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TT Isle of Man: Ride On The Edge Review (PS4 Pro)

TT Isle of Man: Ride On The Edge

TT Isle of Man: Ride On The Edge Review (PS4 Pro)

If you’re not familiar with the TT Isle of Man race don’t feel bad, but if you’re a racing fan at all, I would highly suggest becoming aware of what it is. This motorcycle race, billed as the greatest show on earth, is a an endurance race that is held on the Isle of Man, with drivers ripping through the countryside at over 200 mph. Throw in the fact that this “public roads closed course” track also delivers tight straightaways, hairpin turns, blind corners and ultimately forces each driver to possess the ability to see their next two to three moves before they even happen.

One of these scenarios is hard enough to navigate, but mix them all together, and you have a recipe for some of the greatest technical racing the world has seen — and some of the most dangerous. So why is this important? Well, developer Big Ben has decided to try and capture the excitement of this yearly spectacle in its newest title, aptly named TT Isle of Man: Ride on the Edge.

What I Like

Handling

It had to be an enormous undertaking to create a control system that replicates the handling of these bikes going over 200 mph, but also provide for the precision to navigate these courses with the utmost accuracy. What’s incredible is that Big Ben pretty much did just that. Trust me when I say this though, you will absolutely struggle from the get go in trying to understand the nuances of the controls. That said, once you start to understand the precision and range of motion that is allocated to the user in this instance, it will start to feel very natural. Forget what you know from your standard racing title, and focus on the give and take of this title. One’s understanding of smoothly rolling through corners, and allowing the bike to be as one with the track is incredibly important to your on-track success, and a testament to how strong the controls are in this game.

Technical difficulty

As previously mentioned in the handling segment, TT Isle of Man is an incredibly technical game. Each of the nine fictional tracks will require you to devote time and energy into understanding individual layouts, all while making mental notes of the numerous pitfalls that await you. The title requires you to learn how each of the 40-plus licensed bikes handle, and to focus for the entirety of the race, or feel the agony of defeat (which I often did). The physics were a nice surprise as they realistically deliver a feeling of what each bike felt like, its connection to the surface, and the handling of the riders’ weight distribution in a turn was just as impressive. On top of that, the developers did a nice job with the crash sequences, and the while the rag doll effects were nothing I haven’t seen before, they came across as natural and not overdone.

Career Mode

We have seen some amazing advances in sports title career modes over the last couple of years, and while TT:IOM doesn’t fall into that category, it is still a solid effort. It’s hard to describe an offering as under developed, and still classify it as something I liked, but that is exactly what I am doing. Your career genesis finds you as a young rider with limited funds just trying to make a name for yourself. Initially, the bike selection is limited, and so is your fanfare, but that can all change with a little bit of on-track success. Trust me when I say that career mode is really nothing more than a series of text messages and emails from your agent explaining what races are available, and what might be your best option. Cross the finish line first, and your fan base is boosted, as well as your bank account. The funds you win are used to purchase bikes, which in turn will give you better shot at winning. If you’re looking for a research and development structure, haggling over contracts, or the ability to upgrade your riding gear, good luck, because it’s not there. However, what is there is a quick turnaround to the next race, and for me that was fine because that’s where I found the most enjoyment.

Isle Of Mann Tourist Trophy

If you have 90-plus minutes with nothing to do, then may I suggest tackling the main course of this title, The Isle of Man, Tourist Trophy event. Be prepared, as the game is going to push your limits with over 37 miles of high speeds, twisted turns and white knuckle racing at its best. The AI is aggressive but fair, and that’s important because the track itself is all the competition one will need during this test of one’s will. The race is held on the Snaefell Mountain Course, and it is definitely not for the weak of heart, as nothing will prepare you for the watery eyes and heart-pumping danger at every corner experience that awaits.

