RIDE 6 Interview – RIDE Fest, Maxi Enduro and Bagger Bikes, Unreal Engine 5, and More

Ahead of the February 12th launch of RIDE 6, which introduces significant new features like a revamped career mode, we had several questions. Paolo Mertoni, the game’s director, generously answered them, explaining how RIDE 6 will strike a balance between realistic simulation and accessible, arcade-style gameplay, and how the addition of new bike types – such as Maxi Enduro and Bagger – will enhance the game’s variety.

RIDE 6 introduces a brand new career mode called RIDE Fest. How is this career mode different from the ones found in earlier RIDE games?

As a huge fan of the Ride series, I’m really excited about RIDE 6! It feels like a total refresh. They’ve ditched the linear progression and let you explore different themed areas whenever you want, so you can play exactly how you feel like. And the new bikes! Maxi Enduros and Baggers are a game-changer, plus the off-road racing adds so much variety. Honestly, it feels like there’s always something new to tackle, and I can’t imagine getting bored. The way they’ve included champions as rivals is brilliant – it really pushes you to become the best rider and win the whole Ride Fest!

“Players will always find fresh challenges without ever feeling bored.”

A significant new development is the inclusion of Bagger and Maxi Enduro motorcycles – and the races specifically for them. These bikes handle very differently than traditional racing bikes, and that difference dramatically changes the experience of the races themselves.

We carefully simulated the physics of each new bike type to make them feel realistic. Baggers are incredibly strong and heavy, which makes handling corners very different than on lighter bikes. It’s especially tricky to downshift while leaning because of their powerful engines. Even so, Baggers are a blast to ride and perfect for competitive racing.

Maxi Enduro motorcycles are incredibly adaptable. They’re built to handle both paved roads and rough off-road terrain, and they pack a lot of power. Most have two cylinders, which gives them a smoother, more manageable feel compared to a motard bike. They can still go very fast, even when riding on dirt.

In RIDE 6, off-road and on-road races are held separately, and you can only use certain types of bikes for off-road competitions.

Can players use any type of bike in any race event, even if it’s not the right kind for that course? For example, could someone enter a dirt bike race with a superbike? If they can, will there be any rules to make things fair?

In RIDE 6, off-road and road racing are now distinct, and previously, only certain bikes could compete off-road. We’ve improved this by giving players more choice – races aren’t limited to specific bike types anymore. You’ll now find events where naked, sport, and maxi enduro bikes can all compete together on the same track, based on engine power.

How much did the switch to Unreal Engine 5 influence the game’s riding physics and handling model?

The updated engine lets us run the simulation much more often, making the riding experience feel more responsive and realistic. Simply put, the physics calculations now happen more frequently than before.

This method makes vehicles react quicker to what players do, giving them a better feeling of control. Everything feels more responsive and accurate, and even tough moments like crashes or losing traction happen more smoothly and realistically, which makes the game more enjoyable.

I’ve been really impressed with how much effort the developers put into making the bikes feel realistic. They’ve totally focused on getting the physics right for each type, so they handle exactly how you’d expect – it makes a huge difference when you’re riding!

By simulating physics at faster rates, we can minimize the need for pre-programmed assists, allowing the vehicle to behave more realistically. This creates a more genuine, reactive, and immersive driving experience that will appeal to both hardcore simulation fans and players who prioritize how the vehicle feels to control.

The game has 45 tracks in total. Could you explain how these tracks are divided between the different types of racing and events?

We designed the tracks to be very different from each other, giving players a lot of variety. We’ve created multiple circuits and versions of those circuits to suit different types of bikes. The game will suggest the best tracks for each bike, letting players fully experience its strengths – whether that’s power or handling.

For players who prefer a more accessible experience, how does Arcade differ from Simulation?

Arcade Experience is for players who prefer a more casual and fun racing style. We’ve made it easier to control your car – with improved braking and better grip, especially when turning – and added helpful assists. This lets you focus on the thrill of the race and competing with other drivers, rather than worrying about hitting every apex perfectly.

“The Arcade Experience is designed for players who want a more relaxed approach to the game”

Keeping this approach in mind, we’ve made collisions in Arcade Experience more forgiving, allowing players to bounce back quickly from challenging situations.

The Riding School seems perfect for introducing new players, but will it also offer more difficult content, like challenges or training exercises, for those who have been playing for a while?

The Riding School is designed to help riders progress from beginners to professionals, but it’s open to anyone wanting to become a better, more confident motorcyclist. We offer three courses – a foundation course, an off-road course, and a track-riding course – each with focused lessons to help you improve.

Each lesson is structured in three phases:

  • Learn, where the instructor demonstrates the exercise
  • Test, where players perform the exercise while following the instructor
  • Practice, where players attempt to beat a target time

Your best times are saved and displayed on leaderboards, and you can race against the recorded efforts of other players.

What are your plans for updates after the game releases? Will there be new bikes, tracks, events, career content, or other additions?

After the game’s release, we have a robust plan that includes two Season Passes, six new tracks, and over 60 bikes. Each major downloadable content pack will come with its own career events, ensuring players can jump right into the new content and continue progressing in their existing career.

We’re planning to add more features soon, including split-screen mode, a race creator tool, and monthly challenges.

“Post-launch, we have a long plan featuring two Season Passes, six tracks, and more than 60 bikes.”

As a game developer, what are your impressions of the PS5 Pro? Specifically, how does the upgraded graphics processing unit (GPU) impact game development compared to working with the original PS5?

As a gamer, I’m really excited about the PS5 Pro because it lets me get smoother gameplay – a higher frame rate – without making the games look any worse. It’s all about a better experience, and that’s awesome!

What are your thoughts on PSSR? What kind of opportunities will this open for the game?

We do not use it in-game, we effectively rely on Unreal Engine 5’s TSR solution.

What resolution and frame rates can players expect on PlayStation 5, Xbox Series S, Xbox Series X, and the upcoming PlayStation 5 Pro?

We target:

  • 4k at 60FPS on XSX and PS5
  • 4k at 90FPS on PS5Pro
  • 2K at 60FPS on XSS

Do you have plans to launch the game on Nintendo Switch 2?

At the moment no, we are fully dedicated to developing PS, Xbox and PC versions

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2026-02-06 15:43