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Friday, April 10, 2015

RIDE: Review

Everyone knows that falling off a motorbike is far, far easier than staying on it, which normally makes any bike sim a gruelling catalogue of repeated failure. But Ride isn't like that.  even with all the assists switched off, the first bikes are a doddle to control (in other words: two-wheeled fun from the get-go).well, maybe ‘fun’ isn't the right word.

This is dignified gaming. the core movement is a thing of beauty. Smooth, weighty and precise. activating all the manual controls (independent brakes, tuck and gears) is massively rewarding, making for distilled riding; just you versus the road.


Races, however, aren't as hot. many events are unevenly balanced, as some AI bikes are significantly faster than others.  AI riders are also too conservative in their cornering lines, yet seem to find extra speed on straights, making for a frustrating experience. Still, there's a strong mix of famous real-world circuits and bespoke originals, with some superb sweeping corners to enjoy even when you're miles out in front. Perform well and you'll soon have enough credits to buy your dream superbike. okay, yes, then you'll fall off plenty, but by that stage you should understand why and be able to work around it.

Ride offers long-term gratification, not arcade thrills. it's solid and dependable, but never jaw-dropping. aside from the gleaming showpiece bikes themselves, it looks drab, at least a generation behind driveclub. the sterility in the presentation and environments makes for an underwhelming, but certainly not unpleasant, bike simulator. it delivers the moto, but lacks enough mojo.

6/10

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