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The road courses are very basically rendered even for Switch, and the licensed tracks look dreadful in races due to the abysmal frame rate. While the circuit selection is strong, they don’t look so hot. You can also immediately tell when something’s broken on your bike, which is exactly the kind of human/machine-as-one relationship the game is going for. There’s nothing wrong with the speed of the game, either, as you hurtle over crests and lean into turns, tiptoeing over kerbs and trying not to trigger the impressive penalty system, which analyses any advantage gained from your transgression and either penalises you or waves you on seamlessly. Still, with analogue acceleration enabled, things become far more manageable and – in time-trial at least – actually pretty enjoyable as the physics are given a chance to show their subtleties.
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RIMS RACING SWITCH REVIEW PRO
Annoyingly, reconfigured controls are forgotten if you switch from Pro Controller to Joy Cons and even back again, and I fell off more using the Joy Cons than the Pro Controller, likely due to their limited subtlety of movement. You can adjust the traction control level on the fly using the direction buttons, but you’re far better off reconfiguring the controls to let you use the right thumbstick for accelerating and rear brake, Gran Turismo 3 style, with the front brake mapped to ZL. You can pump at the button, sure, but even moderate presses make your back wheel step out dangerously, a lot like Namco’s wonderful old MotoGP game on PSP, only here it’s very annoying. Well, without analogue triggers, all of the throttle gets applied to the rear wheel when you push the button, and so you fall off the bike. Beginning the game on default settings means intermediate physics that make braking and exiting corners supposedly a little more forgiving. If ever there was a game that demonstrated why triggers need to be analogue, it’s RiMS Racing on Switch. Frame rates this bad weren’t even good enough in 1997, who would willingly pay £44.99 for them now? As soon as there are other bikes on the track, the frame rate takes a massive hit, bringing repressed memories of Sega Touring Car Championship on Saturn flooding back to the surface. But then you finish the tutorial and start a race and the Sellotape and prayers come apart completely. ‘Hey, this is alright!’ you’ll think, happily. There are compromises in terms of resolution, texture quality, detail distance and density, anti-aliasing and motion blur – but even with all of that turned down (or off altogether) for Switch, it at least moves smoothly and looks solid as a result.
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Someone somewhere’s going to get a very nasty shock when they buy this.įor a game that is graphically imperfect on the next-gen consoles, this Switch version of RiMS Racing actually does a surprisingly good job for the first 10 minutes when it’s just you and the track. I think it’s time publishers were realistic about these Switch ports of titles that are already struggling even with PS5’s power and just cancelled them.
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