In 2015 Ride introduced gamers to its realistic motorbike racing dream. Giving motorbike fans to awe at their favourite bikes and then getting their knee down on a bunch of famous tracks and courses scattered around the earth. Now it’s time for Ride 2 to up the stakes and push the boundary of realism ever further. So how does Ride 2 compare to Ride? Read our review to find out..
Milestone the creator of the ride series have listened to their fans and added a wider variety of bikes this time round. You can tell with each bike that a lot of man power has gone into creating them just by their visual appearance alone and some free dlc packs in addition to the paid dlc. And too add, to the enthusiasts out there you can see that each bike has all the information to follow from make model to the full history of the bike. So you can learn a lot about your favourite motorbike just by scrolling through the menus. The visuals in ride 2 are astonishing. You can see this in the tracks and the world that surrounds them. The scenery is full of life, the shine and glare that comes off each bike passing by, normally I would say when your passing them but in my case they mostly passed me.
Now it’s time to write where this game really shines the physics. The experience of racing one of the motorbikes around a track is overwhelming; it is smooth and with certain assists off highly realistic. The fact you can control the brakes front and rear independently. How travelling at high speed actually gives you less lean and a slower approach. These are only little things but make a massive difference. And there’s many more which I haven’t listed. Go too hard on either brakes your off go to fast into a bend your off this is no arcade racer with stabilisers.
This style of racing keeps you on the edge, motivated, and makes for some very intense moments. But do not fear as for gamers struggling with the game the rewind feature is your saviour, (I will admit, I used it a few times) which can help you save a crucial moment. Each bike handles different like it should and it seems weight is the crucial factor here for how hard you can through the bike through the corner although keep the accelerator feathered and should do fine.
The physics in this game seem spot on and with customisable bikes and difficulty options available this does help to ease newbies to the game but bare in mind you are thrown at the deep end when you first start. That deep end I was on about, refers to the extremely fast AI, now not all of them are rockets but 2 or 3 of them will make sure your no were near podium even on the easiest difficulty setting at the start the AI can be extremely frustratingly unbeatable. Much to blame for this I believe is the pp system. Which is a system that rates the bike performance levels much like the beloved Forza but with this I feel it needs tweaking as a bike with 170pp stands no chance against a bike with 420pp, which in the second season the game seems to think is perfectly fine.
The UI which is accustomed to ride 2 feels and looks a lot like one of the old Forza titles. Everything easy to access and straight forward to where you need to go. And where you need to go and try are the different modes offered to you, and ride 2 has plenty and the different tracks available to you, from country tracks, drag strips, city tracks right up to GP and Super Moto circuits, game modes on offer as follows;
Quick modes———Quick race, time trial, split screen,
Online —- self-explanatory really although I will say one thing took 20 minutes to find a race,
World tour — individual race, time attack, drag race, track days, head to head, pairs race, endurance, championship, team vs team, perfect trajectory, and point to point.
As you can see ride 2 has a lot to offer in class of game modes and bikes alone,