![]() It's a little staggering at times to see the detail upgrades. RIDE 4 has gone overboard this year-in a good way. There's also a sense of randomness to it, which is realistic because it's meant to reflect the real thing, where anything can happen at any moment. And while there are instances of a computer-controlled opponent just barrelling into another or even the player, it does feel like opponents are smarter this year and adapt better on the fly. (Artificial Neural Network Agent) is again a big talking point for a Milestone release. Players will have to juggle tires and fuel management through smooth interactive pit stops that deepen immersion and the challenge itself, never mind the sense of accomplishment when pulling off a win.Ī type of machine learning dubbed A.N.N.A. These strategic hurdles to overcome besides the general racing itself are most apparent in the endurance mode of varying lengths. One example is tire wear, which is influenced by player styles, track conditions-via weather and time of day-and more. It could start raining in the middle of a race, which changes how the track feels and requires a mixup in player strategy when it comes to other factors. Take the new day/night cycle and randomized weather patterns. And for what is presumably a large portion of those players, that's a good thing. The game doesn't hold back in making things more complicated for even seasoned players, too. That could be an eye-of-the-beholder type thing, but the feeling of gliding on ice can happen at times on the first two settings. ![]() The first two, Simplified and Advanced, still feel a little floatier than they should compared to the last (and supposedly most difficult), Realistic. As part of the effort to be more accessible to all types of players, RIDE 4 includes three different physics settings. Consistency is better, though it's just as unforgiving if a player goofs a break point or leans too far-the rewind option remains a blessing. Wrecks around bends would feel almost random at times, despite an overall strong performance by Unreal Engine 4. Generally speaking, things feel tighter this year. The previous entry in the series had issues with sporadic handling. ![]() ![]() Because of that, it's more enjoyable than in past years to experiment with a variety of different bikes in differing situations to find one that works the best for an individual-and that's all before diving into the deep tuning menus. Those dramatic overhauls to the tracks and the majority of the bikes in the game means it does a better job this year of making bikes in the same class feel different from a handling standpoint. And it has a noticeable impact on gameplay. This year's game promises higher quality replications of bikes and tracks via laser and drone scanning, paired with other technologies used in past games. That's not to say it's easy and new players aren't going to find much of an onboarding process, meaning a likely lengthy trip to the practice courses to figure things out.īut as a whole? RIDE's solid gameplay remains. RIDE 4 hits on one of the complaints from RIDE 3 well-it's quite a bit more accessible to new players thanks to a laundry list of customizable difficulty options.
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