- Release Year: 2014
- Platforms: PlayStation 3, PlayStation 4, Windows, Xbox 360
- Publisher: Bigben Interactive S.A., Plug In Digital SAS
- Developer: Kylotonn SARL
- Genre: Driving, Racing
- Perspective: Behind view
- Game Mode: Single-player
- Gameplay: Direct control, Mid-race bike switching
- Average Score: 30/100

Description
Motorcycle Club is an arcade-style racing game set in a world of high-speed motorcycle competitions, where players join an elite club and pilot powerful bikes across diverse off-road and track environments. The game’s core premise revolves around intense behind-the-view races that emphasize responsive handling, strategic bike-swapping mid-race to adapt to challenges, and adrenaline-fueled action without deep customization, delivering pure vehicular thrills on platforms like PlayStation 4, Xbox 360, and PC.
Gameplay Videos
Where to Get Motorcycle Club
PC
Patches & Mods
Guides & Walkthroughs
Reviews & Reception
metacritic.com (26/100): Motorcycle Club feels unfinished. The repetitive races, dreary challenges, horrendous sound, and unbalanced motorbike classes ruin what could have been a promising game.
gamefaqs.gamespot.com (26/100): A disgrace. A purchase is only justified when you use the disc to start a bonfire.
consolemonster.com : falls short of being anything other than what feels like an unfinished, unrealized, and under-developed mishmash of ideas.
Motorcycle Club: Review
Introduction
Imagine revving up a licensed BMW superbike on sun-drenched American highways, seamlessly swapping to a rugged custom chopper mid-race to tackle cracked asphalt and ramps, all while building your own outlaw motorcycle crew to dominate rival clubs. This was the tantalizing promise of Motorcycle Club, a 2014 arcade racer that aimed to blend the thrill of two-wheeled speed with light management simulation. Developed during the twilight of the seventh console generation, the game sought to carve a niche in a market dominated by sim-heavy titles like MotoGP and arcade staples like Trials. Yet, as a historian of gaming’s underbelly, I’ve pored over its fragmented legacy—from its ambitious official blurb to the scathing reviews that buried it—and my thesis is clear: Motorcycle Club is a cautionary tale of unrealized potential, a budget racer that teases innovation but crashes into mediocrity due to technical shortcomings and repetitive design, ultimately fading into obscurity without leaving a meaningful mark on the genre.
Development History & Context
Kylotonn SARL, a French studio founded in 2005 and later rebranded as KT Racing, entered the racing space with Motorcycle Club as a bold pivot from their earlier budget efforts like the hunting sim Hunter’s Trophy series and the quirky arena shooter Bet on Soldier. Under the guidance of game director Alain Jarniou, creative director Yann Tambellini, and technical director Benoît Jacquier, the team envisioned a game that fused arcade accessibility with motorcycle club management, drawing inspiration from real-world biker culture and licensed hardware from giants like BMW, Honda, Kawasaki, KTM, Suzuki, and Yamaha. The core hook—mid-race bike switching between superbike, roadster, and custom classes—was meant to add strategic depth, reflecting diverse riding styles and terrains inspired by U.S. and Japanese circuits.
Released in late 2014 on Xbox 360 and PC by publisher Bigben Interactive S.A. (with Plug In Digital handling digital ports), the game arrived amid a transitional era for racing titles. The seventh-gen consoles (Xbox 360 and PS3) were waning, with the Xbox One and PS4 launches in 2013 ushering in next-gen hardware that demanded more ambitious visuals and online features. Kylotonn’s engine, powered by NVIDIA’s PhysX for physics simulation, grappled with these constraints; the game utilized a modest 3GB install size on PS4, prioritizing cross-platform parity over cutting-edge graphics. Budget limitations were evident—development credits list a lean team of 81, many of whom later contributed to Kylotonn’s more successful World Rally Championship (WRC) series like WRC 5 and WRC 6. In a landscape flooded with high-profile racers like Forza Horizon 2 and Driveclub, Motorcycle Club positioned itself as an affordable alternative at $30, but its era’s technological hurdles—such as inconsistent PhysX performance on older hardware—exacerbated bugs and unpolished animations, dooming it from the start.
