24-Hour Races, Over 200 Career Mode Events: RIDE 5 Has Launched

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Motorcycle racing fans are not exactly spoiled with quality simulations - RIDE 5 aims to change that: Milestone's latest bike racer comes with a deep career mode, tons of customizability and even endurance races. The fifth iteration of the franchise is out now for PC via Steam and Epic, PlayStation 5 and Xbox Series X|S.

Image credit: Milestone

While the career mode is not too different from its predecessor, it does offer significant depth, sporting over 200 events that your custom rider you get to create when starting the mode gets to compete in. Players will also encounter rivals that add another layer to the gameplay in career mode. Events are split into two categories, with primary events being necessary to advance your career path, and secondary events being high-risk, high-reward in nature to secure optional bonuses.

Also new is the Sky System that features accurate simulation of time of day (and night, of course) and an in-depth weather system based on dynamic volumetric clouds, taking into account their density and the air and track temperatures to realistically portray changing conditions.

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Time of day, in-depth weather calculations, endurance races - RIDE 5 aims to take the next step in motorcycle racing sims. Image credit: Milestone

Race Around the Clock​

This ties in nicely with the Endurance races that are present in RIDE 5. Events can range from 20 minutes up to 24 hours, and an in-game save system coupled with rewinds make the lives of players who want to take on the challenge of long races a bit more pleasant.

Meanwhile, the revamped physics aim to immerse players in motorcycle racing even more. Visual and physical tire degradation is now present in the game, and the suspension system has been revised as well. At its core, RIDE 5 is still a simulation, and for those who struggle with it, numerous assists are on board as well to help them learn the ins and outs of racing a bike.

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Simulators can be hard to learn, but luckily, RIDE 5 includes multiple assists to teach you how to ride properly. Image credit: Milestone

RIDE 5 includes crossplay in multiplayer, too - but only on consoles. It is listed for PC as well, but only means that players who bought the game on Steam can compete with those that got it via Epic and vice versa, ruling out crossplay with console racers. At least the local split-screen multiplayer makes its comeback.

Content-wise, bike fans will likely find their Nirvana, or at least something close to it: Over 270 motorcycles from 20 manufacturers are waiting to tear around 35 circuits, including locations that are rarely seen in racing games outside of mods, such as Canadian Tire Motorsport Park (Mosport) or Sportsland Sugo.

RIDE 5 - Track List​

  • Autodromo Internacional do Algarve
  • Autopolis
  • Blue Wave
  • Brands Hatch
  • Cadwell Par
  • Canadian Tire Motorsport Park
  • Circuito Costa de Almeria
  • Circuit des 24 Heures de Mans
  • Circuit Ricardo Tormo
  • Daytona International Circuit
  • Donington Park
  • French Riviera
  • Imola
  • Interlagos
  • Kanto
  • Kyalami Racing Circuit
  • Laguna Sega
  • Magny-Cours
  • Monza
  • Mugello
  • North West 200
  • Nurburgring Nordschleife
  • Nurburgring Grand Prix
  • Okayama International Circuit
  • Oulton Park – Europe
  • Road America
  • Road Atlanta
  • Sonoma Raceway
  • Southern 100
  • Snetterton
  • Sportsland Sugo
  • Suzuka Circuit
  • Tsukuba Circuit
  • Ulster GP
  • Utah Motorsports Campus
  • Virginia International Raceway

Additionally, customizablilty is going strong in RIDE 5, which allows players to set up tons of combinations of events in the Race Creator, edit their bikes, suits and helmets, and share their creations online.

Want to get a better impression on the game? Jonas "ChampionJoe" Schulz has already taken a closer look at RIDE 5 for OverTake - check out his review below!


Your Thoughts​

What is your first impression of RIDE 5? Are you looking forward to giving it a go? Let us know in the comments below!
About author
Yannik Haustein
Lifelong motorsport enthusiast and sim racing aficionado, walking racing history encyclopedia.

Sim racing editor, streamer and one half of the SimRacing Buddies podcast (warning, German!).

Heel & Toe Gang 4 life :D

Comments

Sure bro, its also a fact that i am not your bro, and that talking about physics when you are not even sitting on the bike is pointless , because any bike sim at this point obviously simplifies the rider inputs, wich are done with the whole body, to simple lean and/or handlebar inputs, but cool story bro.
ok bro, gp bikes still has better physics I mean common. :roflmao:
 
Premium
ok bro, gp bikes still has better physics I mean common. :roflmao:
He is correct in that only half the real world inputs are used to control a bike in game, You can't go through corners by steering or weight shifting alone. If the physics ignore the counter-steering component which is a constant on all corners where a lean is initiated then they are in no way related to the real world.

Not saying that's a bad thing, In fact I think bike games suffer when they try to do too much, Bit if its not there, then any reference to good or bad physics can only relate to which build you personally enjoy more or find more immersive.

That said, I've never found any bike game immersive, so prefer the arcade aspects for pick up and play sessions.
 
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He is correct in that only half the real world inputs are used to control a bike in game, You can't go through corners by steering or weight shifting alone. If the physics ignore the counter-steering component which is a constant on all corners where a lean is initiated then they are in no way related to the real world.

Not saying that's a bad thing, In fact I think bike games suffer when they try to do too much, Bit if its not there, then any reference to good or bad physics can only relate to which build you enjoy you personally enjoy more or find more immersive.

That said, I've never found any bike game immersive, so prefer the arcade aspects for pick up and play sessions.
his argument was that it's debatable if ride has better physics than gp bikes, which it just isn't.
 
Ride series (i can only vouch for 1-3, don't have 4 or 5) have multiple flaws, bike pivots in the centre (flat out wrong), and EVERY single bike understeers like a boat. I rode for 13 years, mainly 600s (ZZR600, zx6rs, CBR600F...a ZXR400 once as well) and every bike I rode had a metric tonne of front grip, if anything went it was the rear (as I found out highsiding my ZZR). I just do NOT get that from the Ride series. I've tried adjusting the setups but don't realy feel much difference, I feel understeer is hard coded in.

But saying all that they are usually enjoyable games, 3 got a lot better when I found the way to make throttle and brakes more "real", such a shame it's per bike and is NEVER saved.....
 
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