Nothing Special   »   [go: up one dir, main page]

Showing posts with label PS3. Show all posts
Showing posts with label PS3. Show all posts

Sunday, 30 December 2018

Game Review: Need for Speed: Undercover


Game: Need For Speed: Undercover
Console: Sony Playstation 3
Developer: EA Black Box
Release Date: 21st November 2008

Need For Speed: Undercover was released during an interesting time in the franchise; Most Wanted '05 and Carbon were two of the best loved and critically well received games in the series, but ProStreet didn't quite hit the same levels of success, thanks in part to taking the focus off illegal street racing. In attempting to return to the series roots with Undercover, several game mechanics return from Most Wanted and Carbon; notably the police chase system and some race types, though the AI seem to have been lifted straight out of ProStreet, offering little to no challenge for much of the game.

One new aspect of Undercover is live action story cutscenes, as the plot of the game is told via pre-recorded video with real actors. In a photo-realistic game this might work quite well, but given Undercover's frankly poor visuals, the live action scenes create a disconnect with the gameplay which pairs with the already fairly predictable plot to do very little. The game's major plot twist is all but spoiled in the game's introductory cutscene, not that it would have been particularly interesting if saved.


The race types in Need for Speed Undercover appear varied on first glance, but Highway Battle and Outrun modes are essentially re-purposed canyon chases (minus the canyon), Circuit and Sprint races are a staple of the Need for Speed series, and Checkpoint races make players realise how barren the city map really is. The final three event types which raise your heat level include Cop Takedown and Cost To State events, which usually involve coercing the AI into following you to a crash breaker, and Escape which is literally just a police chase you need to escape from.

Some races are Master Events which progress the plot, and there are also jobs that need to be done for characters in the game. These usually take the form of delivering stolen cars and are much the same as a police pursuit, but in a different car. Some races gift players with the pink slip to a new car; these can't be sold but offer an alternative to purchasing cars from a fairly expensive shop, or paying real money to unlock said cars in the PS Store.


Police chases are much the same as those featured in Need For Speed: Most Wanted, except that simple acts such as turning a corner or driving in a straight line are often enough to lose police attention entirely. Add to this the useless AI during races, and the lack of cars on the streets anywhere on the map, and Undercover feels like it's set in a ghost town, populated solely by incompetent police and racers.


Despite my points so far being mostly negative, the street racing in the game does feel good. There's an extra sense of speed from the motion blur, and the handling seems to be somewhere inbetween Most Wanted and ProStreet for a return to the street racing roots of the series. For some reason though, the game runs atrociously; constant pop-in, framerate issues, stuttering, literally freezing for seconds at a time, spawning cars in mid-air as players race by, and other various audiovisual glitches make Undercover a truly difficult game to enjoy.


Although Most Wanted and Carbon both made their way to 7th generation systems, meaning that Undercover is technically the 3rd game in this console generation, it's graphically very poor, looking like a PS2 game most of the time. The car customisation options are ripped straight from ProStreet as are some of the car models, and even police radio clips sound like they're from Most Wanted. The soundtrack is pretty decent, but only plays whilst in races for some reason, leaving freeroaming eerily silent. The music also cuts in and out at will whilst racing, presumably because the rest of the game runs just as badly.

Overall Need For Speed: Undercover is a mess. Wanting to return to the series street racing roots is understandable after the failed experiment that was ProStreet, but in 16 months of development, all Black Box managed to do was make Most Wanted again, but far worse. The plot is arguably more detailed but feels like more a grind, the graphics and gameplay don't match up to a game released 3 years earlier, and there's just no reason to play Undercover when games like Carbon and Most Wanted already existed.

Rating: 44/100
Grade: E

Sunday, 18 December 2016

Game Review: Beyond: Two Souls


Game: Beyond: Two Souls
Console: Sony Playstation 3
Developer: Quantic Dream
Release Date: 8th October 2013

Beyond: Two Souls is one of the strangest games I've ever played, for many reasons. I knew what to expect from David Cage and Quantic Dream games; a cinematic element, QTE's and some outlandish plot elements and twists towards the end of the game. That said, I was still surprised by just how little gameplay and choice there actually was, and how little emotional investment I ended up with in Jodie, the game's main character, and in events as a whole. The game's timeline plays out like a Tarantino film, jumping all over the place, yet with little reason to do so.

