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Parent teacher association

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Theodore Baker
Theodore Baker

RiMS Racing WORK

Career mode in RiMS Racing gives you control of a team. Build your rider by managing their race calendar, choose which R&D areas to invest in, and upgrade the team's skills. If you make the right decisions and improve your racing performances, opportunities with other manufacturers will become available to you!

RiMS Racing

As the racing genre strives towards being as immersive as possible, the added realism can sometimes come at the cost of being enjoyable. RiMS Racing is the perfect example of this, as to simulate what it is like to be a motorcycle racer, the game adds tedious elements of motorcycle maintenance that ruin an otherwise enjoyable racing game.

As soon as I saw Maintenance features I was like nope. I like a racing game I can pick up and play, I don't want any of this maintenance sim nonsense in my face. This is one of my criticisms with the Forza games to a lesser extent but this sounds much worse.

Let's face it, boring realistic simulated racing just doesn't work well on Switch especially if they can't get the gameplay and performance to mesh well with the graphics and features. Just give us more of those fun arcade style racers with lots of contents, fast pace gameplay, wacky mechanics, and tons of tracks, that'll do.

This game is amazing on the Series X, it's got some flaws but overall it's got an attention to detail that I haven't seen in other motorcycle games, and the career mode is like a blend of Car Mechanic Simulator and MotoGP. The only racing game where it feels like you are really working on your bike. It's just a shame the Switch performance is so bad.

It's easily the best real racing sim on the Switch, and a good motorcycle game. The other Milestone games like MXGP and Monster Energy Supercross have also been pretty good, though it's the same deal as with MotoGP where the first ones were a lot rougher than the sequels, which were actually pretty good.

I'll stick to Cruisn'Blast.I have to admit i never understood the point of "simulation" heavy racing/driving games, which usually seem to make the driving feel more difficult and less fun then it is in real life.

Much like other sim or sim-like racers (think Project Cars 1 and 2), this is a game where the producers really want you to experience the physics of motorbike racing. There is a brief tutorial that gets you acquainted with the controls, but it does not go far enough. While there are training sessions that can be unlocked as you progress through the game, I feel like they do not prepare new players for things like high-speed cornering or front versus rear braking. I found myself unable to corner at the same speed as the AI at its default difficulty level. Since this is a sim, there is a lot of physics involved, especially with how long it takes the rider to lean from one side of the bike to the other when shooting from corner to corner in quick succession, which can make or break your lap. The heft of the rider can be felt in the controls almost to the detriment of the player because of the game mechanics.

Beyond racing on ten real world circuits and five inspired point-to-point routes, RiMS Racing separates itself from its peers by making you responsible from everything from pitstop maintenance to overseeing performance optimization. Mastering all of it is going to take some time.

Which is probably why Rims, an all-new, surprisingly hardcore bike sim from upstart studio RaceWard, is a very different kind of racing game - stubborn and prickly, sure, but not without a certain gruff charm. This shares foundations - and some technology, I believe - with its stablemate TT Isle of Man: Ride on the Edge, but whereas Kylotonn Racing's effort takes the legendary Snaefell Mountain course and builds outwards from it, Rim's real concern is focussed inwards on the bike itself. And it goes to some very curious places with it.

Then you get off the bike, and things get weird. Riding and racing bikes is only half the Rims experience - the other is all about tweaking and tinkering in your workshop, swapping out some of the 500 parts available for each bike and making sure they're in peak shape. This is a simulation that goes well beyond what happens out on the tarmac.

It is realistic, though - I'll give it that. Having some slim experience of real world racing I'm all too familiar that the reality of the sport is often a mix of tedium and extreme expense, with the on-track action providing all too fleeting relief from all that. It's that expense and tedium that's why I love virtual racing so much, where you're straight to the action and can shake off any on-track indiscretion without having to face so much of the consequences.

