
That said, we do have a couple of gripes. Lean too far without sufficient speed to generate a gyroscopic effect and you’re gone. The bikes are very sensitive machines and you don’t have an axle that keeps one tire on the floor when the other is in the air hit a kerb too hard and you’re gone. However it didn’t take too long to get into a groove and crash less, but you will likely crash a lot.
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Needless to say, we wrecked a perfectly good Yamaha R1 by low-siding it three times in the first two corners in the tutorial at Circuit Zolder (and let’s be fair, that’s not a great location to learn how to ride a 200hp bike for the first time) – even with everything set to easy…
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Everything is fighting against them at all times, as they try to put a stupid amount of power through a patch of rubber the size of a fruit roll-up without flipping over backwards, sliding away from underneath you, or any number of other entirely reasonable outcomes other than going quickly around a track. Motorbikes are basically an affront to physics and simply shouldn’t function - the motorized version of the bumble bee. RiMS Racing is hard, but authentically so. The latter item isn’t a surprise, but given the existence of a “RiMS Card” – an online overview of all of your progress – it’s very odd that there’s nothing beyond the solo event “fame points” that contribute towards an online ranking of any kind. That means that there’s no facility for any ranked online multiplayer and certainly no ambition towards esports. One final multiplayer mode is “Offline Duel”, where two players can race locally in split-screen.

There’s also “Online Custom Events”, which allow you to create or join other people’s lobbies, in both single race and championship (cup) format. Players can choose “Online Challenges”, which are solo timed events that give “Fame Points” towards an online leaderboard and some other rewards (we’re not sure what, as trying to check on this resulted in the event being “terminated”). Ultimately, RiMS Racing packs in pretty much the expected minimum of online functionality, but nothing more. It’s a pretty decent teaching tool to learn how bits of bike react to certain inputs but again, some parts of MSC are locked behind game progress. This allows you to freeze the bike in motion at any point and observe the current state of any component, from current wear to various physical parameters like temperature and pressure. That might have been worth an extra star.Ī much-vaunted feature before launch was the MSC, or Motorbike Status Check. No decals, no editable patterns, and not even any option to just paint your bike purple.

Although the bikes and clothing items can come in a number of different colors and designs, there’s no way to customize them any further.

One crucially absent piece of the puzzle though is a livery editor. You’ll need to get pretty far in the game to unlock some of the juicier performance items.

However, both bike parts and dress items are locked behind game progress and in-game currency.
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That includes not only the chance to ride some of the best bikes in the world, but to go into the full ownership experience the name itself is short for Rider and Motorbike Simulator. Created by RaceWard, an Italian studio which counts several ex-employees of Milestone – the studio behind bike titles like Ride, MotoGP, SBK – it’s intended to immerse the player into the world of motorbikes. Sure, there are yearly releases of racing bike games, but other than the occasional appearance of a Ride title, or the odd game set at the Isle of Man TT, you don’t really see all that many attempts at a Gran Turismo of Forza of bikes: buying and riding a selection of bikes, and modifying them to go really, really fast. Start taking wheels away though and the market dwindles somewhat. In fact anything from four wheels and up gets plenty of attention, given all the bus, truck, and farm vehicle simulators out there. The world of racing simulation is pretty well-served for four-wheeled action.