The game begins with Jodie being pursued and wrecking a small town police station, as SWAT teams converge to surround her. With the help of Aiden, her friend on a spiritual plane who never leaves her side, she manages to escape, and we begin at the start of her life, growing up with what appear to be strange powers (which are actually just Aiden's actions). Players can control both Jodie and Aiden at various times in the game, and often the action cannot progress unless something is done on the spiritual plane by Aiden, in order to solve a problem.


Much of the time, the range of actions given to players is small and affects the overall plot marginally. An example of this is when Jodie decides to sneak out for the night and finds herself in a rough bar on the edge of town. Depending on what players do, she can either stay or leave, with the former resulting in a rather unpleasant experience for her, compared to simply leaving the bar after feeling uneasy. That said, the following chapters are unaffected by the choice made, and this is the case for several other seemingly big decisions made by players. Dialogue choices also seem to follow this rule; though there usually seems to be a wide choice of things to say, the responses will often be very similar, regardless of player choice.

The story itself is rooted in science fiction, with large gaps in time which aren't explained by the parts of the story which we do see. While it's safe to say that Jodie endures several important events during the course of the game, it's not entirely clear that her character is shaped by what happens to her, and the sparseness of actually storytelling is hidden by the constant time skipping. There are some important emotional moments within the game, but confusion and apathy meant that I felt next to nothing for Jodie by the time those moments arrived.


Graphically the game is impressive, with some of the best facial detailing on the Playstation 3, some well created environments and special effects, and movie-like dialogue sequences. If there's one thing the game succeeds at, it's looking almost as good as a movie; the characters are visually realistic and although the locations tend to be less detailed than they might be in real life, it's a good effort. Soundwise the voice acting is also of very high quality, with clips for all situations sounding natural and well voiced.

Overall it's easy to see what Beyond: Two Souls was trying to do, following Heavy Rain as Quantic Dream's next production. An over-reliance on help from Aiden, decisions which affect nothing, and a sub-par plot prevent the game from reaching it's full potential. There seems to be only one true ending, despite the choice of 5. Having sat through them all, it was clear to see that 4 of them had been thrown in as a failed attempt at branching paths in the game. I enjoyed a few parts of the experience, but much of the game was boring, predictable or destined to happen eventually, whatever choices I made.

Rating: 72/100
Grade: C

Thursday, 15 September 2016

Game Review: Gran Turismo 5


Game: Gran Turismo 5
Console: Sony Playstation 3
Developer: Polyphony Digital
Release Date: 24th November 2010

New games in the Gran Turismo series often fail to noticeably improve on their predecessors, having nailed the simulation handling model and provided a more than adequate selection of cars since at least GT4. While there were numerous small changes to Gran Turismo 5, they're tough to spot when first booting up the game, and make little impact on the overall gameplay. There's standard and premium cars, meaning that they've only improved a handful of cars from their previous models. Premium cars show damage far better than their standard counterparts, but it's nothing impressive for the times.

There's changeable weather on a handful of tracks, and the Top Gear test track is included though as an actual track it's fairly freeform in terms of navigation unless you're an avid fan of the show. Karts are included in the game for the first time also, along with licenses for Ferrari and Bugatti vehicles. DLC and the purchase of in game credits is perhaps the biggest change, making it now almost impossible to own all of the cars featured in the game without a tremendous dent in your bank account balance, or thousands of hours grinding credits as they've been rebalanced to favour the purchase of credits from the Playstation Store. For players still enjoying the game, there's no way to access any of the online challenges or races which featured in the game either.


Career Mode has been rearranged a little, now featuring levelling up for both the A-spec and B-spec modes, and 5 classes of racing, with 9 series per class for a total of 45 racing cups, in addition to the offline driving challenges which appear. This is significantly less than was featured in Gran Turismo 4, though the online races may well have made things more even whilst they were available. Cars bought or won in Career Mode are no longer unlocked for Arcade Mode automatically, and instead must be saved to Favourites to be accessed in that mode. This means that there's no neat way to sort and access the cars in Arcade Mode, and anyone who wants to enjoy the full range of cars available in Gran Turismo 5 (as I do) won't be able to.

