When another racing game showed up at my door, I was in truth reasonably excited. Namco Bandai’s Ridge Racer games have always been a series I have enjoyed. I opened the game and prepared myself for what was almost certainly going to be my bestloved racer on the Vita. Much to my disappointment, it seems that Cellius, Inc., the developers behind the Vita version of Ridge Racer missed the mark by a huge margin. After 15 minutes with the game, closely in tears, I realized that this is rather perhaps the worst game (racing, or otherwise) on the system. It isn’t even a game, it is more of an extended demo.
Ridge Racer looks fine, but it doesn’t do much more than that. The frame rate is smooth, and the courses are rather gratifying to look at… all six of them. The cars are pretty slick looking, too… all ten of them. This is where the introductory problem hits. Ten cars with only minor deviations and six measly tracks (half of which are accessible only through a packed-in downloadable code) doesn’t make for much of a game at all. It is more along the lines of a free iOS game with a premium shop. But there isn’t a shop in Ridge Racer, what you see is what you get. You remunerated your cash for this… game.
I figured I could receive pleasure from myself for a while, at least, by just jumping in and screaming around the tracks. That was before I realized that to race other people, I would have to update the game. The only real racing mode is an online option. Otherwise, you play versus a ghost, take on a time trial, or participate in a quick race. I went to update the game, all 92 MB of it, and waited 20 mins, over wi-fi. Then, just as it got to 99% the service crashed. So, I restarted the update, and had the same thing occur yet again. I did this for two days before it at last worked.
Once I ultimately got into a race, I was pleasantly surprised by the aspect of the cars and tracks. They felt beauteous fast from the start, and they get quicker as you level. Regardless, racing felt like it should, like RR games always do, then I saw the cars in front of me turn. The basi thing I thought of was that this looked just like one of those rides at Disney Land that puts riders in a motorized car or mine cart. At a turn, they just make a right angle and start out going the direction they are facing. There was no drifting to it; galore of the animation seems to be absent. The cars just make bizarre looking right angle flips and commence sliding in that direction. Maybe a lack of physics is normal for Ridge Racer games, but it has never been so jarring.
Racing online starts you at level one, and as you race you will increase that. A level one player is the slowest player on the track, so any individual higher up the ladder will be more immediate than you. The most progressed player will be the quickest on the track, and with the length of time necessitated to upgrade a car to even compete with higher level racers, you are in for a ton of losing. With only six tracks to race on, get ready for a outstanding deal of repetition as well. The cash you earn from races may be used to finetune your cars, but the upgrades are costly and minor. The game is bogged down in the worst way.
The soundtrack is typical Ridge Racer fair: techno, house, dub step. It does a good occupation of giving you music when you need it, but never forcing you to recompense attention. The cars also sound solid when driving, but wrecks didn’t feel crunchy enough. While the audio is never key in a racing game, not hitting the right notes on the engine sounds of each car may genuinely take away from the sentiment of immersion. Fortunately, Ridge Racer handles that aspect beauteous well.
Ridge Racer was so close to being something special. When you begin the game, you choose a team to race for. You get a very deep social connection to other people on the team, and the game is built around bettering your team’s standings around the world. There is some somewhat originative stuff going on there, but with a bare bones game, you will be hard pressed to stick it out for more than a day or two. If you determine to watch galore replays, you have the capacity to use the back touch pad to move the music pitch around. It is somewhat fun for a few minutes, but it won’t warrant the price of the game.
In the end, Ridge Racer feels like a rushed, cheaply made and cash grabbing game. The game feels not complete and pushed out the door in it is current state to cash in on the sheer lack of games coming out for the Vita right now. There is closely no redeeming quality to it, and with other racers like Wipeout 2048 or the free MotorStorm RC, there is no reason this game ought to earn a dollar towards the positive. Steer clear, and look at my former racing reviews, there are a great deal of better choices out there.
Here’s the Rundown: + Racing works for the most part + Soundtrack will appeal to some – Physics for cars are very odd (re: not realistic or even believable) – Almost no content – Updating was like a kick in the teeth
1 (RIP) to 4 are varying degrees of a bad game. A 1 (RIP) being a game you would in truth recompense cash to not play, and a 4 is something that just hardly fails to be mediocre.
Ridge Racer was devised by Cellius, Inc. and published by Namco Bandai for the PlayStation Vita. It was freed on March 13, 2012 at the MSRP of $29.99.
Follow Chris on Twitter @TheCGravelle for ceaseless updates on video games, Magic: The Gathering, and his daughter, and @RipTen for the latest news and more.
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