What I Don’t Like

Depth Of Title

I think it is pretty obvious that I love the technical aspect of TT:IOM, but obviously a game and its developer(s) need to provide more than just that, and this is where TT:IOM struggles a bit. There is plenty of excitement and realism to be had on the track, but that can only take you so far. My fear is that with such a weak online offering, and average career mode, the longevity of this title might be an issue for some. I completely understand that the focus is on the licensed event(s), but the lack of depth here is eventually going to be a struggle for a decent percentage of users.

Online Modes

The online portion of TT:IOM is nothing groundbreaking and actually is extremely thin. The developers have provided a pretty standard set of options in join or create a race, and offline MP, otherwise known as couch MP. Two options, that’s it. While the ability to set up these modes exactly how you want them is somewhat of a redeeming factor, it’s just not enough. The option to fill the field with AI was nowhere to be found, or to run an online championship/season, or even something as standard as online time attack with leaderboard. The game does offer a time attack in solo mode, and a leaderboard, but this could have been fleshed out so much more in an actual online mode, and in the end feels like a wasted opportunity.

Lack Of Customization

If you come into TT:IOM with the expectations of full TV-style presentation, a deep driver creation suite, or a full camera/DVR mode to cut and copy your way to award winning race recaps, then you will be sorely disappointed because TT:IOM provides almost none of that. The driver creation is limited at best, the game provides very few cameras to choose from, and the only replay system is the option to watch the full race replay once it is completed. I am not sure if it was budget, team numbers or time constraints that limited these areas, but the fact is that the presentation is lacking. While in no way does this take away from the on-track experience, but I would expect more from a title in this day and age.

Bottom Line

This title is so hard to define and breakdown for the community because the racing, bike physics and AI are top notch, but there just isn’t much more for me to gloat about. I believe the title is worthy of a spot in your rotation, but only if you have a true understanding of the level of return of investment. For some, it simply will not be enough, while others will fall in love with it.

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  1. Surprised this game is getting so little discussion. It's another sleeper hit from Kylotonn, just like WRC 7 last year.
    Insane sense of speed. Unbelievable challenge. An ideal blend of sim and arcade.
    pk500
    Surprised this game is getting so little discussion. It's another sleeper hit from Kylotonn, just like WRC 7 last year.
    Insane sense of speed. Unbelievable challenge. An ideal blend of sim and arcade.

    No lie - there is an extremely addictive aura to this game that makes it so hard to put down, once you pick it up.
    bluengold34_OS
    No lie - there is an extremely addictive aura to this game that makes it so hard to put down, once you pick it up.

    It's the most enjoyable motorcycle racing game I've played since MotoGP and MotoGP 2 on the original Xbox in 2002 and 2003. And I've played many of them since, on asphalt and dirt. :)
    Seriously.
    pk500
    Surprised this game is getting so little discussion. It's another sleeper hit from Kylotonn, just like WRC 7 last year.
    Insane sense of speed. Unbelievable challenge. An ideal blend of sim and arcade.

    I’ve been to busy playing this game...sense of speed, tracks, and controls is fantastic.
    Sausage
    I’ve been to busy playing this game...sense of speed, tracks, and controls is fantastic.

    I also bought it on a whim after briefly watching a vid and reading about it on another forum that mainly focuses on motorsport.
    Glad you're digging it, Sausage!
    Man, this game is such a rare gem. It's one of the few racing titles in which I shake my head at least once every time I play it and mutter, "What a game, what a game."
    pk500
    Glad you're digging it, Sausage!
    Man, this game is such a rare gem. It's one of the few racing titles in which I shake my head at least once every time I play it and mutter, "What a game, what a game."