The separation of A-spec and B-spec modes seems needless also; in Gran Turismo 4 players could compete in A-spec mode (where they drove the race themselves) or B-spec mode (where an AI driver drove the race, and levelled up according to experience) and a win in either mode would clear the race. In Gran Turismo 5, all races would have to be completed twice to clear Career Mode, which is not only repetitive, but the option to increase the race speed when the AI driver is racing has been taken away also, meaning longer periods of sitting and watching someone else race.

This isn't the end of the issues with the changes to B-spec mode; there are less options for giving instruction to your AI driver with just 4 commands; Increase Pace, Maintain Pace, Decrease Pace, and Overtake. I can't think of a time when you'd want to decrease the overall pace, and none of the commands seems to have much impact on the AI driver anyway, save for overtake, which he just won't do otherwise. This means that there's little to no enjoyment in B-spec mode, and you might as well just hand the controller to a friend and watch them play A-spec mode as it'd definitely be more exciting.


Graphically the game is good; there's not a huge improvement on Gran Turismo 4 on the face of things, but the premium cars look nice both inside and out, and there are lots of small improvements which aren't immediately obvious. Car sounds are generally good and add to the overall excitement of racing, and the music provided for background entertainment is enjoyable at times, though perhaps not as catchy as the tunes provided in previous instalments.

Overall the racing action in Gran Turismo 5 is as good as ever; there's more licensed series to enjoy, more cars and some new tracks, but it doesn't feel like as big of an improvement as it could have been. For those wanting something past the Career Mode endgame, there's not a lot to offer, and the track editor is particularly bare bones, with only sliders to edit your custom tracks. It's worth a play, but the microtransaction based economy will likely halt progress before all of the race series can be beaten.

Rating: 63/100
Grade: C

Wednesday, 1 June 2016

Rally Masterpost

Rally games have always been somewhat of a bittersweet experience for me; the delight and thrill of fast paced driving in tough conditions mixed with the difficulty and challenge of fast paced driving in tough conditions. From the first simple games to detailed and complex simulations, rally games have progressed greatly over the years, and it's time to look at a few selected entries;


Game: V-Rally
Console: Sony Playstation
Developer: Eden Studios
Release Date: 30th September 1997

Rally games didn't have a particularly graceful start to life; 2D games were a poor representation of the sport, and the first 3D games weren't really much better, most with substandard graphics, handling or both. V-Rally offers a small selection of cars and a slightly larger selection of rallies loosely based around the 1997 schedule. There's Arcade, Championship and Time Trial modes to choose from, but the two main modes are very similar in layout. 

Surprisingly, unlike many later rally games, V-Rally has multiple cars on track at the same time rather than time trial-esque stages. Both Arcade and Championship modes also feature a checkpoint timer which can run out and disqualify players from the race. Because of this, the game feels far more like rally-themed Need for Speed game than a full rally game, however championships tend to be contested far more closely than in later rally games.  


The handling in the game is arcade style, and most corners can be taken with minimal braking. This is just as well, as when cars begin to slide they're much more likely to oversteer and end up costing players time. Any hint of contact with the sides of the course with also deal a blow to any hopes of winning, as players will careen off in a random direction. That said, with a little practice, it can be pretty fun, and given gentle steering inputs most of the cars will behave. 

The fact that rallies are contested over a number of laps rather than in a sprint style is a little disappointing, though the variety of locations and rallies to compete in are fairly plentiful. Unfortunately replayability is somewhat of an issue, with only the main mode offering a particularly deep racing experience. 


Graphically the game looks pretty good with a decent selection of recognisible cars, branding and some varied locations. While there's not much in the way of backgrounds, the side of track obstacles are plentiful. In terms of sound there's some generic rock music behind most of the racing action, and the engine sounds can be a little lacklustre. 

Overall V-Rally is a fun little arcade rally racer which doesn't attempt too much realism but instead attempts to bring the sport to the masses. In many respects it works well, especially for the era, but the handling can be a little fiddly at times, and the game overall feels constrained and without too much content to engage its players with.

