The changeable perspective is nice to have and the first-person and helmet views are pretty good, but visibility of corners becomes a problem when trying to see the track from the first-person view. While other ports look pretty good, the Switch hardware underperforms and looks almost reminiscent of a PlayStation 2 title.
In a race against nine other racers, the frame rate drops precipitously and all of the track detail becomes jagged and pixely. Once you have obsessed over your bike’s setup, it is time to put it out on the track, and here is where things begin to falter. Some may enjoy this others will find it unnecessarily tedious, especially when it comes to having to manage your inventory. For every new part you install, you must wrench it yourself and it is possible to replace nearly every part on the bike with almost (some parts are bike specific) any of the 500+ parts at your disposal when the old parts wear out. Then you must apply the new brake pad and then secure the caliper using the analog stick and bottom prompts as presented in the opposite order. Once you have selected your part, brake pads for example, you are presented with a sort of quick time event where you must remove the caliper cover and unsecure and remove the old brake pad using controls as prompted.
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However, the massive catalog of aftermarket parts dwarfs most car sim racers.ĭuring a career run, you can use your money won from events to purchase and install these parts and I do mean, YOU install them. Starting with a list of manufacturers including Suzuki, Ducati, BMW, Honda, Yamaha, Kawasaki, Aprilla and Agusta MV, and one bike from each company on offer, the pool isn’t very large. Before a race, it is certainly a great idea to choose a tire and suspension configuration that is optimized for the track you are on as well as the various weather conditions, but RiMS goes a little further.
You can adjust some settings on the fly in the motorcycle status check window, but going through the menus while in a race can be infuriating.
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This sim competes directly with the likes of the Moto GP series in which you are given complete control over your bike setup, perhaps a little too much control. The heft of the rider can be felt in the controls almost to the detriment of the player because of the game mechanics. 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. I found myself unable to corner at the same speed as the AI at its default difficulty level. 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.
There is a brief tutorial that gets you acquainted with the controls, but it does not go far enough.
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. RiMS Racing from Raceward Studio is more than just a motorcycle racer it’s a sim that seriously sweats the small stuff but curiously leaves a few things amiss. As far as video games go, Road Rash for Sega Genesis and its follow ups represent my favorite motorcycle based franchise, but regrettably I haven't played much else until I picked up RiMS Racing.
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I certainly can appreciate the high-revving nature of small displacement engines running at full tilt. However, motorbikes have been a bit of a blindspot for me. As an American petrolhead, I have a love of all things mechanica.