Ridge Racer 7 Review
Flaw it!
Version tested: PlayStation 3
Dear Namco,
DIFFICULTY LEVELS, DORKFACE!
Signed, me.
Anyway. Probably the best way to start this review is to simulate the experience of playing Ridge Racer 7. Bear in mind that, for the next few paragraphs, you will be the subject of my whim. You are a rat in a cage of my design. HAHAHA. Continue.
Ridge Racer 7 is ostensibly Ridge Racer 6 with a few important changes. But for all its dalliances with nitrous, slipstreaming, customisation and 1080p, the reason we're all here is still the same: boosted starts, ludicrous tracks, and zooming around hairpins at 200mph, wiggling the stick efficiently as you do to preserve as much speed as possible.
Cornering has always been Ridge Racer's unique attribute. It turns the traditional set-up on its head in favour of "drifting". Instead of slowing to go into a corner, you want to be going as fast as possible. The challenge isn't finding the right line into one (although it helps); it's trying to avoid bashing anybody who's doing it at the same time as you, despite the fact that drifting has spun you both almost sideways, and then making sure that you don't overcompensate on the way out of the turn. If you do, you'll bang into the wall or another car and bounce off repeatedly - the manner of bouncing so completely stupid that you'll wonder if Namco's ever played any other racing games in its life.
If anything, this emphasis on spectacular cornering has only grown as the series has progressed. Namco has introduced more drift types - standard cars swerve around quite a lot, but usually only go into a drift if you make them, and click helpfully back to the racing line when you finish; mild cars swerve much less, and generally grip the road far more; while dynamic cars will go into a drift if the wind changes (or, more accurately, if you steer hard in one direction), and require a lot more talent to manoeuvre effectively.

One of the new tracks. I like this one, but it's not very hard.
(You're still a rat, by the way. Keep going.)
Meanwhile the PSP version saw the introduction of nitrous, which is a means of boosting to increase top speed, with the nitrous "tanks" filled by drifting around corners as fast as possible. The clever bit was (and is) that you can't fill the tanks while nitrous is engaged, but, if a tank empties as you approach a corner and you immediately drift, some of the residual nitrous effect will see you cornering at greater than your usual top-speed and the empty tanks will refill more quickly as a result. The Xbox 360 Ridge Racer 6 refined this, allowing you to daisy-chain your three nitrous tanks into one long, even greater burst of speed, called "Ultimate Charge".
The other thing that the PSP versions and Ridge Racer 6 have in common is the enormous amount of races available to take part in.
And it's with the help of that sentence that you may now exit the cage (mind your tail) and join me back here in the heartland of the review, because the other thing about the PSP and 360 games' "enormous amount of races" is that, for anybody capable of pushing buttons without falling off the sofa and setting fire to their hair, the first few hours' worth were almost intolerably boring and trivial. They don't care if you already know the basics; you're going to have to sit through them again anyway, and before you know it you're bored out of your mind and just wish they'd get to the sodding point.

You can't use nitrous chains at all until you've bought them in the shop. Don't worry - it's not difficult to get there.
Which is roughly the effect I was going for. Of course you know what drifting is, and how nitrous works. Indeed, there's very little chance you haven't played Ridge Racer before (although if you haven't you should buy this, the 360 game or one of the PSP versions and come back when you hate Angelus), and if you have then you're bored of what I'm saying. And so you will be in the game for quite some time.
Well, that's not entirely fair. You will find novelty in a few of the early hours. For instance, you'll be playing the game in 1080p. Well, you might be. Either way, you'll be playing spot the difference, hoping to contribute to those exciting forum threads about whether the leaves are slightly browner than they were on Xbox 360 and whether this means the war is over. In truth, what you'll find is that RR6 looks smoother, and also seems to have a slightly richer colour-depth, but that RR7 also does some effects that RR6 hasn't (soft street-lamp reflections in wet surfaces, most noticeably), while looking slightly brighter on some tracks and, of course, filling your eyes with 2,073,600 pixels rather than 921,600. Most of the time though, it's hard to tell which is which at a glance - the only truly tell-tale bits being the rear-view mirror at the top of the PS3 screen, which is operating at a slightly lower detail level than the main game graphics (unlike RR6's), and, you know, the extra million-and-a-bit pixels, which are neither here nor there unless you're on a crusade, in which case fill your boots.
So there's that to occupy yourself with, but more interesting to Ridge devotees will be the differences in modes, the new tracks, and the roles of slipstreaming and customisation.

