Party up with a gang of friends to go from event to event - or simply make some of your own fun along the way while riding cross-country - and there's something of The Crew. There are some welcome influences from elsewhere in the Ubisoft stable too. There's a neat rewind feature that sits across single and multiplayer and allows you to dial back a few hundred meters should you miss a checkpoint. See that mountain over there? You can go fling yourself off it! And on the way you'll buckle and bump through downhill rivers while hunting out opportunities to grab a little air and squeeze in a trick or two. There's a real impulse behind unlocking it, too, as you're quite literally playing the map - the cliff faces, the crevices and the thick copses. What a map this is though - the Justice League of great American parks, as Donlan elegantly said, with Sequoia, Yosemite, Bryce and Half-Dome all smooshed together and somehow losing none of their sense of impeccable scale - and like Steep it's accompanied by a brilliant 3D model you can comb over. It's all very Ubisoft, with a big - actually, make that colossal - map that slowly unfurls as you progress, and soon enough it's crowded with seemingly endless distractions a mountain bike course here, or a stunt run there. I've not really felt that same pure thrill of speeding downhill through wilderness and then getting the sweet release of a stupendous drop and equally breathtaking vista since, well, Pure - and Riders Republic really could be one of the very best big budget extreme sports games in all those long years hence. I've spent half a day with the recent beta and been frequently stunned by it all, enjoying its overexuberance and over-the-top take on the various extreme sports it takes on. If you loved mountains in all their stupendous drama and beauty, Pure was the game for you.Īnd now Riders Republic, it seems, might well be the game for you. Here was an arcade racer with an incredible sense of speed and verticality, and one that captured the thrill of hurling yourself down the side of a steep plateau that's rarely been matched ever since. Spare a thought, though, for the equally often overlooked Pure, Black Rock Studio's predecessor to Split/Second.
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