Ride 6 launching on 12th February, 2026

  • Thread starter Thread starter GTboyz
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I find the festival themes bothersome and played out as well.
After watching the video, kinda wondering about the handling. Seems a bit same-old, same-old, with the player having a difficult time hitting lines. I was hoping they'd get that figured out somehow. It's approachable enough in general terms but it's been more or less the same way for a while now. I think the issue is the speed at which they have the rider and bike transfer from one side to another, like they're trying to inject a sense of weight or over-stabilize or something which is slowing things down too much and voila, missed apex. It looks like holding a slide should be managable enough.
 
I find the festival themes bothersome and played out as well.
After watching the video, kinda wondering about the handling. Seems a bit same-old, same-old, with the player having a difficult time hitting lines. I was hoping they'd get that figured out somehow. It's approachable enough in general terms but it's been more or less the same way for a while now. I think the issue is the speed at which they have the rider and bike transfer from one side to another, like they're trying to inject a sense of weight or over-stabilize or something which is slowing things down too much and voila, missed apex. It looks like holding a slide should be managable enough.
Well, they change things around with every game, so at least the festival thing will only be for this game and it will be something else next time.

I'm glad I'm not the only one who can't hit apexes :lol:

The dirt bikes look fun.

I've been running the Weekly Challenges each week in Ride 2,3 and 4 recently (mostly failing :lol: ). It's annoying they removed them from Ride 5. I want them back for 6.

They need to have some kind of regular ongoing stuff, to give the game legs.

One thing that is surely guaranteed is a decent career mode as they always have one. Unlike almost everybody else who seems to have completely forgotten what they look like!!! (Or add them 3 years later as paid DLC cough Power Pack cough)
 
Am I crazy or does it look downgraded?
I had to look twice to make sure! Yes, it does look downgraded, just like R5 was a graphical downgrade from 4, except for the bike models, those were actually improved.

Also, the bike/rider animations seem stiff and robotic. Have to admit I don't like it very much so far, and the festival theme is really irritating to say the least.

Looks like it's going to be another non-serious/casual bike riding videogame from Miley.

Also - same boring and synthesized bike sounds. I don't think they are passionate about bikes anymore. Ironically, SBK22 is borderline excellent and some of the MotoGP games are actually good too.

I find the festival themes bothersome and played out as well.
After watching the video, kinda wondering about the handling. Seems a bit same-old, same-old, with the player having a difficult time hitting lines. I was hoping they'd get that figured out somehow. It's approachable enough in general terms but it's been more or less the same way for a while now. I think the issue is the speed at which they have the rider and bike transfer from one side to another, like they're trying to inject a sense of weight or over-stabilize or something which is slowing things down too much and voila, missed apex. It looks like holding a slide should be managable enough.
I'm not expecting much from this iteration, tbh. Ride 5 took out so many great elements from 4, and it seems they are ignoring player feedback as usual and making this game even more casual/semi-arcade with a good dose of understeer and hidden riding aids.

Think I will pass until I check reviews couple of months later after release.
 
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I don't even think there's much specifically wrong with "The Physics" here, rather, I think it's a control input problem. I'll attempt to explain and know I'm doing a bad job, but basically, you push the stick left, which makes the rider start to lean left, which forces the bike down and into the turn. The trouble is, it takes too long from the time you hit the control to make the turn to the time your bike reaches full lean so you end up running straight far further than you intended. Once the bike starts turning there's usually no push or anything unless your setup is really, really bad, it just takes too long to actually start turning.

The physics in 5 were a step up from the previous games but the controls were so much better in 4 (or 3, or all the way back to 2) you couldn't really notice. Can't remember who said it here (RZ05?) but realistically, anyone can ride around a track, it's pushing just that extra 10% that's the hard part so I'm not sure how you'd address that with our currently available controllers without making it basically impossible for all but the most dedicated players. Alienating the playerbase that is largely not made up of serious gamers is never a good move.
 
I don't even think there's much specifically wrong with "The Physics" here, rather, I think it's a control input problem. I'll attempt to explain and know I'm doing a bad job, but basically, you push the stick left, which makes the rider start to lean left, which forces the bike down and into the turn. The trouble is, it takes too long from the time you hit the control to make the turn to the time your bike reaches full lean so you end up running straight far further than you intended. Once the bike starts turning there's usually no push or anything unless your setup is really, really bad, it just takes too long to actually start turning.