The future of bridges. Boring screenshot aside, it's worth noting that RR7 is very nippy, especially when you get up into category 2 cars and beyond.
Customisation is really the key improvement. As you complete races in single-player, you earn credits and the right to buy parts from certain manufacturers. These not only allow you to change the look of your car (take it or leave it) and increase its top-speed by upgrading the engine and so on, but more interestingly they also allow you to customise the drift and nitrous characteristics, and introduce "plug-in units". Some tyres will allow you to amplify the dynamic drift attribute, for example, while nitrous kits allow you to change how they charge. Reverse-nitrous only fills tanks while nitrous is being used (which, applied frivolously, means you can be left without the ability to accumulate nitrous at all); flex-nitrous is only active when you hold down the nitrous button, rather than emptying an entire tank every time you do; auto-charge fills your tanks up to a maximum of four (although you can only use three at once), automatically rather than when you're cornering, giving you a new source of boost every 12 seconds or so. There are also other variants that change the potency of single, double or triple nitrous charges - giving you a higher top-speed for Ultimate Charge, for example, but at the expense of strength in single and double charges.
In other words, there's a wealth of potential in customisation, and Ridge Racer fans who worked their way through the relatively rigid sixth instalment will be salivating at the prospect. Equally promising is that the "Ridge State Grand Prix" mode is far more varied than the equivalent campaign mode in RR6. Instead of lining up a procession of races each time, and eventually being allowed to do the same with special classes, duels, quad (four-car) battles and expert routes, here the player is given three basic avenues of exploration: grand prix, manufacturer trials and single events. GPs take you through a few tracks (the number varies) in eight-car grids, accumulating points for your position at the end of each race, as well as inheriting your finishing position for the next race's grid. Manufacturer trials and single events are one-offs - the former are straightforward races that then offer you access to a manufacturer's parts, while the latter are more varied, with everything from 14-car "overtake" races where you start at the back of the grid to time trials and no-nitrous races. Overall it's easy to grasp, and unlike RR6 it's usually possible to return to the map screen and do something different to the run of races you just completed.
On the track, things are slightly different to RR6, to the game's credit. The AI is more immediately challenging than it was, remaining in your rear-view for longer, and when it becomes challenging its elasticity ensures that even if you're making regular use of Ultimate Charge you can't afford to spend the whole of lap two banging your nose into the wall and smoking cigars. The introduction of slipstreaming also has an impact here - not only does it allow you to catch up with cars more easily if you're blocked off by giving you a slight speed boost as you ride along in someone's wake, but it means that simply using the rear-view to block off AI overtake attempts won't get rid of them, because they can do the same to you.

Obviously not my screen, but on the right side you can see a handy readout demonstrating the player stats screens.
RR7 also introduces a number of new tracks, although the majority will be familiar to fans of its predecessor, including the likes of Sunset Heights, Aviator Loop, Airport Lap, Rave City Riverfront and other regulars like Harborline 765 (as well as a welcome high-definition take on one you may recognise from another of the Ridge games). Newcomers include Mist Falls, which takes you behind a waterfall, demonstrating the engine's capacity for beautiful lighting contrast between the extreme brightness and glare of sun beaming through the water on one side, and the dark, moist, cavernous tunnel that dominates the rest of the screen. MF also mixes it up with houses on stilts and giant Buddha statues when you head out again into the sun, which is, er, nice. Other tracks see you racing through jungle and Aztec ruins, and speeding along highways that'll remind you of the Florida Keys. As you'd expect, they're all full of hairpins and huge jumps that help you marvel at the oily ocean, breathtaking vistas and loony helicopters that always pop up on lap three.
Taken online, the game offers Global Time Attack (download other players' ghost cars and race against them) as well as 14-player racers, and there are constant leaderboard updates after each race whether you're online or off. An addition here is that it's also possible to download new challenges posted to the PlayStation Store, suggesting that Namco aims to do more to support this PS3 instalment with downloadables than it did with RR6, which, at the time of writing, only offers background music and vehicle-unlock keys as downloadable extras. Another wacky internet thing that RR7 benefits from is a ticker along the bottom of the menu screens, which continually puts top lap-times and other information in front of you, including testimonials recorded by players who got to the end of the Grand Prix section. If you're looking for mine it says, "Ten hours of pretty yawn, that."

I forget what this one's called. Shadow Ruins or something. Or Pillar Dragstrip.