Rating: 62/100
Grade: C

Here I'd like to mention a game I've already reviewed for this blog: Sega Rally Championship 2. I've not yet found an arcade rally game that beats it's excellent handling, graphics and sound, so it's well worth taking a look at.


Game: V-Rally 2: Expert Edition
Console: Sega Dreamcast
Developer: Eden Studios
Release Date: 2nd July 2000

While a sequel to V-Rally was released on the Playstation, I've turned to the upgraded and honestly better looking Dreamcast version to review. The game takes a more serious approach in it's Championship Mode, allowing players to compete in time trial based sprint stages, as in real rallies, while keeping the multi-car option in its arcade mode. The game also features a track editor which is fairly customisable with enough options for players to feel they've created their own stage. 

The overall handling in the game is looser than the first title and it's entirely possible to win rally stages without even using the brakes. Championship mode feels somewhat too easy, despite showcasing some enjoyable stages and a good selection of cars. With the Dreamcast controller's triggers it'd have been good to have at least some braking feature in the handling of the cars. The damage fixing between stages is nicely presented and easily laid out, and usually isn't so extreme that it causes issues with winning stages.


Graphically the game looks great, the cars and stages are all far clearer than in the Playstation original and there's a greater sense of speed and excitement whilst rallying. Depending on the stage being played there's epic orchestral music, electronic tracks or generally atmospheric accompaniment to racing. These serve to continue the game's arcade feel and keep the excitement high throughout the game's stages. 

Overall V-Rally 2: Expert Edition is an improvement on the first game in the series, but it doesn't do enough to leave an impression as a bona fide rallying classic. Instead it features somewhat loose handling and easy AI which can dampen the challenge and leave players feeling somewhat unfulfilled. When it's easy to win a rally despite flipping the car 3 times, you know you're not in the professional leagues.

Rating: 64/100
Grade: C


Game: Colin McRae Rally 2.0
Console: Sony Playstation
Developer: Codemasters
Release Date: 5th December 2000

Released around a week after the Playstation 2's launch, Colin McRae Rally 2.0 proved that the original Playstation still had life in it yet by bringing an incredibly tight and enjoyable rally game to the ageing console. The game is presented in a very serious simulation style, allowing players to tune their cars for each set of stages, allocate repair time inbetween and most of all being unforgiving with it's AI times for players to beat, which forces practice in order to beat the game.

The game handles incredibly well for a Playstation driving game and is certainly one of the most realistic I've played. There's dualshock support as well as being able to use the analog sticks, and the rally schedule and selection of cars is top notch. Also impressive is the UI of the game which is styled much the same as the title screen shot above, each section is outlined at the top of the screen and players work their way through. 


Graphically the game isn't much to look at, with blocky but recognisable textures for cars and locations. This seems to matter very little, however as the gameplay is more than enough to keep players hooked. With an arcade mode featuring less serious handling and more cars on the track at once, there's also plenty to do within the game.

Overall Colin McRae Rally 2.0 seems to have been one of the first rally games to almost do everything right within the genre. There's fun, competition, the toughness of rallying and recognisable locations and cars all bundled within the game. While arcade rally titles might quench player's thirst for an evening, this game sets out to do so once and for all.

Rating: 80/100
Grade: B


Game: Paris Dakar Rally
Console: Sony Playstation 2
Developer: Acclaim
Release Date: 9th October 2001

Based on the real life Paris-Dakar Rally, this Playstation 2 game attempted to simulate the epic journey from France all the way down into Africa, over thousands of miles. Unfortunately for something of such grand scale, a slightly bigger budget was needed. While the race's length is well represented (it's 8 stages before players get out of Senegal), the route appears to be backwards and everything looks pretty much the same. 

The handling in the game is harsh oversteer with tiny adjustments needing to be made to stay on course. The co-driver is always late with his pace notes, if they come at all which doesn't help matters, and even with a good performance, players are only likely to be in the top 100 competitors of their class. There's a choice between cars, buggies, motorcycles and off road vehicles, each of which have their own issues, and can break down, requiring repairs (of which players have a limited number).


Graphically the game is perfectly acceptable though the endless swathes of desert can't be too difficult for the Playstation 2 to render. There's never really anything particularly interesting in the stages, despite passing through several countries and areas with differing landscapes. The music is fitting for the setting but perhaps not one of the most dangerous rally raid races on Earth. 