The physics in 5 were a step up from the previous games but the controls were so much better in 4 (or 3, or all the way back to 2) you couldn't really notice. Can't remember who said it here (RZ05?) but realistically, anyone can ride around a track, it's pushing just that extra 10% that's the hard part so I'm not sure how you'd address that with our currently available controllers without making it basically impossible for all but the most dedicated players. Alienating the playerbase that is largely not made up of serious gamers is never a good move.
Hopefully they've found a solution to the hardcore vs casual conundrum

Whether you want to master the basics or you're looking for the ultimate challenge, RIDE 6 adapts to your gaming style. The Arcade Experience gives you the thrills of instant riding, while the Pro Experience delivers full control and simulation depth.
 
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Still on the fence until I see how many pre-2010 bikes there are. Really not liked much of the last 15 years in sports bike styling.
 
VXR
Still on the fence until I see how many pre-2010 bikes there are. Really not liked much of the last 15 years in sports bike styling.


Fair. Not a fan of the killer robot bug look, or everyone stapling snow shovels all over their sport bikes. I would also like to see more small-capacity bikes, such as more 250/400's from the 90's.
 
Guess we'll find out? I mean, we all know I'm buying it anyway along with most of the people reading this thread, right?
I might when it goes on huge sale lol still haven't bought R5 but I doubt I will since I'm still quite satisfied with R3 & 4 :lol:
 
Regarding the controls the question is what do you want? Stating obvious bikes aren’t cars so the input isn’t direct. Old school games like Hang-On or Namco’s MotoGP were direct control. The input controlled the bike and this resulted is strange visuals because of the rider. Trying to be more realistic with rider control milestone has issue of “delayed” input because in 3rd person your input goes to the rider then bike . So you have to anticipate that else you miss your markers. 1st person doesn’t have that issue because it’s direct control . Tourist Trophy had the same problem . To me 3rd was almost unplayable while 1st is still closer thing to real riding

This new festival/career and 2 physics is nothing new and personal think it’s a waste and rehash. Either you like racing or you don’t. If a game has to force you to ride certain bikes or events that is a problem. The festival will be rehash of time trial, 1-to-1, or race. Same stuff over and over

It won’t bring in new fans again either you like racing or you don’t. The problem as you already read is the core customers . Releasing the same thing over and over and expecting customers to pay for the same content over and over. Stripping out stuff from previous games just to add it back as DLC

There is no point to Ride 6. This should have and could have been a DLC to Ride 5 to carry through to the next gen. Then I would have considered it depending on new tracks and bikes added. But being expected to pay $100 to get the content back from Ride 4/5 for silly festival chores and bagger racing? Hard pass. Ride 4/5 had 90% of the bikes and tracks I want covered and don’t see Ride 6 bring any new ones that would be worth the price or grind ( cause you know they will lock content to make you play the festival stuff). Missed opportunity again should have just been DLC cause all most of us want anyway are new bikes tracks and gear.
 
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Fair. Not a fan of the killer robot bug look, or everyone stapling snow shovels all over their sport bikes. I would also like to see more small-capacity bikes, such as more 250/400's from the 90's.
Ditto no fan of lot newer bikes. If they really wanted to be the GT of bikes they’d stop with the full releases and just do updates. They could build it to something special. Get deeper with the bike and track releases instead of trying to resale the same thing over and over
 
Also the 2 physics thing doesn’t work in the way intended. Either you’re willing to put the work in or you aren’t . Arcade will never transition you to sim. What’s needed is a learning curve so if new to bike games the AI and task requirements are lower so you can learn at your level without getting smashed and discouraged

You take a rider who’s never been to the track and stick him in a group with pro level riders it’s not going to go well

But you put in a lower skill group it’s a different story. The physics of the groups doesn’t change the level of competition does . Why Milestone doesn’t understand this after 25+ years is beyond me. It has never worked and ends up splitting an already small community
 
Decent track list


Only 3 new tracks, the others comes from Ride 3, 4 and 5.

The Bike list looks interesting
There were 36 at launch in Ride 5, which means 9 more at launch in Ride 6.

And 4 more than GT7 Spec 3 (3 more if you count Nurb and Nordschleife as one track).

Even if some of them are from previous iterations of the game, I consider that reasonably impressive. If any have come from Ride 3, they must have surely been reworked/improved quite a lot to look sufficient now.

The tracks might be familiar from previous iterations, but there's not going to be much repetition in the racing. They just need to make sure they spread the races around well and don't underuse tracks (something GT7 still does).
 