Which brings me back to the original point. I'm quite good at Ridge Racer, admittedly, but even the best player in the world shouldn't be able to play something for ten hours without finishing less than first, which is what I did. That's ludicrous. I was doing all sorts of races, but I wasn't being deliberately ponderous about my quest for glory. I certainly wanted that glory. Even so, it took ages before I unlocked the "extreme" races that start to pose a challenge with duels and quad battles, and even longer before I got my hands on a proper special-class car with which to amuse myself.
And really that just underscored the larger problem: RR7 is back to front. The Pronzione car is a sort of hovercraft. You have to beat it to win it. I did this on my first go, not because I was cunning and skilful, but because I was driving in a car with a higher-than-usual top-speed that I bought in the shop, and an auto-charge nitrous system that allowed me to do the bare minimum of drifting and gave me about six Ultimate Charges during the race. Here's an idea for next time: make the main game hard immediately, and offer these items as crutches that beginners can fall back on if they need to, earned through some sort of "starter GP". I don't know. I'm not a game designer. But it strikes me that the best and most rewarding experience you can have in Ridge Racer, or indeed any top racing game, is honing your skills and then unleashing them to beat off the challenge of a semi-cheating AI rival. Preferably one with a name you can swear at on the umpteen occasions you don't quite manage it.

And this looks like Mist Falls. One of the prettier ones (and the TGS demo level, fact fans).
Ridge Racer 7 certainly offers that in places, but it doesn't do it anywhere near enough. Its main problem is that it starts off easy, and as soon as it gets a bit difficult it rewards your patience with things that make it easier again. When I unlock the Pronzione, which has one of the most brutally efficient nitrous charge systems in the game (auto-charging and flex-nitrous, effectively), surely I should be called upon to justify my ownership of it, and not just suddenly able to obliterate the opposition more than I could previously? The same goes for plug-in units that automate the best-possible boosted start. Why do that just at the point that your game should be asking for peak skills? And so, yes, difficulty levels would be handy next time, Namco, my love. I want you to punish me. I've been a bad boy.
Overall though, Ridge Racer 7 still makes a good account of itself. It's better in some areas than 6, and is certainly brilliant played against real people, or just picked up and played properly with the nitrous turned off in arcade mode. But it's not really as challenging, I don't think, and hardcore fans will find more to sustain them lurking in the oceanic depths of its Xbox predecessor. On balance then, a slightly lower score. The fact that it's the best PS3 racing game in a field of one is probably poetic.
7 / 10
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Comments (83) Latest comment 5 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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which, at the time of writing, only offers background music and vehicle-unlock keys as downloadable extras.
Taken a page from EA's book i see.
If the Blu-ray can't save us from this nothing will.
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Peej
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True story, though you probably already recognised it from the startup screen.
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By leveraging existing skillsets in todays dynamic multi-faceted multimedia "always on" connected consumer culture of course!
You know, those posh assfaced students who play their iPods far too loudly on the train and wear ridiculous baggy jeans. The twats.
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Yeah. I'm not convinced the 360 version was "jaggy as hell most of the time". Then again, if you thought it was, you'll probably cut your eyes on this one.
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Well, er, you put the disc in the drive. The disc fits, so I suppose the answer is "pretty well".
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oh god...
/has flashback images of meetings, watercoolers, the word 'deliverable' and fucking Outlook.
make the bad men stop
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From my experience on PC games I found AA more important than a higher resolution as once the resolution gets to a certain level upping the resolution much further does not make as much difference as applying AA.
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"Well, er, you put the disc in the drive. The disc fits, so I suppose the answer is "pretty well""
orly?
[link url=http ://www.youtube.com/watch?v=1E7oBYXjOG4&eurl=
]http://ww w.youtube.com/watch?v=1E7oBYXjO...[/link]
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Coming next week.
I forgot to mention something neat in the review: you can actually install RR7 to the hard disk, which improves load times dramatically. And while you wait for it to copy over, you can play Xevious
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A: OMG more pixels than the 360, in your face 360 people!!!
B: OMG no AA on the PS3, in your face PS3 people!!!
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[link url=http://ww w.youtube.com/watch?v=1E7oBYXjO...
]http://ww w.youtube.com/watch?v=1E7oBYXjO...[/link]
hahaha
Grief.
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Speaking of discs has anyone er... experimented if you can scratch a disc to death and it still works?
