
With RIDE 6 bringing in several new gameplay elements, like a radically changed career mode, we had quite a few questions ahead of its February 12 release date. Game director Paolo Mertoni was kind enough to answer some of our most burning questions, like how RIDE 6 will balance its focus on accuracy with more casual arcade-styled gameplay, and how the new kinds of bikes, like Maxi Enduro and Bagger, will offer more variety.
RIDE 6’s biggest new addition is the RIDE Fest career mode. In what key ways does this differ from the career structures in previous RIDE games?
RIDE 6 aims to offer players a completely new gameplay experience. We have divided the progression into thematic Areas where players can freely move between, choosing the path that best suits their preferences. Compared to previous titles, there is significantly more variety thanks to the introduction of new bike categories such as Maxi Enduro and Baggers, as well as off-road racing. Players will always find fresh challenges without ever feeling bored. Additionally, champions act as objectives and rivals to beat, pushing players to become the legend of the Ride Fest themselves.

"Players will always find fresh challenges without ever feeling bored."
Another major addition is Bagger and Maxi Enduro bikes (and their dedicated events). How differently do these bikes handle compared to the more traditional classes, and how do those differences change the feel of the races?
We put a great deal of work into the physics of the new bike categories to represent them as faithfully as possible. Baggers are extremely powerful, with high torque and significant weight, making cornering a very different experience compared to a naked bike. Downshifting while leaned over is particularly challenging due to their excessive torque. Despite this, they remain one of the most fun categories and are especially well-suited for close duels with opponents.
Maxi Enduro bikes, on the other hand, are highly versatile. They allow players to race both on asphalt and off-road, offer plenty of power, and are typically twin-cylinder engines, making them less aggressive than a motard. They can reach high speeds even on dirt surfaces.

"In RIDE 6, off-road races and road races are separate, and only specific bike categories are allowed to compete off-road."
Will players have the freedom to bring a bike into events outside its intended discipline, for example, taking a superbike into a course designed for a dirt-bike race? If so, are there limits or balancing rules?
In RIDE 6, off-road races and road races are separate, and only specific bike categories are allowed to compete off-road. One of the improvements we made, however, is giving players greater freedom: competitions are not strictly tied to a single bike type. There will be events where naked bikes, sport bikes, and maxi enduro bikes can race together on the same track, based on their power.
How much did the switch to Unreal Engine 5 influence the game’s riding physics and handling model?
With the new engine, we were able to significantly increase the simulation update frequency, with direct benefits to riding responsiveness and realism. Without going into specific details, it is safe to say that the physics system now runs at a higher frequency than in the past.
This approach allows vehicles to respond more immediately to player inputs, improving the overall sense of control while riding. Physical reactions are faster and more precise, and even critical situations such as crashes or loss of grip appear smoother and more natural, positively impacting the overall experience.

"We put a great deal of work into the physics of the new bike categories to represent them as faithfully as possible."
Ultimately, updating the physics at higher frequencies allows us to progressively reduce reliance on artificial aids, letting the vehicle’s real behavior emerge more clearly. The result is a more authentic, responsive, and believable riding experience, capable of satisfying both simulation enthusiasts and players focused on feel and control.
The game features 45 tracks, how are they distributed across the different disciplines and event types?
We tried to differentiate the tracks as much as possible in order to provide a wide variety of experiences, offering multiple circuits or circuit variants tailored to different bike categories. Each bike will have recommended tracks where players can best take advantage of its power or agility.
For players who prefer a more accessible experience, how does Arcade differ from Simulation?
The Arcade Experience is designed for players who want a more relaxed approach to the game, focusing less on pure performance and more on enjoying the ride and the race itself. We enhanced braking, increased grip, especially in corners, and enabled a range of assists that allow players to concentrate mainly on racing lines and battles with opponents.

"The Arcade Experience is designed for players who want a more relaxed approach to the game"
With this philosophy in mind, we also developed less punishing collision behavior, which in Arcade Experience helps players recover more easily from intense moments.
Riding School is great for onboarding newcomers, will it also include advanced challenges or mastery drills aimed at longtime series veterans?
We designed the Riding School as a bridge between the Arcade Experience and the Pro Experience, but it is fully accessible to anyone who wants to improve their riding skills or deepen their understanding of motorcycle handling. It is divided into three courses, each featuring specific lessons: a base course, an off-road course, and a circuit-riding course.
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
All recorded times are uploaded to leaderboards, and players can also compete against the ghosts of other players.
What are your current plans for post-launch support, new bikes, tracks, events, career additions, or other content updates?
Post-launch, we have a long plan featuring two Season Passes, six tracks, and more than 60 bikes. Each major DLC will launch alongside dedicated career events that contribute to overall progression, allowing players to immediately enjoy new content without abandoning their career.
We also plan to release several additional features, such as Split-screen and the Race creator, as well as implementing Monthly challenges.

"Post-launch, we have a long plan featuring two Season Passes, six tracks, and more than 60 bikes."
As a developer, what are your thoughts on the PS5 Pro? How does boost in GPU help in developing your game compared to the base PS5?
PS5 Pro has given us the opportunity to achieve a better frame rate on that platform, without compromising visual quality.
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 will the game target on PS5, Xbox Series S, Xbox Series X, and PS5 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