    They really nailed the sense of speed and I just enjoy time trialing each available track. Even my brother a very casual gamer bought it.
    Spent far too long playing Isle of Man TT this afternoon -- no guilt, though! Game is too much fun.
    Finally drilled down on the assists package I like the most. Low assists for all except for wheelie control on medium. Racing line and combined brakes on, manual shifting. Feels like the best combination of help and road feel for me.
    I was locked into the Honda Supersport until I tried the Triumph. Hmm. That bike has more speed, acceleration and torque than the Honda, but it's not as nimble. Planted exiting corners, but pretty sluggish in quick transitions. Decisions, decisions. :)
    Tried the Yamaha Supersport. Man, that bike is twitchy-quick to change directions. But it lacks top end and is hairy as eff under braking.
    Good Lord, IOM TT will be my Game of the Year, easily, at this rate. I've sunk a TON of blissful hours into it so far in the last two weeks. What an effing game.
    pk500
    Spent far too long playing Isle of Man TT this afternoon -- no guilt, though! Game is too much fun.
    Finally drilled down on the assists package I like the most. Low assists for all except for wheelie control on medium. Racing line and combined brakes on, manual shifting. Feels like the best combination of help and road feel for me.
    I was locked into the Honda Supersport until I tried the Triumph. Hmm. That bike has more speed, acceleration and torque than the Honda, but it's not as nimble. Planted exiting corners, but pretty sluggish in quick transitions. Decisions, decisions. :)
    Tried the Yamaha Supersport. Man, that bike is twitchy-quick to change directions. But it lacks top end and is hairy as eff under braking.
    Good Lord, IOM TT will be my Game of the Year, easily, at this rate. I've sunk a TON of blissful hours into it so far in the last two weeks. What an effing game.

    So far I haven’t adjusted any default assists, they have been just right for me. My times have per lap are a bit on the slower end, because my goal has been to make each lap without dropping off the bike (very successful so far).
    What is your best time around the mountain so far, I haven’t tackled it yet, but will this week (I’m off for 5 days!!)
    *Fun tip
    In the offline multiplayer option, you can easily practice riding up to 8 different bikes, since it’s a pass the controller type game mode.
    Fun way to learn tracks and bikes.
    Sausage
    *Fun tip
    In the offline multiplayer option, you can easily practice riding up to 8 different bikes, since it’s a pass the controller type game mode.
    Fun way to learn tracks and bikes.

    Heads up; after the first race, the following races don’t have sounds (possible sound glitch).
    Bike list for interested persons:
    SUPERSPORT
    Honda CBR600RR
    Kawasaki ZX-6R
    Triumph Daytona 675
    Yamaha YZF-R6
    SUPERBIKE
    Honda CBR1000R
    BMW S1000RR
    Suter MMX 500
    EBR 1190RS
    Kawasaki ZX-10R
    Norton V4 RR
    **several bikes have multiple variants which minor changes in speed, handling, etc.
    Sausage
    What is your best time around the mountain so far, I haven’t tackled it yet, but will this week (I’m off for 5 days!!)

    20:22 on a Honda Supersport. Don't have the balls or skill to tackle the Mountain yet on a Superbike. :)
    Sausage
    Bike list for interested persons:
    SUPERSPORT
    Honda CBR600RR
    Kawasaki ZX-6R
    Triumph Daytona 675
    Yamaha YZF-R6
    SUPERBIKE
    Honda CBR1000R
    BMW S1000RR
    Suter MMX 500
    EBR 1190RS
    Kawasaki ZX-10R
    Norton V4 RR
    **several bikes have multiple variants which minor changes in speed, handling, etc.