So RiMS Racing pays huge attention to detail. That is something I noticed in my preview and something that holds in the final release. The location of this attention to detail and how it fits in with the game will determine if this is the game for you. Outside of the racing, you can dismantle and put together any of your bikes in your workshop. It's on the level of the Car Mechanic Simulator titles with how much it shows you. Only here, RiMS isn't content with showing you. You've got every single nut and bolt to take off and put back on.

Most upgrades are what you would expect in a racing game, such as increased rewards, discounts in the shop, and showing weather conditions for future races. As a result, it's simple, easy and reasonable. It's not intruding on your time to be having fun, only helping to enhance your progress in the game. Yes, upgrading your bike enhances your progress; it's just a chore to do it.

If I were honest, that's all I've really got to say about RiMS Racing. It's decent, but it just feels like the developers needed to balance what they worked on. There's too much on the parts and fitting them, particularly when you think that the game has only eight bikes. The career mode is pretty detailed, giving you a fair amount to do, and the on-track racing is good, thanks to the AI keeping you on your toes at the best of times.

Keeping with the on-track antics, I have to credit Raceward Studio for getting the physics right. This is certainly more on the simulation side of the field. Even with the assists, you need to use a bit of sense when racing around the track. There's a real feel of speed, something that not every game gets right. They got it right here.

So the real question is if I recommend RiMS Racing? If you're into racing games, particularly those of the two-wheeled variety, then yes. For a first-time outing, I can't help but think that this is on the right path. There's certainly a fair amount to praise, even if there are aspects deserving of the criticism lobbed at them. Whichever way you look at it, it's a racing sim in a market where far too few racing sims are released, and it's a decent one at that.

RiMS Racing is a decent first attempt into the racing simulation genre by Raceward Studios, with good racing, a detailed career mode and attention to detail on the bikes higher than any other game in history. On the track, it's rare to find a game that gives you the feel of a bike as good as this. However, with this attention to detail comes an inherent need to feature accessibility, which the game lacks with a terrible tutorial, and a need to balance and reduce the indulgence. The biggest culprit of indulgence comes with bike customisation, which - while valuable for those who want to know about bike parts - acts as a barrier to fun and the playing of the game. This is one I recommend to fans of bikes and racing sims, just go into it warned that there are things that could get in the way of your fun.

The developers must have known this, too, because you can buy a perk with your Team Points (currency for upgrading your racing team) that removes the interactive part of the process and turns the workshop into a regular old menu with easy swapping.

The first things players will see when entering the single-player career mode is already one step better than most others: it jumps into an immediate tutorial where it teaches players the basics of what it means to play a racing simulator, then carries on to guide new players on to the engineering and management aspects. This is a neat way to introduce players into the nuance offered here, but in short, players only need to know how there is a buttload of metrics and information to keep in mind. The game has a lot of things to keep track of at all times and the tutorial does a great job of acclimating players to these aspects.

The world of racing simulation is pretty well-served for four-wheeled action. In fact anything from four wheels and up gets plenty of attention, given all the bus, truck, and farm vehicle simulators out there.

So while Ride 4 has over 170 models of motorbike, RiMS Racing has just eight models with no more than one bike per manufacturer. Those eight bikes are all amongst the fastest road-going bikes available, including the Suzuki GSX-R1000R and the Ducati Panigale V4 R. The key differentiator though is that the level of detail and customisability in RiMS Racing far exceeds that seen in any other bike racing game.

Announced via a trailer on the publisher's official YouTube channel, Nacon has revealed RiMS Racing, a new simulative motorcycle racing game from Italian developer Raceward Studio. The title aims to launch on August 19 for PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X, and Nintendo Switch.

Hopping over to the game's Steam page reveals some more information about what players can expect from RiMS Racing, revealing that they will be able to drive some of the most revered modern motorcycles and tinker with them to create dominant racing machines. Other features include realistic physics, iconic real-world tracks, and unparalleled control over the configuration of each vehicle. There will even be a career mode, which sees the player take control of a team and attempt to transform their rider into a world-class name by controlling their calendar, working with manufacturers, and choosing which R&D to invest in. 041b061a72


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