Yay the Genji review can't wait for that.
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Don't you see?
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You dolt. It's RR6 that has AA, NOT RR7
So, the real next gen is not better than the 360 version. And it uses most of the same tracks. And you can pick up the 360 version (and the console for that) for half the price. Pity.
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Why the stupidly slow curve in RR games when they've been around for ages?
Why the same characters generation after generation after generation?
Why naff synthesised music in favour of real instruments?
Why naff melodies in the music?
Why lots of pregnant pauses in cut scences?
Why invert left and right on third person cameras?
Why subtitled cutscenes with painfuly slow dialogue?
Why the same bloody boring font used in most games?
Why the same bloody irritating mobile phone sound effects used in game after game after game in a franchise?
It's almost as though there's areas of development that are a total 'no go'
Just...why?
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this game is launch title dont forget no doubt it will would a different story once its in its stride...
no i am not a sony Fan...i will (on dec 8th) have all 3 'next gen' console but need to be fair!
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HAHAHA LOL OMG AL TEH SONY PLASTATION 3 GM3S SUK AS!11!!!!1! LOL WTF
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What about Outrun 2?
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Exactly!
Something I've never understood...Same as the up/down controls...
Does anyone play with a non-inverted setting?
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Why naff synthesised music in favour of real instruments? "
Reiko and the music are actually considered USPs for Ridge Racer, along with "beautiful opening movie" and "exhilarating drift handling", the word "exhilarating" has to be used in every press release. I shit you not.
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Perhaps it's because there's such an insanely popular arcade culture in Japan. Arcade machines generally are a bit bright, naff and gharish and have to be so to attract attention amongst other machines. Perhaps that fixed mentality spills over into console game design?
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That still is the high point for the series...
IMO obviously
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Depends what you mean by non-inverted. On PCs I always play with inverted (flight sim style) controls but for some reason on consoles I've gotten used to up-is-up controls. Things appear to be going full circle - some games now call the inverted controls the up-is-up ones...it hurts my mind.
That said, I can never, ever, ever, ever comprehend what the fuck developers were thinking when they invented inverted left and right controls. I mean jesus - up and down I can kind of translate from flight sims, but left and right? Are we supposed to all be instinctively used to reversing a fucking HGV or something?
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lawl!
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I think those criticisms can be held at certain developers in particular, and most of those are from an arcade lineage. People expect Ridge Racer to be a bit...garish.
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That still is the high point for the series...
IMO obviously"
And in my opinion, too. Chain those Burnouts!
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Errr...
OK...
Normal is push up and the view goes up
Inverted is push up and the view goes down...
I, and everyone I know, always use inverted...
But you describe to be using the normal one...
Hmmm...I thought the inverted users were a majority...Might be wrong then...
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"this game is launch title dont forget no doubt it will would a different story once its in its stride..."
Yeah ok, but RR6 is hardly a recent 360 title either. Anyhoo, it's not just the arguable incremental increase in graphical power that tickles me - it's that fact that it's got most of the same tracks and fewer challenges than the 360 version - for twice the price!
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"Rambaldi: That's simplifying the issue a little, don't you think? Shadow of Colossus. Rez. Okami. Etc etc. "
Yeah, fair point. Exceptions to the rule and all that. I dunno - it's just this vibe I get whenever I play Japanese games. I think to be fair it's the music and sound effects more than anything that make me want to vomit.
P.S. Bates, if you're there, you can shove any potential racist accusations up yer arse. Once again, I'm talking about style, not ethnic origin. I'd feel just the same way if these games were British, German, American, Albanian or Welsh.
OK, maybe not the Welsh
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Yes, except... er, oh all right just yes. Slipped my mind for a moment. Although obviously the two games remain very different (I prefer Outrun, for what it's worth).
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Ah, but does Xevious have anti-aliasing though?
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/pictures the returns queue at Game
HANG ON! Didn't the article the other day suggest that PERHAPS the success of the PS brand can be attributed to it's easy hackability? Surely people hacking the PS3 and copying games would be good for Sony in the long run? Hacked games need to be burnt to BR discs no? People need to BUY BR discs to make copies? People get used to buying BR discs, Sony wins format war...
Hmmm....
/strokes beard and raises one eyebrow
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What? We aren't allowed to make fun of the welsh any more? Oh cruel, cruel world, what is this place coming to?
;p
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*finger hovers over "ban" key*
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But if you think it would be better to wait, you should tell us why you think so.
