What we want to see in Ride 5

It’s been a while since the last RIDE game was released. RIDE 4 was launched back in October 2020, with a next-gen update coming in early 2021.

I think it was a great game with a lot of bikes to choose from, different disciplines, awesome graphics, a long career mode and a popular online community. I still dip into it now and then for a quick blast on my favorite road bike.

Milestone’s original intellectual property has been very successful over the years, growing and improving with each iteration. The first RIDE was released back in 2015 and three more have been released since then, but things have gone quiet.

However, Milestone registered the trademark for RIDE 5 last year, so it’s easy to assume it’s in development. Today I’m going to go over a number of improvements and additions that I’d like to see in RIDE 5 to make it stand out from the rest in the series.

Improved sound

Unfortunately, one of the most disappointing features of any RIDE game is an important one – the sound of the bikes.

And while this has improved over the years thanks to some bikes having their actual sounds recorded in real life to add to the game, sadly the same is not the case for others.

Yes, that’s a mammoth task given the sheer volume of bikes in the series (over 170 in RIDE 4), but for the most immersive and immersive experience, the sound needs to be accurate.

Milestone pays close attention to detail with each bike, ensuring they are meticulously visually matched to the real-world counterpart. But why waste all that time making the bike sound like a lawnmower? If the bikes could sound as good as they look then they would be on the winning side.

Difficulty balance adjustments

That should go without saying, but when it came to RIDE 4, it sadly wasn’t.

Before being unleashed in races on RIDE 4, you had to purchase your respective license for each region. These consisted of Track Days and Time Attacks. Sounds easy enough.

The problem, however, was that these events didn’t actually have a difficulty setting. You can change the difficulty of the races in the game from very easy (20%) to extreme (120%), but this difficulty didn’t affect the license events. The times you had to beat were the same whether you were playing on the hardest or the easiest difficulty.

If you are a veteran of motorbike games or know about racing games in general then these events were not a problem and not a real challenge.

Ride 4 license tests

However, if you’re new to the series or just wanted to play on the side and slowly work your way through career mode, you were hit with a difficulty boost right from the start.

I’ve seen a lot of people complaining in my YouTube channel’s comments that the license events were too difficult and they couldn’t advance in career mode because they couldn’t get past it.

So if Milestone is going the same route for licenses in RIDE 5, then please let people set difficulty and change target times based on what difficulty you are playing at. Or at least have a low level time so as not to block progress.

That way they’re within everyone’s reach and a lot more people can experience the rest of the game at their own pace.

Bring back two earlier ideas

Throughout the development of the RIDE series, we’ve seen good ideas come and go. Some of these were popular boot ideas.

The first game introduced the driving style editor, here you could change your driver’s cornering stance to create something unique.

Ride 2 driving style editor

For example, choose how far your rider’s elbows protrude when you’re leaning, or your rider’s head angle when he’s tipping into a corner. The riding style editor was also present in RIDE 2, but for 3 and 4 it was stripped out entirely and replaced with the generic “choose your preset riding style” which is identical to that of the MotoGP games.

I used to have great fun optimizing my driver’s driving style and it was also nice to experience the community’s unique driving styles online.

Drive 3 drag races

Another event type removed from RIDE 4 was drag racing. These show, as you might expect, two or more bikes charging in a straight line to see which bike was the fastest.

These helped break up the traditional career mode races, and while they were short, they were still fun. However, there was a small problem with the balancing. Sometimes you were going up against a bike you hadn’t unlocked yet, no matter how much you upgraded your current bike it was impossible to win. Some tweaking would be needed, but it would be a welcome return.

Re-add older content

Some bikes and racetracks present in previous games have also been removed or, worse, relegated to DLC, sometimes paid DLC. Eek.

It’s not right that I have to pay extra for a bike that was present from day one in previous games.

Tracks like Lake Garda in RIDE 3, where a lot of work was done as you can see in the developer diary above, have been dropped for RIDE 4.

The Supermoto tracks used to have their own track selection, but have been removed for RIDE 4, although there are still Supermoto vehicles in the game.

