![]() ![]() With more time with the game, however, my opinion might change as I could better familiarize myself with the controls. Both felt disorienting to me, and the wingsuit sections were my least favorite of the extreme sports. In particular, wingsuits can be challenging to get going again after a crash-you can either rewind to a previous section of the course or choose to perform a vertical restart which thrusts you back into the air. The wingsuit sections have a lot of promise, letting you basically become Falcon from the MCU, but similar to flying mechanics of that nature in other games, you will probably love or hate these sections. Successfully grinding rails on a snowboard was frustrating at times and it often felt like I was floating over the rails instead of actually on them. And generally, the game is pretty forgiving when you crash on any given course during any sporting event, respawning you back on the track and in position to get back into the race or event with limited impact. Also of note, Riders Republic has a "rewind" button so when you screw up-and you likely will-you can quickly and easily jump back to a previous point and try again. I enjoyed the third-person camera more because it helped me feel more in control, and it allowed me to take in the lovely landscapes surrounding me. I enjoyed playing this way for short periods of time, but found myself getting overwhelmed by the increased sense of speed and immediacy that a first-person camera presents. The camera also lets you play in first-person, which makes the experience even more intense. Beyond being functionally very good, the way in which the camera tracks your player gives the game a cinematic quality that successfully captures the rush and intensity of being on the slopes or barreling through the forest on a downhill mountain bike. I did encounter a few bugs and oddities, but the version of the game I played was unfinished. Rarely in my time did it let me down or obscure some part of what I needed to see. After just a few hours with Riders Republic, I enjoyed Auto as a means to get started and get my bearings, but Manual felt far more rewarding and meaningful as a control setup because I knew the successes (and failures!) were my doing and my alone.Īnother notable element of Riders Republic compared to Steep and other action sports games is that Riders Republic's camera is seemingly always where it needs to be. Manual mode gives you bonuses for the precise way in which you land, while Auto doesn't. But Riders Republic builds on the foundation of Steep and gives you an easier onboarding process while also offering depth for those who want it. I vividly remember stumbling often and terribly in Steep because of its dense and difficult controls. In Manual, you are responsible for landing a trick successfully, while Auto makes it so you can't get the rotation wrong on landing. ![]() There are also Manual and Auto landing options. The Trickster control setup affords you more in-depth control, increasing the overall difficulty but allowing you to better focus on getting the timing and spin calculations right to land a trick. In Racer, the controls are more forgiving, and it's a nice way to start the experience and feel the rush of landing epic tricks on the slopes. The controls feel better-they're more natural and intuitive, and not to mention Riders Republic gives you multiple options (Racer and Trickster) for how difficult you want the experience to be. I wanted to love Steep, but it never completely resonated with me in the way that Riders Republic already has after playing just four hours. Now Playing: Riders Republic: Official Deep Dive Trailer | Ubisoft Forward 2021 The Controls Set in a massive world with interconnected biomes of real places like Yosemite, Grand Tetons, and Bryce Canyon, Riders Republic offers snowy mountains, steep cliffs, and stunning vistas of forests, letting you live out your extreme sports fantasy from the comfort and safety of your couch.īy clicking 'enter', you agree to GameSpot's The first thing to know about Riders Republic is what type of game it is, and that's an open-world extreme sports game that lets you ski, snowboard, downhill mountain bike, and fly through the air in a wingsuit or fan-powered glider. Developed by the team that made Steep, Riders Republic looks to be bigger and better than that game-it's far more extreme and outlandish, but in a good way-and I hope the full game delivers an experience that both captures the excitement and delivers on the ambitious vision of what I played in the early build. Developer Ubisoft Annecy markets Riders Republic as an extreme sports fantasy, and that's the impression I got after spending about four hours hands-on with the game on Xbox Series X as part of a Ubisoft preview event. ![]()
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