‘Riders Republic’ review: finding the fun in a different open world

A vibrant mixture of ‘Steep’ and ‘Forza Horizon’ that stands out with its original setting.

Thinking outside of the box is quite the challenge if you work at Ubisoft. Ubisoft games are tied to long-tested open-world formulas, applied to a variety of franchises ranging from Assassin’s Creed to Far Cry titles. Those series have set standards for how blockbuster triple-A games – even those from other developers and publishers – are made.

So, in Riders Republic, two souls seem to co-exist peacefully: one following that established path, and the other trying to get out of that box as hard as possible, pitching your typical open world alongside lots of activities that couldn’t be made in previous games.

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Video games just don’t understand extreme sports

Extreme sports have evolved but video games are yet to grasp that.

The early 2000s were interesting. Rap rock, Sobe Life Water, fat-tongued Etnies shoes, Jackass, and more. Extreme was in, and by extreme, I mean extreme. Extreme colors, extremely baggy clothes, putting one’s body through extreme pain through increasingly dangerous sports. Extreme sports culture – skateboarding, BMX, snowboarding, surfing, dirt biking, etc. – got painted into a corner. Go big or go home. Didn’t land the trick? No problem. You fell hard enough and maybe got a compound fracture so that clip will still end up on Ebaumsworld. 

Like all things, extreme sports have changed. They no longer reflect the early 2000s. They’re more inclusive than ever, more diverse, less focused on extreme tricks and painful clips, but rather on fun and fostering a chill, understanding community – of course, there is still progress to be made, but they’ve changed and they’ve done so for the better. But video games have failed to understand that. To video games, extreme sports are still sunkissed brainless jocks who like to jump out of planes with a parachute. 

Not all video games still see extreme sports as a product confined to the vibes of the early 2000s. The Tony Hawk’s Pro Skater Remake showed that extreme sports games can change and reflect the current, more progressive nature of these communities and cultures. Skater XL is also a great example, but that game is pared down to just skating so there isn’t even a chance for extreme annoyance to sink in. Sadly, these games are outliers. 

From the early days of Tony Hawk’s Pro Skater to the MX vs. ATV series, video game portrayals of extreme sports have almost always been out of touch. Early games in both series came out at a time where their extreme vibes actually matched the cultures themselves, for worse and, uh, worse. As each series continued, they didn’t change in that regard. In some ways, each game got more extreme. And now they might as well be parodies of themselves and of the cultures and communities they seem to want to (in some part) represent. Skateboarding culture, which is the extreme sports community that I’m the closest to (I’ve been skating for 15 years) is a far cry from what it once was. It is laid back and most skaters I know are some of the more quiet, mild-mannered people in my social circle. They aren’t Red Bull-chugging, Airheads-eating uber-bros, but alas, gaming just sees that as the norm and they extend it to every extreme sport. You can enjoy tricking your brain into doing incredibly dangerous things without having to act like Spicoli from Fast Times at Ridgemont High but if he had a death wish. You can just be normal. Most extreme sports folks I know are just chill, normal people that also enjoy BMXing down mountains or boardsliding a massive rail. 

Games get this wrong for a lot of reasons and I won’t ruminate on how or why because I am not a developer, and I’m not in pitch meetings or writing rooms for these games, but I can say that they’re often always out of touch. It is what it is. I’ve come to accept it, but sometimes a game gets it so massively wrong that I am left speechless. The biggest travesty in recent memory in relation to colossally dropping the ball when it comes to portraying extreme sports (beyond the sports themselves) is Ubisoft’s Riders Republic. This game doesn’t just not understand extreme sports culture, it actively feels like it was written and ideated by a room full of the “how do you do, fellow kids” memes. It is bewildering. The writing, overall vibe, and what few characters there are all feel ripped out of an X-Games ad or energy drink ad from 2001. Putting into words just how off it all feels is hard to do, but the game features characters who use the word ‘shiznit’ more than once, and it also has a ukulele cover of Coolio’s ‘Gangsta’s Paradise.’ 

Outlining each instance where Riders Republic had me rubbing my temples would be far too long, and I don’t want to incessantly kick the game into the dirt. In many ways, I really enjoy Riders Republic. Playing each extreme sport in the game feels incredible and seeing a lovingly rendered version of downhill mountain biking in a triple-A game is, in all honesty, something I thought I’d never see. But here we are at a crossroads where the road forks between playing Riders Republic and listening to Riders Republic. That’s where the frustration sets in.

Engaging in each sport might make you feel like this game is going to get it right, that it’ll finally be the extreme sports game that understands these cultures and communities at a broad scale. Instead, it implies a fictional world where there is an, uh, Republic of Riders where thousands of extreme sports athletes have made camp in the wilderness and just partake in what they enjoy, but the game always gets in the way of that joy. Someone is always trying to talk to you and whenever a character opens their mouths, nothing good comes out. It feels like a parody, a 40-hour joke that has no punchline. Why do games insist on always falling into parody in relation to extreme sports culture? Or is this what they really think these communities are like? Maybe they think it is funny (it isn’t), or maybe they think this approach is what people enjoy because it is what has always been there (it isn’t). I can’t imagine anyone enjoying what this game has to say or make you hear in regards to both dialogue and music.