    Glaring omission, sadly: Suzuki. The manufacturer probably wanted too large of a licensing fee.
    Can't wait for sidecars to be added in May as free DLC. I'd love to see electric bikes (TT Zero) and Lightweights added, too. Hell, I would gladly pay for them!
    May I have input/opinion on the following in game options (I’m playing on OG Xbox One):
    Motion Blur (off, weak, normal)
    -I’m currently running with “off”; do you keep it on?
    RGB Desynchronization (off or on)?
    -I can’t figure out what this option does and if it’s better off or on.
    Dynamic View (anticipated, standard, delayed, off)
    -I’m not sure what this does either, is one dynamic view better than the other (I use the helmet cam if it makes a difference)
    Camera Shake (0-100 increments of 10)
    -I have it on zero; is this more of a preference thing or does it make riding more immersive?
    Thanks
    19:59.517, Bruce Anstey, Supersport, 6:01 p.m. (ET), March 26, 2018, first lap in Time Trial.
    YESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS! Broke 20. Finally!
    That was with two falls and soft-shoeing it on the Mountain section, out of shaking hands, thumping chest and sweating palms more than anything. So rewarding!
    It's weird: The maxim of staying relaxed works in this game -- to a certain point. I find that I don't want to grip the controller too tightly or clench my jaw too much. But I'm slow if I'm too relaxed. I need to stay dialed in and calm, but not chilled.
    Maybe that's why I suck at this game and most racers when altered. Just too numb. :)
    Sub-19, here I come. Might take awhile, but I will get there. :)
    As for visual settings, I use motion blur normal, RGB desync on, dynamic view off, camera shake 100 percent.
    pk500
    19:59.517, Bruce Anstey, Supersport, 6:01 p.m. (ET), March 26, 2018, first lap in Time Trial.
    YESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS! Broke 20. Finally!
    That was with two falls and soft-shoeing it on the Mountain section, out of shaking hands, thumping chest and sweating palms more than anything. So rewarding!
    It's weird: The maxim of staying relaxed works in this game -- to a certain point. I find that I don't want to grip the controller too tightly or clench my jaw too much. But I'm slow if I'm too relaxed. I need to stay dialed in and calm, but not chilled.
    Maybe that's why I suck at this game and most racers when altered. Just too numb. :)
    Sub-19, here I come. Might take awhile, but I will get there. :)
    As for visual settings, I use motion blur normal, RGB desync on, dynamic view off, camera shake 100 percent.

    Good job at the under 20 (I’ll be working my way to that soon). From another forum:
    *Motion blur is off purely so I can see down the track better - the game looks "nicer" with it on.
    *RGB "desychronisation" is the chromatic aberration effect, where the colour channels separate giving individual misaligned red, green and blue silhouettes on screen - a popular and elegantly simple "damage" feedback effect in games. It only occurs when you bin it.
    *Dynamic view is just look-to-apex, as noted already. The three options that aren't "off" basically dictate how soon the movement occurs relative to your corner approach - I could barely notice a difference between those three settings because of how disorienting it is. I turned it off as well. (But it actually stayed on until I went to the main menu and started the track session again.)
    I turned camera shake down to 30 and didn't re-visit it. To be honest, I haven't properly compared it back to back.
    As a concept, I don't think it's particularly realistic because your eyes are pretty well suspended and your brain does a great job of smoothing things out as your head rattles about anyway. Excluding heavy impacts, and stuff actually physically blocking my view, I've never had difficulty seeing where I'm going on a motorbike in real life.
    On that basis, adding movement to the screen that your brain can't filter out (because your inner ear isn't moving with it) is not a good idea in my opinion. A little bit of dynamism at the edge of the screen probably does add a bit of drama in the name of immersion, but that could be done by other means. I suspect you'd be faster with it off / low.
    Interesting feedback. Thanks. May try a few tweaks to gain speed, but I don't want to lose immersion. The sense of speed in this game is INSANE and perhaps the strongest of its many virtues.
    One of the many strong points of this incredible game is the difference between the bikes. Not only does each manufacturer's bike handle differently, but even the bikes of each manufacturer ride differently.
    I tried every Supersport bike on the Mountain course last night, and there's no question the Honda suits me best. The Triumph is fast with plenty of grunt but changes direction too slowly. The Yamaha is just far too twitchy and lacks top end. The Kawasaki is just a pig, period.
    But each of the Honda's is different. Bruce Anstey's Honda suits me well, but then I tried the late Daniel Hegarty's Honda last night, and it fit my riding style like the proverbial old set of slippers. Bliss, and a nice tribute to the fallen rider to use his bike.
    pk500
    One of the many strong points of this incredible game is the difference between the bikes. Not only does each manufacturer's bike handle differently, but even the bikes of each manufacturer ride differently.
    I tried every Supersport bike on the Mountain course last night, and there's no question the Honda suits me best. The Triumph is fast with plenty of grunt but changes direction too slowly. The Yamaha is just far too twitchy and lacks top end. The Kawasaki is just a pig, period.
    But each of the Honda's is different. Bruce Anstey's Honda suits me well, but then I tried the late Daniel Hegarty's Honda last night, and it fit my riding style like the proverbial old set of slippers. Bliss, and a nice tribute to the fallen rider to use his bike.