Regarding the controls the question is what do you want? Stating obvious bikes aren’t cars so the input isn’t direct. Old school games like Hang-On or Namco’s MotoGP were direct control. The input controlled the bike and this resulted is strange visuals because of the rider. Trying to be more realistic with rider control milestone has issue of “delayed” input because in 3rd person your input goes to the rider then bike . So you have to anticipate that else you miss your markers. 1st person doesn’t have that issue because it’s direct control . Tourist Trophy had the same problem . To me 3rd was almost unplayable while 1st is still closer thing to real riding

This new festival/career and 2 physics is nothing new and personal think it’s a waste and rehash. Either you like racing or you don’t. If a game has to force you to ride certain bikes or events that is a problem. The festival will be rehash of time trial, 1-to-1, or race. Same stuff over and over

It won’t bring in new fans again either you like racing or you don’t. The problem as you already read is the core customers . Releasing the same thing over and over and expecting customers to pay for the same content over and over. Stripping out stuff from previous games just to add it back as DLC

There is no point to Ride 6. This should have and could have been a DLC to Ride 5 to carry through to the next gen. Then I would have considered it depending on new tracks and bikes added. But being expected to pay $100 to get the content back from Ride 4/5 for silly festival chores and bagger racing? Hard pass. Ride 4/5 had 90% of the bikes and tracks I want covered and don’t see Ride 6 bring any new ones that would be worth the price or grind ( cause you know they will lock content to make you play the festival stuff). Missed opportunity again should have just been DLC cause all most of us want anyway are new bikes tracks and gear.
I think Ride 6 is just going to be a filler title until they can make a really great motorcycle game either using the SBK or MotoGP theme. Ride 3 and 4 were actually really great but I think it has been steadily going downhill as they are trying to please everyone at once. For example, absolutely hate the fact that R4 and 5 released with reasonably realistic physics, which were then nerfed amid complaints because people just wanted a pick up and play and start winning races.

Absolutely ridiculous. I'm actually a bit sad that games like Ride on the Edge TT and RIMS do not have access to the assets, budget, and resources as Milestone. They would absolutely make the BEST motorcycle games if only they had the budget and team for it.
 
I don't even think there's much specifically wrong with "The Physics" here, rather, I think it's a control input problem. I'll attempt to explain and know I'm doing a bad job, but basically, you push the stick left, which makes the rider start to lean left, which forces the bike down and into the turn. The trouble is, it takes too long from the time you hit the control to make the turn to the time your bike reaches full lean so you end up running straight far further than you intended. Once the bike starts turning there's usually no push or anything unless your setup is really, really bad, it just takes too long to actually start turning.

The physics in 5 were a step up from the previous games but the controls were so much better in 4 (or 3, or all the way back to 2) you couldn't really notice. Can't remember who said it here (RZ05?) but realistically, anyone can ride around a track, it's pushing just that extra 10% that's the hard part so I'm not sure how you'd address that with our currently available controllers without making it basically impossible for all but the most dedicated players. Alienating the playerbase that is largely not made up of serious gamers is never a good move.
it's not a controller thing believe me, it's Milestone's approach to physics. The game has hidden aids which you cannot toggle off no matter off, much like how Forza plays on a controller, although I'm told that in the latter, even wheel users have to deal with hidden aids.

They took the manual tuck out which has dramatically affected handling around corners, and not in a good way, believe me. There are also hidden assists or aids that prevent you from overleaning or overturning the bike, and therefore, you do not fall off. Many of these bikes would violently throw you off if you aggressively brake or accelerate, especially while turning and leaning, but you don't see that behaviour being modelled in Ride 5.

I don't have much hope for Ride 6, frankly, in fact I think it's going to be even less realistic. Game developers everywhere seem to be ditching realism and authenticity in exhange for for sales. I hate it. Simulations, bike and car, used to be much better in the 1990s and throughout the early 2000s. Developers were actually passionate about accurately modelling behaviour on two and four wheels, and not just focused on pleasing everyone at the same time.

I think the next 10 years or so in racing games, and especiallly bike racing games, is again going to be focused too much on visuals and silly concepts like ride fests and all, whereas the core of the game will likely continue to diminish. Well, I'll put an end to my rant now, gamers are partuially to blame as well as they simply do not want to put in the effort to properly learn a game and go through the required learning curve. Most people just want a pick me up and want to win something.

Just imagine if the developers of RIMS and TT were to work with Milestone to make the ultimate motorbike sim. Never happening but that would be a match made in heaven.
 
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gamers are partuially to blame as well as they simply do not want to put in the effort to properly learn a game and go through the required learning curve. Most people just want a pick me up and want to win something.
Yes that’s exactly what I want. Sorry.
 