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I'm Welsh.
Baaaaaaaaaaaaaaaaaaa
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Drat! So it does... I misread that as "RR7 has anti-aliasing...". Silly me!
However, EG's review is wrong because RR6 on the 360 does not use ANY anti-aliasing at all hence the reason I mentioned it looked jaggy in the first place. It was a launch Xbox 360 game (in the US anyway) and running at 60 fps so I guess the AA was sacrificed for the framerate. Many launch 360 games lacked anti-aliasing, e.g. Call of Duty 2, Kameo, Perfect Dark Zero, etc.
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Yes your right it is laughable really (I missed RR6 on 360 hence my purchase of RR7), but i wonder if the version we have before us was really RR6 for ps3?yet with the delay of the Sony console Namco decided to name it 7 for the appearance of the launch? If i am correct, wasn't this one of the first titles finished on the PS3? perhaps in which light its somehwhat unfair to veiw this as a sequal more a port...
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/blatante fan boy bait.
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In eg history of the playstation they said ridge racer on ps1 was done in 6 months, wouldnt suprise me if was the same this time as well. Take all the assets from 6 on the 360 add 1 track, cheap adons for your car bish bosh launch game in 6 months which will = big profits.
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If the PS3 had come out in spring, would probably been just a PS3 version of RR6.
and because of this extra I'd also hope it does look better the 360 version.
We're not going to be able to truly start compairing PS3 to 360 until RR8 or some other cross platform games come out. Once developer have had time with both 360 and PS3 hardware.
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rr6 had to many races on to few tracks this sounds like a fair tradeoff.
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*finger hovers over "ban" key*
It's oke. You can't help it that you where born there. ;p
So another let down for PS3 then, ohwell it's to be expected isn't it...
Someone should really put a lock on your cave door. :/
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Which is funny because they look better than many of the new titles. I hate lots of AA, just makes things look blurred - should always be optional.
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RR7 7/10
That doesn't smell funny, that just stinks.
What does RR7 better than RR6 (or RR5...)???
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Anyway, Looks like BS3 has yet another INFERIOR version of a multiformat game to it's name (and a sequel at that, should have been better by default).
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Why put up a review of a game not released for another 4 months (at the earliest)?. You're just setting yourself up for some fanboy to imply you're helping Sony in trying to take the focus off the Nintendo Wii and 360 (which actually 'will' be available here) this holiday season, which of course would'nt be true.
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Get a life.
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I'm not sure if I'm mis-reading your post, or you mis-read mine. You don't think me a PS3whore do you? I certainly won't be shelling out that sort of money for a games console any time soon. Also, I have a 360 already, and the PS3 looks to be offering nothing different in comparison to justify a second console purchase.
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Oh right. I see. The XBox360 really is your life. No wonder you're expecting everyone else to take it so personal.
Seriously, get laid. You don't know what you're missing.
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How could your post be for me? Oh, whatever.
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In fact, in terms of console exclusives at launch
360: Condemned, Amped 3, PGR3, COD2, Quake 4, Kameo, RR6 + another 11 cross platfroms
PS3: Resistance, Gundam, Genji, Untold Legends + 9 cross platfroms (sorry RR7 included in that based on the review)
i.e. one game worth buying the PS3 for at launch and at least 4-5 on the 360 at launch
And to think all those PStuds slammed the 360 for a mediocre launch library devoid of decent exclusives
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That's why I was so heavily comparing their launch to the dreamcast only to be disappointed in that sense.
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you've never got anything constructive to say, just anti Sony bile...
really, your a sad, lonely man who needs to get out a bit more...
being a fanboy isn't good for you, it will turn you into a social pariah and you'll be shunned by all your mates... or is your real name Billy?
I suggest a healthy dose of alcohol any anything poisonous you can find in the cupboard...
If you want to be taken seriously start taking a balanced approach to things, because the more you bleat on about how great Microsoft are, how excellent the 360 is, people will mistaken you for either 1) a troll or 2) a piece of viral internet marketing by MS...
alternatively just keep spouting the same shit and soon you'll be on everybodies ignore list (probably your own too!)
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I've certainly never played Ridge Racer 7, but I think the reviewer is a to55er for giving this game a 7.
I mean, come on guys! A se7en!!!
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How is this a let down for the PS3? If you mean because it's a PS3 game then no not really only draw back this would have for the PS3 is if it was the only racer on the console say 6 months from launch. This is more of a disapointment in the series than anything else. I ask this, was RR6 score a reflection of the Xbox360 hardware?