Overall Paris-Dakar Rally reminds me a little of the Gumball 3000 game which was released around this era too. A licensed race almost impossible to capture in its magnitude, half heartedly converted to a Playstation 2 game and sold on the excitement of the real race. Unfortunately you'll have to go and compete in the actual rally to truly feel exhilarated. 

Rating: 57/100
Grade: D


Game: GTC Africa
Console: Sony Playstation 2
Developer: Rage Software
Release Date: 14th June 2002

GTC Africa is a strange hybird of racing game styles; of course it has the dirt and off road elements of a rally game, though it's a little more like Paris-Dakar Rally than the licensed World Rally Championship games, in that the courses tend to be fairly random in their terrain combinations and route. There's also an element of Burnout and Ridge Racer in the arcade-ness of it's lap based gameplay and sliding handling. 

The two main modes of the game are its championship mode, taking players all over Africa to race and compete against 5 other cars, for teams, and challenge mode which features overtaking, time trial and speed challenges on courses around Africa. The game has a fair amount of content though it's unlikely players will ever take the time to replay it once it's been experienced once, thanks to the fairly average handling and almost budget feel to the overall game. 


Graphically the game seems washed out and generally undetailed, despite decent car models. There's a fair amount of choice in terms of cars, but nothing close to the later WRC games. Musically the game definitely feels like an arcade style title with electronic music accompanying racing; the kind where you can usually only hear the drum beat whilst racing. 

Overall  GTC Africa can be fun, but feels a little short on content to be a fully enjoyable game. Once the main race series have been won, the challenges may keep players entertained for a while, but there's little else to do in the game. It's the kind of experience that's perhaps worth playing once, just to see what it's like before never coming back to it.

Rating: 60/100
Grade: D


Game: WRC 3
Console: Sony Playstation 2
Developer: Evolution Studios
Release Date: 21st November 2003

WRC 3 is an arcade style rally game, licensed to include the cars and drivers of the FIA World Rally Championship and all of its stages. With very loose handling it's fairly easy to pick up, even for rally novices and its range of difficulty levels ensures that more experienced players can adjust the times needed to win rally stages. The novice difficulty is almost too easy, with an average 15 second lead per stage for an average performance. It can be hard to claw back time lost to a bad start, but once players gain the lead, it's difficult to lose also. It's almost like players become set in their positions unless they can do something particularly good or bad. 

The stages handle very individually and snow feels different to mud, which in turn feels different to tarmac. There's help on how to set up the car with engineer recommendations, and the game feels a lot less technical than Colin McRae Rally 2.0 which isn't necessarily a good or bad thing, but helps players to get into the game quicker; I was able to race the first four rallies of championship mode and finish 1st in three of them, and 2nd in the other, without any previous experience of the game. Perhaps this is too easy, but it's great for instant enjoyability and playability, especially when there's a little fight from the AI times. 


While the graphics are somewhat basic in terms of what the ps2 was capable of, the cars and locations are at least recognisable and varied, with simple backgrounds. Because of all the fast paced rally action going on, there's not a lot of time to ponder of the game's graphical flaws. One strange and unexplained decision by the developers was turning the rally pacenotes on their head. A right 1 is usually a very tight turn, but in this game it's not at all, which takes some getting used to if you've played any other rally games or are aware of the pacenotes system. The sound is pretty good other than this, though I didn't notice too much in the way of music behind stages, perhaps due to the intense action.

Overall WRC 3 presents an arcade style rally experience that offers fun over simulation, not that the two are mutually exclusive, but it's easy to pick up, won't punish players too hard for the occasional crash, and can be made more difficult timingwise if needed. For a quick burst of rally pleasure this is definitely a top contender. 

Rating: 73/100
Grade: C


Game: Colin McRae Rally 2005
Console: Sony Playstation 2
Developer: Codemasters
Release Date: 22nd September 2004

Colin McRae Rally 2005 is an interesting rally game, which received overwhelmingly positive praise on release. It seems to be less simulation focused than Colin McRae 2.0 in terms of controls and punishing players timewise, but there's still a larger degree of realism than in the WRC games, for instance. Damage is fairly realistic and can hinder players performance in a stage if certain parts of the car are too badly broken. Players must also consider the time it takes to fix their car after damage has been taken, between stages.