    For me it’s the older John McGuiness Honda you unlock if you purchase the 2.99 King of the Mountain DLC. Not the fastest, but the handling and agility in and out of corners fits my current abilities.
    My time on the mountain course is creeping closer to 20 mins...if I have the time to play it consistently I should crack 20 mins or under very soon.
    Sausage
    For me it’s the older John McGuiness Honda you unlock if you purchase the 2.99 King of the Mountain DLC. Not the fastest, but the handling and agility in and out of corners fits my current abilities.
    My time on the mountain course is creeping closer to 20 mins...if I have the time to play it consistently I should crack 20 mins or under very soon.

    Ah, you're riding a 1000cc Superbike. Brave man!
    I set my personal best of 19:59 on a slower, 600cc Supersport. I'm not ready yet for the beastly nature of a Superbike. :)
    pk500
    Ah, you're riding a 1000cc Superbike. Brave man!
    I set my personal best of 19:59 on a slower, 600cc Supersport. I'm not ready yet for the beastly nature of a Superbike. :)

    He has a Supersport as well...at the moment I can stay upright on Superbike, but going super slow and light on the throttle even on straights, because of how unexpected a corner can come.
    My two requests for an upcoming patch for this game:
    1. Add steering sensitivity and other controller settings adjustments to the console version of this game. They're available in the PC version released this week.
    2. Tweak the physics a bit. The rear loses traction too suddenly at times and slides out when cresting hills and through dips, pitching the rider sideways diagonally off the bike. There is no warning and no catching. I also think the front end of certain bikes is a bit too "loose" when correcting while exiting a corner. What should be a simple correction instead pitches you sideways in the other direction. A bit too much of a "weighted pendulum" effect.
    Minor quibbles, though. Still loving this game!
    pk500
    My two requests for an upcoming patch for this game:
    1. Add steering sensitivity and other controller settings adjustments to the console version of this game. They're available in the PC version released this week.
    2. Tweak the physics a bit. The rear loses traction too suddenly at times and slides out when cresting hills and through dips, pitching the rider sideways diagonally off the bike. There is no warning and no catching. I also think the front end of certain bikes is a bit too "loose" when correcting while exiting a corner. What should be a simple correction instead pitches you sideways in the other direction. A bit too much of a "weighted pendulum" effect.
    Minor quibbles, though. Still loving this game!

    It’s hilarious you posted these thoughts...I just finished a run on the mountain with zero collisions; which is an achievement I didn’t even know about.
    I was thinking to myself how they can/will improve this game over the next 6 months to a year. I wouldn’t give any feedback, because I have never driven or rode any type of motor bike so I don’t really know how they should behave.
    Though, like you posted I have seen the wonky crashes. Steering has been beautiful for me, but more options only help make the game more accessible.
    As far as future additions:
    *I would like more real or fictional tracks
    *This may not be popular idea, but real or fictional bikes
    *More race modes if it fits with the theme of the game
    Due to how much I’m enjoying TTIoM, I bought MotoGP 17. At the moment I am not enjoying it all.
    MotoGP feels smoother (60FPS) and looks cleaner, but the bikes just feel floaty and weird. It’s like the wheels are not in contact with the track.
    Do you have MotoGP? Maybe I need to give it more practice.
    Sausage
    Do you have MotoGP? Maybe I need to give it more practice.