Only 3 new tracks, the others comes from Ride 3, 4 and 5.

The Bike list looks interesting
5 new tracks:
  • Blue Wave Enduro (USA)
  • Kapadokya Rally (Turkey)
  • Gunma Mountain (Japan)
  • Red Bull Ring – Spielberg (Austria)
  • Parco Enduro delle Alpi (Italy)

6 tracks removed from RIDE 5
  • Snetterton
  • Sonoma
  • Tsukuba
  • Interlagos
  • Utah International Campus
  • Virginia
 
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5 new tracks:
  • Blue Wave Enduro (USA)
  • Kapadokya Rally (Turkey)
  • Gunma Mountain (Japan)
  • Red Bull Ring – Spielberg (Austria)
  • Parco Enduro delle Alpi (Italy)

6 tracks removed from RIDE 5
  • Snetterton
  • Sonoma
  • Tsukuba
  • Interlagos
  • Utah International Campus
  • Virginia
If my maths works, that means 10 additional tracks returning in Ride 6 from games prior to Ride 5? [45 at launch versus 36 at launch in Ride 5]. 36 + 5 - 6 + 10= 45
 
Yes that’s exactly what I want. Sorry.
Well, good for you mate. I'd rather spend time learning the intricacies and nuances of a racing game's physics model, as that effectively sparks my interest in it and makes me appreciate it more over the long run. Just like you own a superbike in real life, you'd spend time with it and really learn its limits. Most games today are just pick up and play, sadly. The depth is gone. Depth and learning curve are two very important elements to increase the replay value of an entertainment product.

But thanks to the "I want it all now" culture we live in, most people just want casual fun. It's a real shame, actually, that you can't have complex simulations on a home entertainment console and something that you'll only find in a motorsport training school.

But anyhow, to each their own. I'll prolly be skipping Ride 6, ain't gonna put my money down on a rehashed product with more of the same.
 
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Looking at that bike and track list and the ride fest deal plus the baggers…… makes Ride 6 any easy pass and I can finally get off this series and accept Milestone won’t deliver on the potential in my lifetime. Owned all their bike games since the first SBK game back in 99. Finally kicked MotoGP and SX by skipping the 25 and can do the same now with Ride 6

Between Ride 4/5, SBK22 and MXGP21 (plus the older SBK , Tourist Trophy and GP500) think I can close the book on Milestone bike games for me. Which also means no need to replace any controllers in 26!!!! 😆
 
Looking at that bike and track list and the ride fest deal plus the baggers…… makes Ride 6 any easy pass and I can finally get off this series and accept Milestone won’t deliver on the potential in my lifetime. Owned all their bike games since the first SBK game back in 99. Finally kicked MotoGP and SX by skipping the 25 and can do the same now with Ride 6

Between Ride 4/5, SBK22 and MXGP21 (plus the older SBK , Tourist Trophy and GP500) think I can close the book on Milestone bike games for me. Which also means no need to replace any controllers in 26!!!! 😆
SBK22 - pure gold! Waiting to pick up MotoGP 22 on sale. Don't think I will get 23, 24 or 25.
 
SBK22 was awesome with my one real complaint being the MotoGP 1st person view vs the Ride 1st person view. Think the Ride is better because it doesn’t do the sway thing. To bad Milestone charged full price for a partial game. Would have been better off as DLC for Ride 5



On the topic of Sim vs arcade (jump in and play). To each their own. But I think the problem is the way it’s been implemented. It divides instead of uniting the base. You don’t need different physics models just adjusted difficulty levels for the goals. I prefer the sim side but hate the progression model of these games. You shouldn’t have to force players to play a mode. So locking content behind silly career task kills a lot of the Ride games for me. There should be multiple ways to unlock content so if you like the grind of career tasks great but also for players like myself who just like to put in laps.



I don’t think I’ve ever completed a career in any of the Ride games. Generally just put AI and difficulty on lowest to get the bikes I want then never go back. Shouldn’t be paying to do homework.



I own all the Ride games so there is no reason for me to buy Ride 6. It doesn’t carry over my previous data. Can’t import my custom liveries. Removed content I already purchased and no doubt will require another annoying repetitive grind to unlock content that I want. For what? Ride fest and baggers? They’ve removed Phillip Island and Valencia. So instead of breaking controllers cause the ai will be terrible it’s an easy pass.



They are trying to be GT without understanding why GT is held in such high esteem.
 
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