Players have a choice between championship and time trial mode, there was an online element to the game, but clearly the PS2 servers have been shut down by now. This means there's not a a whole lot for players to do within the game, outside of completing stages in each rally. The handling is a little loose for my liking, and the car tends to slide a lot with its momentum, which can make it difficult to maintain a quick time across a stage. One aspect of the game I enjoyed was the ability to use L2 and R2 as a brake and accelerator. 


Graphically the game looks great, this is the first game of the review where I can truly say the locations are uniquely recognisible, and enjoyable to take in whilst rallying. The cars are well presented though there's only a small selection to start with until players work their way up through career mode. Soundwise the game is as good as any other rally game, the co-driver presents the pace notes well, and the engines sound somewhat realistic. 

Overall I enjoyed Colin McRae Rally 2005 less than WRC 3 because it was harder to pick up and penalised me more for not being good at the game from the start. If I was to spend a lot of time with one of the two games though, I'd probably pick this as I could get better at it and start to make up the gap between myself and the AI, rather than crushing them from the outset. 

Rating: 77/100
Grade: B


Game: WRC: Rally Evolved
Console: Sony Playstation 2
Developer: Evolution Studios
Release Date: 28th October 2005

Sometimes with games, there's a real sense of wasted potential; WRC Rally Evolved is a perfect example of such times. Despite featuring a wide range of cars, including Super 1600s, historic rally cars, extreme rally cars and the full lineup of the World Rally Championship, the racing action lets the game down in that there's little sense of speed, a shaking camera effect whenever the car goes particularly fast, very little braking control unless players opt to let the computer do it for them, which takes all the fun out of the game, and is the default setting when the game begins. 

 The rally schedule and locations featured in the game are generally good though there's little sense of differentiation between the countries, save for the type of surface being raced on. The courses themselves are pretty short, in comparison to other rally games, and the overall difficulty level tends to be fairly easy once players learn to contend with the handling. There's definitely some fun to be had, but the issues with the sense of speed, braking and harsh corners do take away from the overall experience.


Graphically the game looks nice at a glance whilst racing, but any further inspection will uncover some sickening motion blur, camera shake, and generally low quality trees, surfaces, water and other track elements. Soundwise the game is generally good, though there's some odd co-driver speech choices. Hardly anything that's said beside the pace notes sounds natural, with random grunts of joy being by far the strangest thing to hear at the end of a rally. 

Overall WRC: Rally Evolved had some good ideas, and doesn't play horrendously as a rally game. The issue with it seems to be that players never seem to be fully given the reigns to have an edge-of-seat experience. All driving aids including assisted braking are turned on by default at the start, and added to the slow feel of driving in the game, everything's just a little bit too safe. The inclusion of Rallycross is a good one though it only seems to work like a single race arcade mode.

Rating: 62/100
Grade: C


Game: Colin McRae DiRT
Console: Sony Playstation 3
Developer: Codemasters
Release Date: 11th September 2007

Colin McRae DiRT is an early PS3 game which looks at many different types of dirt and rally racing. Players progress from basic 1 race dirt racing championships to more complex and difficult races in the game's main career mode. There's a big mix of many disciplines which means that players tend to only scratch the surface of all of the types of races available. In championship mode, players play through rally-esque setups of tracks in the game, and the Rally World mode lets players make their own customised races and championships. 

The game handles fairly loosely for a rally game, but not so much so that I'd say it had arcade handling. Some braking is needed around tougher corners, but the game doesn't often punish its players for small mistakes. The AI featured in the game is pretty easy; there's a choice of 5 difficulty levels and only the top two are a challenge of any sort. Most of the racing featured is time based, with only a few multicar racing types. 


Graphically the game looks great for such an early PS3 release and the lighting and locations looks great. There's not a great amount of tracks due to there being so many different disciplines of racing, but the car selection is fairly impressive. Soundwise the game is a little bland, opting for simply the engine noise rather than any BGM, with the menus narrated by Travis Pastrana, a famous racer. 

