The rollercoaster analogy proved apt, too, because the programming was so generous that with a bit of practice you could even turn the wrong way and drift round in a complete loop to rejoin the race track. Corners become rollercoasters, and you want to ride them until you throw up. Essentially you're just tweaking the angle. While other racing games lose face when they appear to take control away from you, Ridge Racer's success is predicated upon making sure you flow round the corner. The rush was intoxicating, even by contemporary arcade standards. The idea was based on a real-life phenomenon, but Namco took it to delicious extremes, allowing you more speed and giving you more assistance than you'd find if you pulled the same stunt on a winding mountain road in the real-life Japanese countryside. By letting go of the accelerator or dabbing the brake while turning, you could throw the back of your car into a drift, maintaining outrageous speed through tight corners. The key to its success was what it felt like to go round the nine corners that made up that one track. You can play through the whole of Ridge Racer in less than 10 minutes. It takes months to get through everything. One track! (The console version added an unlockable mirror version, but still.) To put that in context, Gran Turismo 6 on PlayStation 3 has 41 tracks in 86 distinct configurations. Built for the arcade but wildly successful on console as well, it has one track. The original Ridge Racer is a strange game to consider in a modern context. The last serious attempt at a pure Ridge Racer game (excluding 2012's fun but tangential Unbounded) was Ridge Racer for Vita in 2011. And while the evolution of western franchises is still evident in modern games like Forza Horizon, Burnout and Need for Speed, Ridge Racer has disappeared from view. The Saturn had Daytona USA and SEGA Rally, the Dreamcast had Metropolis Street Racer, Xbox had Project Gotham Racing, and PlayStation? PlayStation had Ridge Racer, Namco's take on Japanese drift racing. Hosted by 44 Bytes.Great consoles used to be synonymous with great arcade racing games. © 2023 Hookshot Media, partner of ReedPop. Join 1,385,649 people following Nintendo Life: Pokémon Game Boy Titles Dominate 3DS eShop Charts Ahead. Poll: What Other GameCube Title Deserves A '10/10' Remake. No Man's Sky's Next Update Is On The Way, Here Are The Fu. Where To Pre-Order The Legend Of Zelda: Tears Of The King. Square Enix Launches Huge Switch eShop Sale, Includes Mul. Nintendo Expands Switch Online Game Boy, SNES & NES Servi. Pokémon Scarlet & Violet: All Returning Pokémon, Includ. Nintendo Switch Online - Every NES, SNES, N64, Sega Genes.īest Nintendo Switch Micro SD Cards - Cheapest Memory Car.įeature: 24 Indie Games We're Excited About On Switch In. You want to place blame, point your fingers at the accountants for making the right decision. I love ridge racer, but is rather they wait till ps5, leverage anything from unreal, and put their talented team to work on something that can be successful with 2 million sold. Right now there is no telling how well Ridge Racer would do and if it justifies the cost. Just look at the hell tekken 7 and soul calibur 6 went through. Namco has had a hard time justifying projects cause they don't have the resources to justify a niche project. You need a rendering engineer, core tech engineer, tools and pipeline engineer, and about a year with some luck just to fix that issue. That's 2 decades worth of engine experience most teams do not have. That requires those same lazy devs to get into the code and rework parts of unreal for switch. The problem is the hardware, not the engine when it comes to switch. Unreal Engine 4 can also run a racing game. Sun 1st Dec you have no idea how difficult it is to write an engine and the tools that go with it.
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