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Ridge Racer 7 Review

ntsc-japan Import Review by Tom Bramwell

23 November, 2006

Page 1 of 2. Page 2 ->

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.

'Ridge Racer 7' Screenshot newtrack

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.

'Ridge Racer 7' Screenshot nitrous

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.

'Ridge Racer 7' Screenshot bridge

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.

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Comments: 1-50 of 84 in total | next 50 »

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Steroyd
23/11/06 @ 14:21
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So basically if GTHD came out at the same time Riiiiiiidge Raaaacer (which is a demo) it probably would have got a 6?

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.
Edited 1 times, most recently on 23/11/06 @ 14:23
Darren
23/11/06 @ 14:29
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Thank feck, Namco saw fit to add anti-aliasing to the Ridge Racer series at long last. The Xbox 360 version of RR6 was a great game but it looks jaggy as hell most of the time, even at 720p.
pjmaybe
23/11/06 @ 14:29
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Well if you shout RIIIIIIDGE RACCERRRRRRRRRRR loud enough, everyone wants to buy your machine y'see

Peej
Psychotext
23/11/06 @ 14:32
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johnsto: lol... you'd make a fine middle manager. =)
glaeken
23/11/06 @ 14:32
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@Darren the article says RR6 has AA and this one does not. That was my reading of it anyway.
Bertie [staff]
23/11/06 @ 14:32
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Well if you shout RIIIIIIDGE RACCERRRRRRRRRRR loud enough, everyone wants to buy your machine y'see

True story, though you probably already recognised it from the startup screen.
Garulon
23/11/06 @ 14:36
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"How well does it synergise with the SONY PLAYSTATION 3's position in the home entertainment environment? "

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.
Mugwum [staff]
23/11/06 @ 14:37
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"@Darren the article says RR6 has AA and this one does not. That was my reading of it anyway."

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.
Mugwum [staff]
23/11/06 @ 14:38
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"How well does it synergise with the SONY PLAYSTATION 3's position in the home entertainment environment?"

Well, er, you put the disc in the drive. The disc fits, so I suppose the answer is "pretty well".
Azazel
23/11/06 @ 14:41
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By leveraging existing skillsets in todays dynamic multi-faceted multimedia "always on" connected consumer culture of course!

oh god...

/has flashback images of meetings, watercoolers, the word 'deliverable' and fucking Outlook.

make the bad men stop
Laserbream
23/11/06 @ 14:44
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Nice, but where is the review of that crab-flipping game? We need it to complete the "take the piss out of Sony" set.
glaeken
23/11/06 @ 14:44
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The lack of AA on the PS3 version sounds odd though. I wonder if this is because it was running at 1080p? I wonder if AA is turned on at 720p?

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.

the_dudefather
23/11/06 @ 14:46
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mugwum:
"Well, er, you put the disc in the drive. The disc fits, so I suppose the answer is "pretty well""

orly?

http://www.youtube.com/watch?v=1E7oBYXjO...

:P
Mugwum [staff]
23/11/06 @ 14:48
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"Nice, but where is the review of that crab-flipping game? We need it to complete the 'take the piss out of Sony' set."

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 :)
Adam_T
23/11/06 @ 14:49
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Damn I hate that spiderman writing on the SpideyStation.
El_MUERkO
23/11/06 @ 14:50
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Please select one of the following to copy and paste as a response to this review:

A: OMG more pixels than the 360, in your face 360 people!!!

B: OMG no AA on the PS3, in your face PS3 people!!!
patlike
23/11/06 @ 14:50
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Steroyd
23/11/06 @ 14:51
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you can change the erm... faceplate cover...

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.
Edited 1 times, most recently on 23/11/06 @ 14:52
Azazel
23/11/06 @ 14:53
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Obviously what happened there was this guy hates Sony SO much that he slept outside the store for 6 days, took home his $600 dollar console and then filled the drive bay up with jam just to prove to the world that Sony is teh sux!

Don't you see?
Rambaldi
23/11/06 @ 14:55
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@Darren

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.

tentonipete
23/11/06 @ 14:55
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nice review, bramwell
samk
23/11/06 @ 14:58
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I haven't played the last few Ridge Racer games but the earlier ones did nothing for me at all. I remember the brake button being entirely pointless. This one doesn't sound any different. Could never understand what the fuss was about tbh.
FluffyTucker
23/11/06 @ 15:03
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"what you'll find is that RR6 has anti-aliasing"

No, it doesn't.
Rambaldi
23/11/06 @ 15:04
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It does raise the question though about why Japanese developers get so stuck in their ways.