Overall Colin McRae DiRT has a good spread of racing types, and easy to pick up handling and control across all of its cars. While it's fun to try out so many different types of races, some of the depth is lost, as many championships are single races, and there's so much swapping that there's hardly time to get set in any of the types of racing available. 

Rating: 79/100
Grade: B



Game: Sega Rally
Console: Sony Playstation 3 
Developer: Sega
Release Date: 28th September 2007

The fourth instalment in the Sega Rally series, this Playstation 3 title is an interesting mix of licensed cars and arcade rally action. Going back to the 6 cars on track arcade racing formula of the original V-Rally, it features a Championship mode with 3 classes, each with three sets of three races to compete in, with a final race at the end of each class. Gaining points for finishing the race in a high position will also unlock new cars and championships, and gives players a good reason to continue with the game. 

The racing action itself is fast paced and incredibly arcade orientated, with low difficulty overall and plenty of chances to correct mistakes made around the tracks. The emphasis in the game seems to be on fun, with very little braking required at all, and drifty handling around many of the tighter corners in the game. With some basic throttle management its possible to get around most corners, and the tracks themselves never become too technical. There's a great selection of rally cars, although some of the most exciting ones require unlocking, 


Graphically the game is pretty impressive, and brightly coloured but lacks individuality which set other Sega Rally titles apart. The locations are interesting enough, though their generic naming and themes could put some players off. Personally I find that there are many similar stages in simulation rally games, which could be boiled down to 'Ice', 'Dirt', 'Mud' etc. and so it's not that big of a deal. In terms of sound, the music is more epic in scope than the relaxed music of previous instalments, but it still retains an arcade feel to the experience. 

Overall Sega Rally is a lot of fun, providing replayability and easy to pick up arcade style action to its players. Though it's definitely not for simulation rally fans, it'd be a good game to play for a week or two in short bursts. The championship mode might get a little repetitive towards the end of the game, but its three race series keep interest focused on the current race well, and the unlockables are incentive enough to keep going.

Rating: 77/100
Grade: B


Game: WRC: FIA World Rally Championship
Console: Sony Playstation 3
Developer: Blackbean Games
Release Date: 8th October 2010

Bringing a far more simulation focused style to rally gaming than Sega Rally, WRC: FIA World Rally Championship seems to cater for the "realistic, but not entirely simulation" crowd of gamers. This means it's fairly easy to pick up, once players get to grips with the general handling of the game, The more powerful cars that feature in the game still feel like beasts to be tamed, but the Super 1600 and R2/R3 cars allow beginners to gain some rallying experience before being thrown in at the deep end. 

The Special Stages featured in the game are grouped by difficulty, and so players will find themselves on the same few stages throughout the first few levels of "Road to WRC" mode, with new stages being introduced very slowly into the rotation. If you've got the patience, then the main mode can be a very rewarding and complete experience, where there's the chance to drive almost every game the car has to offer, and feel a real sense of progression, but it's far longer than working your way through the official WRC calendar. 


There's a decent range of cars available in the game, with a Group B rally car DLC pack, but with more races than cars in career mode, players are sure to get at least a taste of most vehicles in the game. The handling differences between cars are noticeable and help to keep the game interesting as players progress and race on many of the same special stages. The range of locations is good, but the more difficult snow and ice tracks tend to be locked away for later in the game. 

The driving and competition overall feels exciting with a good sense of speed, competitive AI times, and a mix of time and points based racing. Career mode operates on a goals system where players must achieve certain targets within the race series they enter to earn money, unlock new races and progress. The early parts of career mode aren't particularly challenging, and so can be a bit of a grind to start with.


Graphically the game looks good with varied locations and well modelled cars. Sometimes the draw distance is such that you'll notice a tree popping into existence in the distance, and the lighting and texture engines noticeably load at the beginning of races, but if you can overlook this, and are concentrated on rallying it's more than acceptable. Soundwise the game is generally good, though occasionally the pace notes are a little misleading, with the co-driver sometimes opting to shout "Danger!" instead of an actual warning as to what's ahead. The game also suffers from the same issue as WRC Rally Evolved where the co-driver makes sarcastic or negative comments which break from the realism of the game. 