Riders Republic is a tone-deaf exercise in creating a broad pastiche of what extreme sports are. They nail it with the sports themselves but it is everywhere else that it falls apart. And they even fall prey to the ‘Big Corporate Sponsorship’ mentality that has permeated extreme sports since day one. Big brands make money and get new market share from extreme sports but that money rarely ever finds its way back into the pockets of extreme sports athletes, extreme sports stores, and the like. Yes, there are exceptions. In skateboarding, we have a saying: ‘skater supporting skaters.’ That comes as pushback against huge companies muscling their way into these industries and killing the athlete-owned brands. Riders Republic falls prey to that in-game because, like, 90% of the game’s events are sponsored by big brands. That is certainly a choice to make and it is that one choice that makes me the saddest. Riders Republic, and most extreme sports games, take an outside-looking-in approach to representing extreme sports culture, and of course, all they see is the big brands because that’s what the big brands want – they want total dominance. Riders Republic asks players to dominate the game’s races, challenges, trick courses, and more. There is fun to be had there, there really is, but go ahead and mute your TV. Trust me, this game’s music and characterization just isn’t the shiznit. 

Written by Cole Henry on behalf of GLHF.

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‘Riders Republic’ interview: A look into Ubisoft’s “joyful and chaotic” take on Fortnite

Riders Republic is a sports video game that pushes the boundaries of the Battle Royale genre.

Following a digital presentation, we had the opportunity to chat with Riders Republic’s game director Arnaud Ragot. Ragot had already worked in the same role on 2016’s Steep, with the surprising Ubisoft Annecy project setting a new standard for winter sports simulation.

In a way, Riders Republic feels like a punk-fueled Steep spiritual reboot, adding lots of light-hearted fun to its predecessor’s more serious formula. We asked the game director about battle royale — a genre that Ubisoft is seemingly looking into with this new venture — cross-play challenges, single-player content, free-to-play, and more. 

This interview has been edited for clarity.

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Riders Republic impressions: An extreme sports open world full of possibilities

Riders Republic is the extreme sports game we’ve been waiting for.

In the PS2 era there was an abundance of extreme sports games, allowing players to get a regular fix of snowboarding and BMX action – but decades later the gaming landscape has changed significantly. Outside of indie titles like Descenders, fans of the genre haven’t had much to play since the 2016 release of Steep, Ubisoft’s excellent ski and snowboard-focused carnage simulator.

Riders Republic, the spiritual successor to Steep from the team at Ubisoft Annecy, builds upon the Steep formula with multiple new sports taking center stage across beautiful virtual representations of America’s greatest national parks. Yosemite, Zion, Grand Teton and Bryce Canyon are just a few of the sections of the massive map, and the landscape is dotted with landmarks you can explore to learn a bit more about the setting.

For The Win took part in the Riders Republic beta, which limited players to the mountain biking, ski/snowboard and rocket wing – think wingsuiting from Steep, but with a rocket strapped to your character –  career paths. After a short intro to the various disciplines, you’re left to choose your own path and take part in the many events spread across the map, or to simply explore the world, visit landmarks and search for epic lines. The structure of the game feels very similar to any of the Forza Horizon games, where the journey from point-to-point can be just as exhilarating as the event itself.

You can choose to play Riders Republic as a solo experience, but it’s worth checking out the multiplayer offerings. Mass Races, available once every hour, are an absolute blast. You’re dropped in a huge multi-leg race against dozens of other players, and each leg of the race is split into multiple disciplines, meaning you’ll be transitioning from a bike to a snowboard to a rocket wing mid-race. It’s absolute chaos, but provided some of the most fun (and challenging) content in the beta.

Riders Republic was delayed from a release date of September 2nd to October 28th, and while the game now seems to be in a solid state on next-gen consoles at least, there are a few wrinkles that could be ironed out before launch. I got myself stuck on multiple occasions after colliding with a tree or other obstacle, and had to use the rewind feature to free myself and continue on down the mountain.

The rewind feature itself is rather frustrating to use. Much like in Forza games, with a click of a button you can rewind time to stop yourself from missing a checkpoint gate, or avoid careening off a cliff you didn’t know was there. There needs to be a greater degree of control over the rewind, though, as it will frequently fail to move you back far enough (or turn back time far too much, costing you valuable time in a race).

Still, I’m looking forward to returning to the expansive world of Riders Republic. Riders Republic delivers both as a pick-up-and-play title for more causal gamers, while also being challenging enough for the hardcore crowd. Look for our full review of the game ahead of the October 28th release date.

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