This got a 7 as the as many of the aspects of this was essentially taken directly from RR6 which got a 8. I guess if your thinkin along that line then yes a 7 is to be expected.
You need to stop being so obvious in your statment, really you need to think harder... Go ahead try, come on you can do it.
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Wait, did you just call me a sony fanboy? 0_o Now I HAVE heard everything...
In contrast, the XWhores must be getting some kind of sick sexual pleasure from this, heh, AoE?
Yeh, too bad that the YWhores don't get any eh? ¬_¬
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While Namco often cut and paste the RR formula, I think it's fair to say that the biggest jump the series has seen in a long time are RR6 and the original PSP version.
Someone mentioned in an earlier comment that PGR3 looks better than RR6, but I'd disagree. RR6 is a gorgeous 60fps feast for the eyes, and while PGR3 is lovely, it can't equal what Namco managed for RR6.
Comparisons to the PS3 version are valid enough, and it would appear that the PS3 version's big advantage is 1080p, but at the expense of a less detailed world. 1080p though, how many of us have that let alone a PS3? Still, nice if you have it. What would folk prefer at this point though? 1080p with less detail or 780p with more detail? It kind of makes me think that the 360 and PS3 are fairly neck and neck in terms of raw power, but a lot of devs have been saying that for a long time anyway. Perhaps the PS3 is a little more powerful, but even if it is that means nothing if no one is willing to pump it a little extra to get more out of it. Activision's lazy port of Project 8 says more about Activision than it does about the lack of power in the PS3. Does anyone really think that the PS3 couldn't run Project 8 smooth as butter if the code had been optimised better? Course it could. Activison just ported across the 360 code and rather than optimise it and release it later, just decided to release it anyway.
The size of RR6 is boggling, I'm 36% of the way through it and just opened up expert last night for the first time and I've spent hours on the damn thing. Achievements suck though, I've got a meagre 70/1000 despite being over a third way through the game.
Sony needed RR7 out for launch, and Namco obliged but they have done so by putting out a very similar looking and playing game to RR6 as that's the only way they could get the game ready in time for launch. How would that have fared if it were a sequel on the 360? I dunno, I probably wouldn't have bought it to be honest, I didn't buy RR2 on the PSP because of the similarity.
If I had a PS3 though I'm sure I would have bought RR7, especially given the lack lustre bunch of other launch titles. It does sound as if I would be a bit disappointed, but at the end of the day it's still a great game and still plays superbly.
All of the above are just my thoughts and are fairly meaningless given that I'm still playing and enjoying RR6, which is a SUPERB game and can be bought for about £18. It's a game I wholeheartedly recommend you purchase as it's the best RR since Rage Racer.
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Don't get your hopes up mate - I've finished the World Explorer of RR6 and the gits only given me about 350 achievements.
I think I can add this to my list of "Why do Japanese developers.."
Why do Japanese developers make achievements so bloody stupidly measily hard to unlock?
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And the Xbox 360 has plenty of framerate issues, believe me, and is apparently running at upscaled 600p so it doesn't surprise me that the PS3 game does also. Although it's a very good game, it's clearly not being optimised properly, likely due to it being rushed out for Christmas.
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So another let down for PS3 then, ohwell it's to be expected isn't it
Actually, 'ohwell' is supposed to be devided into two words...
Could you stop nitpicking on spelling mistakes?
It's eurogamer, we don't all speak english you know?
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You're an embarassment to 360 fans
/hangs head in shame
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An embarrassment to homo sapiens in general.
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So yes a sequal
That is a spelling mistake however...
Just teasing, calm down...
There's no need to call everyone tadpoles...
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Come March, if the launch games need to be totally stellar to justify the outlay. If not, it remains an unpurchased console.
It'll probably take me all of next year to finish RR6 anyway
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Thanks.
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Thats just it none of the short comings of this game can be attributed to the PS3's hardware so how can you say it's a let down for the PS3. Thats statment to hold true for any an every game that gets a low score on any console then right? Then again that statment is way too general to even debate so mind narrowin it down abit for us?
The specs didn't cause thie game to get a 7 did it AdamOfEternia?
It's a launch title it got a 7 (Which is still a good score) but thats as far as it goes really. The Xbox360 has had some real bombs at launch like GUN and PDZ but these really weren't to be blamed on the Xbox360 itself now where they?
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