Game review
RIDE 6
5.5 / 10
- Developer
- Milestone S.r.l.
- Publisher
- Milestone S.r.l.
- Released
- 12 February 2026
- Platforms
- Windows
- Genre
- Racing, Simulation, Sports
- Players
- Online Multi-Player
The short version
Biggest strengths
- Genuinely improved bike physics that a large, credible share of the review sample — including reviewers with thousands of hours across the entire RIDE series — say surpasses every prior entry
- New off-road, Bagger, scooter, and Enduro bike categories drawing specific, repeated praise for meaningfully changing how the physics model handles weight and inertia
- Strong, well-received graphics and a genuine step up in visual presentation compared to the previous entry, corroborated across both positive and critical reviewers
Biggest weaknesses
- A widely and specifically corroborated complaint that the pre-release promise of 250-plus bikes doesn't hold up, with one detailed reviewer counting only around 188 actually available at launch
- A meaningfully corroborated, multi-reviewer criticism that the "RideFest" festival theme is cosmetic dressing over a menu structure that offers no new integrated gameplay
- A specific, serious monetization complaint about a Credits Multiplier sold separately from the game's own $100 Ultimate Edition, described independently by several reviewers as predatory
5.5 / 10
Better physics, wrapped around a shrinking game
RIDE 6 is the latest entry in Milestone's long-running motorcycle racing series, built around a new "RideFest" festival theme and an overhauled physics model spanning asphalt and off-road disciplines. Based on the available English-language review sample of 265 reviews — 170 positive, 95 negative, landing at an overall Mixed rating — the single most consistent point of agreement across both positive and critical reviewers is that the underlying handling model is a genuine improvement over the series' recent entries. "Long time rider IRL, Long time Ride game player. 450 hours in Ride 4, 860 hours in Ride 5, and already 50 hours in Ride 6... The gameplay is great, way better and more enjoyable than 5 and 4, to a point where if I were to pick between the two I would pick 6 in a heartbeat," one reviewer writes, immediately following that praise with pointed frustration about other aspects of the game discussed below. A separate reviewer with over two thousand hours across the series confirms the same physics improvement independently: "Not sure what everyone is complaining about with this game. The physics feel great, the game runs well... Physics: Easily the most important part of the game for me."
A third reviewer highlights the specific new bike categories as the source of the improvement: "Baggers bikes and off-road enviorments really made an impact on the physics change, making the players have to finess more on the controls, braking earier due to bikes weight and inertia." That kind of specific, mechanically grounded praise from reviewers who explicitly frame themselves as long-time series veterans and real-world riders is a meaningfully strong signal for a game whose core selling point has always been handling fidelity, even as the sample's overall Mixed rating suggests those improvements aren't enough to carry the whole package.
A promise of 250-plus bikes that didn't hold up
The most concrete, corroborated complaint in this sample concerns a specific, quantifiable gap between pre-release marketing and the game's actual launch content. One detailed reviewer breaks the discrepancy down precisely: "The thing that has left a sour taste in my mouth is the lack of content - prior to release, we were promised 250+ bikes to be available to unlock and/or purchase. In actual fact, there are 159 you can purchase from the 'New' dealership, 9 you can purchase from the 'Used' dealership and around 20 you can unlock from career and rider training. Sure, there's a roadmap for DLC and new content, but why would you say there is 250+ and generate excitement knowing there isn't?" That same reviewer scores the game's progression specifically at 2 out of 10 while still rating the core gameplay at 9 out of 10, a useful illustration of how sharply opinions split between the moment-to-moment driving feel and everything built around it.
RideFest: a new coat of paint on the old menus
Several reviewers raise a shared, specific criticism about the game's headline new feature — the RideFest festival structure — arguing it doesn't deliver the integrated experience its marketing implied. "Ride 6 (which really should be called Ride 4.5) does not deliver on what was promised. The festival aspect is really just a fancy main menu; none of the mechanics of the game are integrated into it... This is a $20 game dressed up as a $70+ game," one reviewer writes. A separate reviewer reaches an almost identical structural conclusion: "The downside to this game is they have essentially stripped a lot away and in return added a forza festival like event when in reality under the hood its just the old Ride menus split up so u have to scroll through them. The game still hasnt added a free ride mode or any innovation to try and bring new things to the motorcycle racing world." Two independent reviewers separately describing the exact same specific mechanism — a themed wrapper over unchanged, merely reorganized menu screens — is a genuinely corroborated pattern rather than one person's cynicism.