    Had it. Traded it in. Your description of the physics is spot-on. There's no weight or sense of grip to the bikes.
    Typical Milestone trash. I have no idea why some bike enthusiasts praise Milestone so much for its work with the MotoGP and Ride series. The physics in both games are just weird, to say the least. Another sin is the ability to stand on the front brake in both series with almost no penalty.
    pk500
    Had it. Traded it in. Your description of the physics is spot-on. There's no weight or sense of grip to the bikes.
    Typical Milestone trash. I have no idea why some bike enthusiasts praise Milestone so much for its work with the MotoGP and Ride series. The physics in both games are just weird, to say the least. Another sin is the ability to stand on the front brake in both series with almost no penalty.

    So you like the bike physics in TT better than in Ride 2 or MGP 17? If so, that's good to know, especially coming from you. I was on the fence about getting TT because I heard so many saying they preferred Ride 2's bike physics.
    inkcil
    So you like the bike physics in TT better than in Ride 2 or MGP 17? If so, that's good to know, especially coming from you. I was on the fence about getting TT because I heard so many saying they preferred Ride 2's bike physics.

    Yes. IOM TT's physics aren't perfect. They're probably just as flawed as MotoGP 17 or Ride 2, but in different ways.
    The rear wheel grip physics are wonky, and it's pretty hard to fold the front end in IOM TT. But that's far better than the unrealistic ability to stand on the front brake and the relatively dead sense of grip and weight in MotoGP 17 and Ride 2.
    Plus IOM TT has just an insane sense of speed -- the best of any sim-cade racing game I've played. Think Burnout, dude. Seriously. And make sure you race from the helmet or fork cam to get the full sense of mind-melting speed.
    Another big edge for IOM TT: The thrill of riding on the Mountain course and all 37.7 miles of its glory. It's an experience that MotoGP 17 and Ride 2 can't come close to matching.
    IOM TT has a STEEP learning curve, even with assists on. You will crash a LOT when you first get the game. But you'll eventually wrap your head around the physics and stay on the bike much more often.
    Stick with it. Don't bin IOM TT after 30 minutes of frustration. It took me a good three to five hours to figure it out. But once it clicked, the game became majestic. I still crash, and I still need to find a lot more speed. But damn if it isn't the most enjoyable racing game I've played in years, two wheels or four.
    inkcil
    So you like the bike physics in TT better than in Ride 2 or MGP 17? If so, that's good to know, especially coming from you. I was on the fence about getting TT because I heard so many saying they preferred Ride 2's bike physics.

    TT just has a special feel to it...I literally just do time trials and aim to beating my times. I have even rode the mountain, but at a more relaxed pace and it was still amazing.
    I purchased MotoGP 17, because I assumed it would feel like TT, but I was wrong. Though to be fair, after several hours and suspension tweaking, I got the bikes to feel less floaty.
    pk500
    Yes. IOM TT's physics aren't perfect. They're probably just as flawed as MotoGP 17 or Ride 2, but in different ways.
    The rear wheel grip physics are wonky, and it's pretty hard to fold the front end in IOM TT. But that's far better than the unrealistic ability to stand on the front brake and the relatively dead sense of grip and weight in MotoGP 17 and Ride 2.
    Plus IOM TT has just an insane sense of speed -- the best of any sim-cade racing game I've played. Think Burnout, dude. Seriously. And make sure you race from the helmet or fork cam to get the full sense of mind-melting speed.
    Another big edge for IOM TT: The thrill of riding on the Mountain course and all 37.7 miles of its glory. It's an experience that MotoGP 17 and Ride 2 can't come close to matching.
    IOM TT has a STEEP learning curve, even with assists on. You will crash a LOT when you first get the game. But you'll eventually wrap your head around the physics and stay on the bike much more often.
    Stick with it. Don't bin IOM TT after 30 minutes of frustration. It took me a good three to five hours to figure it out. But once it clicked, the game became majestic. I still crash, and I still need to find a lot more speed. But damn if it isn't the most enjoyable racing game I've played in years, two wheels or four.

    I agree with @pk500 here...I don’t have much else to add.
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