Narrative & Thematic Deep Dive
Motorcycle Club eschews a traditional plot in favor of a loose, progression-driven structure that evokes the camaraderie and rivalry of real biker gangs, but it delivers this with all the depth of a faded club patch. There’s no overarching story or voiced protagonist; instead, you assume the role of an anonymous club leader, starting from a humble garage and climbing the ranks by defeating nine rival clubs in tournaments. The “narrative” unfolds through menu screens styled as a dimly lit biker bar, where you recruit riders, customize emblems, and unlock bikes via challenges—mirroring themes of loyalty, customization, and territorial dominance in motorcycle culture.
Characters are underdeveloped archetypes: your customizable riders (with options for helmets, suits, and colors) lack personalities, dialogue, or backstories, serving merely as interchangeable avatars for the three bike classes. Rival clubs are faceless foes, represented only by their standings in tournament leaderboards. Dialogue is absent, replaced by terse on-screen prompts like “Complete the wheelie challenge” or “Draft behind opponents for turbo.” Thematically, the game romanticizes the open-road freedom and adrenaline of biking—evident in tracks inspired by real locations across the USA and Japan, complete with cracked roads, ramps, and urban slaloms—but it undercuts this with repetitive objectives that feel more like chores than epic rivalries.
Underlying themes of progression and club-building hint at empowerment: earning credits to “recruit” better riders and bikes symbolizes rising from underdog to legend. Yet, without meaningful interactions or emotional stakes, these elements ring hollow. Subtle nods to biker subculture, like custom chopper designs evoking Harley-Davidson vibes, add flavor, but the absence of narrative depth leaves the experience feeling like a skeleton of what could have been a gritty tale of asphalt outlaws. In extreme detail, the “plot” peaks in the 10 escalating tournaments (from 3 races in beginner tiers to 20 in the finale), where kudos points from stunts and positions build your club’s rep—but it’s a mechanical ladder, not a compelling journey, underscoring the game’s failure to weave themes into engaging storytelling.
Gameplay Mechanics & Systems
At its core, Motorcycle Club revolves around a straightforward arcade racing loop: select a tournament, race on one of 10 tracks (doubled to 20 with reverse variants), perform stunts for kudos, and unlock progression. The game’s signature innovation—switching between superbike (speed-focused), roadster (balanced), and custom (handling on rough terrain) classes mid-race via L1/R1 buttons—promises tactical variety, adapting to elements like cracked asphalt or ramps. However, as critics like Push Square noted, this mechanic renders largely cosmetic; the superbike dominates universally, making switches feel pointless unless forced by challenges.
Racing handles 10 AI opponents in behind-view perspective with direct controls, emphasizing turbo management (built via wheelies, drafts, near-misses, and drifts) over precise simulation. Speeds climb arcadely to 200+ mph, with no crashes—instead, collisions trigger a black-screen reset that penalizes position, frustrating players who crave aggressive bumping. Core loops include:
- Tournaments and Challenges: 10 events require specific bikes unlocked via 19 time-trial “constructor challenges” (e.g., 80m wheelies or 20 bike swaps). Optional “club missions” (e.g., finish last or brush objects) earn extra credits for purchases.
- Progression System: Start with one bike per class; unlock 19 more (total 22) using credits from races. No upgrades—bikes are static, with stats like acceleration and handling listed but rarely balanced (e.g., max-accel unlocks often feel slower).
- UI and Controls: The garage-menu interface is intuitive, with readable bike stats (cylinder, torque, weight in lbs) and a d-pad for first-person view. Controls are vibration-only, no remapping, leading to clunky turns and robotic leaning. HUD displays speed (mph/kmh toggle), turbo bar, and kudos counter, but it’s cluttered during swaps.
Flaws abound: AI is erratic, ramming players relentlessly like “a seven-year-old in Mario Kart” (Console Monster), while tracks feel monotonous despite day/night variants. Quick Race, Time Trial, and online multiplayer (up to 4 players, no split-screen) add replayability, but matchmaking is barren—Steam forums lament empty lobbies even years later. Innovative stunts (rings for kudos, jumps) inject arcade flair, but repetition sets in fast; the 3GB package offers slim content (10-20 races total), making progression grindy without depth. Overall, mechanics tease strategy but deliver frustration, cementing the game’s unfinished vibe.