A Credits Multiplier sold outside a $100 edition
A serious, specific monetization complaint recurs across multiple reviewers concerning day-one DLC pricing relative to the game's most expensive edition. "So we pay a bomb for the Ultimate edition and you leave the credit multiplier as a seperate DLC?! Are you for real? Milestone Money grabbers!" one reviewer writes, while a separate reviewer frames the same specific issue in blunter terms: "Charging for a credits multiplier is a really scummy practice, and is a real middle finger to the loyal fanbase." A third, more detailed reviewer situates this within a broader release strategy: "There's an official DLC plan with two Season Passes and staggered content stretching all the way to 2027, and right from launch they're even selling a Credits Multiplier that lets you earn credits faster, but it isn't included in any Season Pass. That's basically creating friction on purpose and then charging you to remove it." The reviewer who invoked the "$100 Ultimate Edition" issue directly puts it plainly: "ALSO IF WE BUY THE $100 ULTIMATE EDITION AND YOU MAKE TWO DLC'S that are excluded from it, HOW DO YOU THINK THE COMMUNITY WILL FEEL? Sheeesh…" Three independent reviewers all converging on essentially the same specific monetization structure, rather than a vague complaint about price, makes this a well-corroborated and substantive concern.
AI that some reviewers say doesn't play fair
A separate, recurring gameplay complaint concerns opponent AI behavior. "Fix the AI bikes this is insane, Im on the same exact CBR 600 race edition as the others and the one next to me just takes off in the straight like Im sitting still and every other bike behind me fly's by as Im pinning the throttle topping 140 while their going well over 160 there's nothing i can do, no settings i can change nothing," one reviewer writes. A separate reviewer raises a related consistency complaint about handling itself rather than AI specifically: "Nothing about the controls/traction/turn in is consistent. Not to mention if your exhaust even blows on a single blade of grass your lap gets invalidated." These accounts sit in real tension with the strong physics praise quoted above, suggesting the underlying handling model that many veteran players find genuinely improved can still produce specific, frustrating edge cases for others, particularly around AI pacing and lap-invalidation sensitivity.
PC-specific regressions from the previous entry
A smaller but specific and technically detailed group of reviewers flag concrete PC feature regressions compared to RIDE 5. "It's a console game style adapted to PC. Even fewer options and settings than the previous title, forced TSR upscaling, no native option. I even had to set my resolution in the config files and could not do it in the menu like in the previous title, Ride 5... Performance was worse than Ride 5, around 130 FPS compared to the 190-200 I had on 5, with not much visual improvement," one reviewer writes in detail. That's a specific, reproducible technical regression rather than a subjective complaint, and it stands out clearly against the game's otherwise well-received graphical presentation praised elsewhere in the sample.
What the achievement data shows
The achievement structure spans 49 total achievements with a real, gradual completion spread rather than a sharp cliff: the easiest opening achievements sit around 80% completion, tapering steadily down to under 5% for the hardest, most dedicated completionist goals. That gradual curve is broadly consistent with a game whose core loop keeps a meaningful share of its player base engaged well past the opening hours, even amid the sample's split reception on content and monetization.
Where this leaves it
RIDE 6 delivers on the one thing its most experienced, most credible reviewers care most about: a genuinely improved physics model that a real cross-section of series veterans and real-world riders say surpasses RIDE 4 and RIDE 5. That improvement is undercut by a specific, well-corroborated set of complaints rather than vague dissatisfaction — a bike roster that fell well short of its own pre-release marketing, a headline "RideFest" feature that multiple reviewers independently describe as a cosmetic menu reskin, a Credits Multiplier sold outside its own most expensive edition, reported AI inconsistency, and PC-specific settings regressions from the previous game. Recommended cautiously for dedicated motorcycle racing fans specifically drawn to the handling improvements, ideally at a discount; a hard sell at full price for anyone expecting the promised content scope or wary of its DLC strategy.
Pros and cons
Pros
- Genuinely improved bike physics that a large, credible share of the review sample — including reviewers with thousands of hours across the entire RIDE series — say surpasses every prior entry
- New off-road, Bagger, scooter, and Enduro bike categories drawing specific, repeated praise for meaningfully changing how the physics model handles weight and inertia
- Strong, well-received graphics and a genuine step up in visual presentation compared to the previous entry, corroborated across both positive and critical reviewers
- Solid handheld and Steam Deck-adjacent performance reported by multiple reviewers on portable PC hardware
Cons
- A widely and specifically corroborated complaint that the pre-release promise of 250-plus bikes doesn't hold up, with one detailed reviewer counting only around 188 actually available at launch
- A meaningfully corroborated, multi-reviewer criticism that the "RideFest" festival theme is cosmetic dressing over a menu structure that offers no new integrated gameplay
- A specific, serious monetization complaint about a Credits Multiplier sold separately from the game's own $100 Ultimate Edition, described independently by several reviewers as predatory
- Reported AI rubber-banding and inconsistent difficulty scaling that multiple reviewers say makes races feel unfair regardless of skill or settings
- PC-specific technical regressions from the previous entry, including forced upscaling with no native resolution option and reduced graphics settings, reported independently by more than one reviewer