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?
Edited 4 times, most recently on 23/11/06 @ 15:11
dog2_99
23/11/06 @ 15:04
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'So, the real next gen is not better than the 360 version'

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!
Adam_T
23/11/06 @ 15:05
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My formal Response:

HAHAHA LOL OMG AL TEH SONY PLASTATION 3 GM3S SUK AS!11!!!!1! LOL WTF
Edited 1 times, most recently on 23/11/06 @ 15:05
pinchofsalt
23/11/06 @ 15:08
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"Cornering has always been Ridge Racer's unique attribute. It turns the traditional set-up on its head in favour of drifting."

What about Outrun 2?
AcidSnake
23/11/06 @ 15:08
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Why invert left and right on third person cameras?

Exactly!
Something I've never understood...Same as the up/down controls...
Does anyone play with a non-inverted setting?
Scientist
23/11/06 @ 15:10
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"Why the same characters generation after generation after generation?
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.
Rambaldi
23/11/06 @ 15:15
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In answer to my own questions, something just occured to me:

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?
mkreku
23/11/06 @ 15:15
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I wonder how long it will take for EA to release the next Burnout for these consoles? That's the racing game I'm waiting for! Burnout 3: Takedown is one of the best racing games I've ever played. It could be awesome on the new consoles!
AcidSnake
23/11/06 @ 15:17
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Seriously, have you played burnout 2?
That still is the high point for the series...
IMO obviously
Rambaldi
23/11/06 @ 15:17
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@Acid

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?
Edited 1 times, most recently on 23/11/06 @ 15:19
JHuxley
23/11/06 @ 15:20
#34
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Rambaldi: That's simplifying the issue a little, don't you think? Shadow of Colossus. Rez. Okami. Etc etc.

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.
Scientist
23/11/06 @ 15:20
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"Seriously, have you played burnout 2?
That still is the high point for the series...
IMO obviously"

And in my opinion, too. Chain those Burnouts!
AcidSnake
23/11/06 @ 15:23
#36
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I meant the up-makes-the-camera-go-up-and-therefore-the-view-down...

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...
Rambaldi
23/11/06 @ 15:23
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@dog

"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!
Xerx3s
23/11/06 @ 15:25
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Errr... a 7/10? That can't be right, can it? Don't you mean 70/10?
Rambaldi
23/11/06 @ 15:28
#39
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@Huxley

"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 ;)
Mugwum [staff]
23/11/06 @ 15:28
#40
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"What about Outrun 2?"

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).
LightSleeper
23/11/06 @ 15:28
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"And while you wait for it to copy over, you can play Xevious :)"

Ah, but does Xevious have anti-aliasing though?
Rambaldi
23/11/06 @ 15:32
#42
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Does that mean that once you've copied the game to the HD you can play it without the disc? That sounds like a recipie for retail disaster if you can! If it's protected and you do need the disc, will Linux and web-browsing offer up an easy access for 'no CD' crack files?

/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
Edited 1 times, most recently on 23/11/06 @ 15:36
Xerx3s
23/11/06 @ 15:35
#43
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OK, maybe not the Welsh ;)

What? We aren't allowed to make fun of the welsh any more? Oh cruel, cruel world, what is this place coming to?

;p
jmctavish
23/11/06 @ 15:42
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Would it not be better to review these games when the PS3 is released in Europe?
patlike
23/11/06 @ 15:45
#45
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I'm Welsh.

*finger hovers over "ban" key*

;)
Darren
23/11/06 @ 15:46
#46
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glaeken - "@Darren the article says RR6 has AA and this one does not. That was my reading of it anyway."

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.
Bertie [staff]
23/11/06 @ 15:47
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Pat's Welsh, Pat's Welsh!
dog2_99
23/11/06 @ 15:58
#48
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@ Rambaldi

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...
glaeken
23/11/06 @ 16:00
#49
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So one of the key PS3 launch titles is a 360 port?

/blatante fan boy bait.
polymorph
23/11/06 @ 16:05
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@dog2_99

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.

Comments: 1-50 of 84 in total | next 50 »

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