World-Building, Art & Sound
The game’s world is a stylized homage to global biker havens, spanning 10 circuits across the USA (highway loops with urban sprawl) and Japan (twisty mountain roads), rendered in a colorful yet muddled aesthetic that evokes early 2010s arcade racers. Atmosphere builds through dynamic elements: cracked roads demand custom bikes, ramps enable jumps, and barriers create tight slaloms, fostering a sense of rebellious road-tripping. Day/night cycles add minor variety, with neon-lit Japanese tracks contrasting sun-baked American ones, but tracks blur into sameness—barren, blocky environments with blurry textures that scream last-gen port.
Art direction prioritizes vibrant pops over realism; the 22 licensed bikes shine in menus with detailed stats and soft textures (plastics, metals, rubbers), but in-motion, they look dated—robotic riders lack fluid leans, and PhysX physics yield janky collisions. The garage hub menu impresses with atmospheric lighting and bar-like interactivity, personalizing your club via emblem/pattern customization, but rider outfits (helmets, suits) feel generic. World-building extends to club management: recruit “members” for tournaments, but it’s superficial—no friend invites or deep rosters—undermining the outlaw gang fantasy.
Sound design is the weakest link, often described as “horrendous” (Push Square). Engine roars grate like “a tin can in a blender” (Console Monster), lacking the visceral roar of real motorcycles; surround sound amplifies the dissonance, prompting players to mute. Music loops generic rock riffs with double-bass pedals—serviceable for races but forgettable, better replaced by custom soundtracks. Audio FX for stunts (wheelie whoops, turbo hisses) are muted, and zero voice work leaves the world eerily silent. These elements aim for immersive speed but contribute to alienation, making the vibrant visuals feel hollow.
Reception & Legacy
Upon launch, Motorcycle Club sputtered to a dismal reception, earning a Metacritic score of 26/100 on PS4 (based on four critics) and a MobyGames average of 35% from seven reviews. Critics lambasted its unpolished state: PlaySense called it a “total failure” (1/10), urging players to “use the disc for a bonfire”; New Gamer Nation deemed it a “lazy mess” like an “early alpha” (1/10); and Push Square (2/10) highlighted repetitive races and unbalanced classes. A few positives emerged—3rd Strike praised responsive bikes and the switching mechanic (7/10)—but consensus painted it as buggy, monotonous, and sonically assaultive. Player scores averaged 2.2/5 on MobyGames and 2.3/10 on Metacritic (45 ratings), with complaints of clunky AI, empty multiplayer, and poor value even at $30.
Commercially, it flopped; collected by only 18 MobyGames users, it now sells for $0.99 on Steam (once discounted to -$320% in a bizarre 2016 glitch, sparking forum mockery). Post-launch patches were minimal, and online features died quickly—Steam discussions from 2017 beg for co-op partners, with no revival. Reputation has ossified as a “shovelware” curio from Bigben’s budget arm, akin to Maximum Games’ low-effort titles. Influence is negligible; Kylotonn rebounded with WRC sims, but Motorcycle Club inspired no direct successors—though echoes of its club management appear in later riders like The Crew Motorfest. In industry terms, it exemplifies mid-2010s budget racers’ pitfalls, highlighting how licensing (22 real bikes) couldn’t salvage execution flaws, and it lingers as a warning for indie devs eyeing arcade niches.
Conclusion
Synthesizing its ambitious bike-swapping hook, licensed roster, and club-building veneer against a barrage of clunky controls, repetitive tracks, grating audio, and barren online play, Motorcycle Club emerges as a flawed artifact of its time—a game brimming with biker bravado but throttled by underdevelopment. As a professional historian, I see it not as a landmark but a footnote in racing’s evolution, underscoring the gulf between vision and polish in budget titles. Definitive verdict: Skip it unless you’re a completionist hunting Steam bargains; at best, a 3/10 curiosity that revs promisingly but stalls hard. In video game history, it joins the pack of forgotten two-wheelers, revving off into the sunset without a backward glance.