values will be dynamically updated based on how well the rider performs in real-world races, and will apply to racers across game modes.</p>
<p>Career mode will also be getting some upgrades thanks to the introduction of a fully 3D paddock, where players can hang out or jump between their on-track and off-track lives. The latter includes new Thursday press conferences and a personal manager, with the former allowing players to set long-term and short-term goals like calling out rival racers in public. The personal manager will be the main conduit through which players will manage their progression and contract negotiations, among other things.</p>
<p><em>MotoGP 26</em> is coming to PC (via Steam, Microsoft Store and Epic Game Store), PS5, Xbox Series X/S, Nintendo Switch and the Switch 2. Interestingly Milestone has also specifically mentioned the ROG Xbox Ally and Ally X handheld gaming systems, indicating that the racing title will also feature some optimizations to be playable on the go. <em>MotoGP 26</em> is also set to feature full cross-platform multiplayer for 22-player grids across PC, PS5 and Xbox Series X/S. Switch and Switch 2 players, however, will not have cross-play options, and online races on the platforms will be limited to 12 players.</p>
<p><iframe loading="lazy" title="MotoGP™26 - Gameplay" width="500" height="281" src="https://www.youtube.com/embed/YY7Z2PdxntA?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
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