There were also a few British Superbikes in Ride 2 and 3, but not in 4. Perhaps they were removed as players could easily recreate them in the livery editor, but having the actual bikes in the game was more satisfying and a reward for achievement of the final stages of RIDE 3.

I hope these return in the future, along with other racetracks and bikes missing from the latest game.

Reconsider implementing endurance racing

Milestone has really doubled for the endurance races in RIDE 4, ranging from 40 minutes to an actual 24 hours. Being able to pit in mid-race to change tires and refill gas was a welcome addition.

To improve this, the dev team could give the player a bit more interaction during pit stops, like B. Buttons that appear on the screen to control the actions of the pit crew – analogous to those in RiMS Racing. This in turn would determine how fast or slow your pit stop would be overall.

RiMS Racing pit stop animation QTERiMS Racing pit stop animation QTE

While the longer races were fun, there were also a few issues with RIDE 4’s Endurance mode.

Sometimes you couldn’t choose the tire you wanted. I’ve had races that started dry only for the weather to turn to rain. That’s not a problem as the dynamic weather works well, but to try and gain an advantage over my opponents I pitted at the next opportunity, only so the wet tires weren’t an option.

So I had to come out of the pits and do one more lap before I got back in the pits and then the wets were done.

Ride 4 endurance races

Also, there were no driver changes or the ability to save progress during an endurance event. Some might say that sparing during an endurance race takes away the point of endurance racing. But for a 24 hour event saving would be beneficial as I don’t see a lot of people racing all day. Remember the finger cramp!

Perhaps combine this with driver swaps so that when an AI driver takes over you can save progress and come back to it later, making the longer races less daunting.

Cross-platform play and co-op endurance

Online racing on RIDE 4 has been popular and finding a lobby has never been difficult, but given the popularity of cross-platform play in MotoGP 22, adding it to RIDE 5 seems like a no-brainer.

I think online will be even more populated and its longevity would increase, as would the ability to co-op online in the endurance races. Similar to our AI suggestion mentioned above, when a driver comes into the pits, he could swap drivers and another player could take over, much like Assetto Corsa Competizione or rFactor 2 can do.

MotoGP 22 online cross-platform multiplayer, PlayStationMilestone’s MotoGP 22 added cross-platform multiplayer after launch

Again, this would help with the really long races and be a lot of fun, plus it would more accurately reflect real life endurance races.

More more more!

The bikes are the stars of the show in all RIDE games, meticulously recreated down to the smallest detail.

But what I think is needed is more choice. Granted, there are a huge number of bikes in previous games, but new bikes are always being released and there are older bikes that haven’t made an appearance in the RIDE series yet. More please.

Let’s also add another class while we’re at it. I think it’s time to add motocross to the RIDE series. This would add another discipline to learn and break up standard racing.

Valentino Rossi: The game MotoRanchValentino Rossi: The Game, MotoRanch

This in turn would add additional tracks, these would only be for the motocross category but I think that would be a great addition. After all, Milestone showed with Valentino Rossi: The Game that dirt and tarmac riding can coexist in the same game, and while it produces the Monster Energy Supercross games, the MXGP titles seem to have disappeared without a trace.

Speaking of which, I’d love to see more road circuits and short circuits. Milestone may have access to tracks from MotoGP and SBK that have yet to make the jump to RIDE.

Drive 4 track choices

Members of the community have been clamoring for the Isle Of Man TT to be added to the RIDE series to sit alongside Southern 100 and Northern West 200 events, although Ride on the Edge 3 is licensed by RaceWard Studios, so I doubt the viable.

One last big and obvious element is the physics of the game. RIDE 4’s physics were great when the game was first released, but since people complained that the game was too hard, Milestone dumbed them down, which made the game easier. Please don’t do this with RIDE 5 if the physics are good to begin with, either don’t tweak them to make it easier or make the more forgiving behavior an option.

Drive 4 Ulster GP

For my part, I’m really excited to see what Milestone does with a potential RIDE 5 and where they take the series. These ideas I mentioned today would take the game to another level I think and there will be people out there with their own great ideas so please leave them in the comments below.

If it’s on the way, let’s just hope that seeing RIDE 5 will be another positive step for the series.

We will be happy to hear your thoughts

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