Perhaps the biggest benefit of getting new gear is that each piece has stats that affect how fast it can go, how easily it can rotate in the air, the absorption level when landing, and a few other stats depending on the type of gear. It’s not like a car where each one’s differences are obvious, but as I unlocked new gear I always took the time to admire my new prize. I’m kind of one of those people who just think of all of it as the same. The game features an insane amount of equipment for each discipline, and as far as I know they are all real-world designs/brands. There is also the Shack Daddy Bandits progression track, which rewards you for doing different cumulative tasks. The challenges range from “Complete five snow events” to “Earn 25,000 points in a single trick with a land sport” and a whole lot more. In addition to the regular levels which seem to give you a new piece of equipment at every level up, there are sponsor contracts that award you with currency, equipment, and clothing items for completing different challenges each day (if you have that sponsor selected). If they exist they definitely earned their pay for this game. I wouldn’t be surprised if Ubisoft had a team of psychologists and other scientists that figure out the best ways to get people to want to keep playing. The game features a number of leveling systems, all of which combine to make you want to keep playing, as you are constantly rewarded with new equipment, gear, and events. There are a few more wacky types of equipment (Funkies) that can be found on the map (similar to a barn find in Horizon, but you don’t have to wait for someone to repair it). Perhaps the most useful type of equipment for quickly traversing the game world is the rocket-powered wingsuit, and luckily you are given one very early in the game. You receive a snowmobile, a pair of rocket-powered skis, and a large motorized tricycle. When you select an event on the map it will teleport you to the closest fast travel point and then you have to get there the rest of the way on your own, but there are a number of extra pieces of equipment you are given right at the start that will ease this process even further. I already mentioned how the map is huge, so instead of making you travel all the way to a new event the designers allow you to fast travel to a number of points all over the map, right from the start (and it doesn’t cost anything). New events seem to constantly pop up on your map. When you start the game there will be a few events you can participate in and as you complete these you’ll gain stars as well as experience for each of the three main sports categories. The structure of Riders Republic is similar to other open-world racing/exploration games, but I think it most closely resembles what has been perfected in the Forza Horizon series. Picturing it as only seven areas doesn’t do the game justice though, there are dozens of unique areas and biomes with all different types of trails and obstacles for you to tackle and explore. They say that the game world is split into seven distinct areas that replicate seven real-world national parks found in the United States. To accommodate all of these sports Ubisoft created a huge open-world map. The snow sports – skiing and snowboarding – essentially have the same three disciplines as biking, and the air sports feature wingsuits and rocket-powered wingsuits. The biking section has off-road, racing, and tricks/freestyle. Each of these categories is split into multiple disciplines. Riders Republic features three main types of sports: biking, snow sports, and wingsuit sports. All I wanted to do was get out and ride, shred, and fly. Initially, I was worried that there would be more of these story segments starring a few stereotypical extreme sports fanatics, but luckily the story ends where it starts. Riders Republic features a short, forgettable story sequence near the beginning of the game that introduces you to the game world and some of the things you are able to do. There are a few issues with Ubisoft’s new open-world extreme sports game, Riders Republic, which was primarily developed by Ubisoft Annecy, but the overall experience is extremely enjoyable. If you wanted to lay that criticism on Riders Republic I suppose you would be right however, I think they’ve taken what worked before in games like Steep and The Crew 2, added in a few ingredients from the Forza Horizon formula and cranked the fun factor up to eleven. They have many long-running series where each new entry just feels like it was given a new coat of paint over the same foundation. A lot of people criticize Ubisoft for making derivative games.
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