• Publisher: THQ
  • Release Date: Jun 17, 2002
Metascore
76

Generally favorable reviews - based on 13 Critics

Critic score distribution:
  1. Positive: 9 out of 13
  2. Negative: 0 out of 13
  1. Everything you loved about MX 2002 is back and tweaked to perfection. The control and trick system is perfect, the rider AI is aggressive and more challenging than ever, and the economic system incorporated into the career mode offers some interesting gameplay.
  2. 84
    Huge air potential, massive tricks and stunts -- you can clear chasms while performing one-handed 360-degree spins if you like, and it's just as entertaining and satisfying as it sounds.
  3. Easily the best example of its genre on the PS2 and if you enjoyed "MX2002" then this markedly superior sequel will represent a near essential purchase.
  4. The first PS2 motocross game that can actually go head-to-head with Nintendo’s “Excitebike 64” and challenge its unquestioned supremacy in this videogame genre.
  5. In terms of physics I must say that I'm really at awe with the direction the game took.
  6. A cleaned-up and slightly larger version of MX 2002. If you missed out on MX 2002, Superfly is a perfect place to start.
  7. 78
    A mediocre trick system proved to be more of an annoyance than an innovation. Nevertheless, in the end, MX fans will likely find this title worthwhile.
  8. Although not completely perfect, it does manage to provide a few thrills until the next Ricky Carmichael inspired MX title.
  9. I wish I had room to mention all of the game's cool nuances; suffice it to say, compared to last year's edition, Superfly is a more well-rounded title. [August 2002, p.126]
  10. Superfly's career mode doesn't have the kind of depth found in other sports titles these days, and that's the next step it needs to take. [August 2002, p.79]
  11. The fast action, great graphics, incredible draw distance and undeniable fun attached make Superfly's racing tough to beat. [August 2002, p.110]
  12. There is one thing I absolutely loathe, and that's the super-hyper-lame-ass "ooh-yeah" and "woo!" they feel necessary to slide in every time you pull off anything even remotely cool, and the similar "what the?" and "careful!" every time you get bumped. [Sept 2002, p.73]
  13. Full of unrealized potential and will likely be quickly forgotten as new games succeed where this game failed.

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