Overall WRC: FIA World Rally Championship is a lot of fun if you're looking for a somewhat serious stage based rally game with a deep career mode, and progression through to the FIA World Rally Championship from the junior leagues of rallying. It's got a good selection of cars and special stages, and the handling is enjoyable and easy to pick up after a few tries. The only real downsides are that the game is slow to get going in it's career mode, and ends up repeating many of the same stages because of their low difficulty, where a range of stages would have been more enjoyable.

Rating: 83/100
Grade: B



Game: WRC: FIA World Rally Championship
Console: Nintendo 3DS
Developer: Firebrand Games
Release Date: 15th January 2015

You might expect the Official FIA World Rally Championship game on 3DS to be a quality experience, with licensed cars and drivers, as well as a large selection of rally stages, spanning 12 countries. The initial menu however lets players know what they're in for, with just 3 modes, Season, Quick Race and Super Stages. Players progress through season mode by winning stages, or scoring enough points over the four stages of a rally to have 80 in total. If this isn't achieved then any stage can be replayed to get more points.

At the start of the game, just one car and driver combination is unlocked, with additional drivers unlocked with speed points, based on the players driving. The super stages featured in their own mode are also unlocked with these speed points. During a race, players can rewind time to correct their mistakes, and have unlimited restarts available to them. With this, and the easy-ish difficulty level, it's almost impossible not to win stages eventually.


The driving featured in the game is very simplistic and it's difficult to pull off any complex rally moves that real drivers might actually use such as slight drifts or using the handbrake for incredibly tight turns. Another issue is that sometimes the obstacles at the side of the road will allow players to pass through them without issue, while other obstacles will results in a flip or catastrophic crash, resulting in the need to rewind.

The off-track detection too is a little off; sometimes the slightest deviation will result in a reset, but at other times players can be driving miles off the course without any consequence. There are three checkpoints to each rally stage, and in general the races don't last very long. Somehow most tracks still manage to be somewhat boring though; there's really not much variety or memorable moments on any stage.


Graphically the game is pretty poor; from a distance it doesn't look particularly bad, but any kind of close-up inspection will reveal that the cars aren't much better than original Playstation renderings. The course detail is fairly low also with nothing in the distance, and generally boring landscapes on show. Soundwise the game is even worse with literally just engine noise to accompany the game; no co-driver, no music options, just engine noise.

Overall the official WRC game for 3DS is an incredibly low effort release, with no thought given to the amount of content available in the game, unlockables, replayability, music or gameplay. Because of this, only a small amount of enjoyment, if any can be gained from playing, and fans of rallying will be sorely disappointed.

Rating: 51/100
Grade: D

Below is a summary of all the games in this review;

WRC FIA World Rally Championship PS3


B 83.25
Colin McRae Rally 2.0 PS


B 80.01
Colin McRae DiRT PS3


B 79.75
Colin McRae Rally 2005 PS2


B 77.45
Sega Rally PS3


B 77.35
WRC 3 PS2


C 73.62
V-Rally 2 DC


C 64.85
V-Rally PS


C 62.18
WRC Rally Evolved PS2


C 62.07
GTC Africa PS2


D 60.32
Paris-Dakar Rally PS2


D 57.60
WRC: FIA World Rally Championship 3DS


D 51.10

While it's obvious that there are many approaches to making a rally video game, the key factors seem to be the depth of the career mode, the ease of handling and a pinch of realism whether in licensing or physics. Arcade and simulation rally games both have the potential to be fun and engaging in different ways, but the amount of effort put in by the developers usually determines how well each game will play. It's interesting to note that two games with the same title were top and bottom of these rankings, but the differences between the two were strikingly obvious.

Tuesday, 8 March 2016

Review Double Header: Ferrari Challenge and Supercar Challenge


Game: Ferrari Challenge: Trofeo Pirelli
Console: Sony Playstation 3
Developer: Eutechnyx
Release Date: 4th July 2008

Fans of the Gran Turismo series will recall that until fairly recently there was no Ferrari licensing in the game, leaving a fairly glaring omission in the game's car list. I can only assume that this game was a contributor to that, and wonder how Ferrari allowed their name to be used here, but not in Polyphony Digital's vastly superior series. Fans of the Gran Turismo series will also be aware of how a good driving simulator game feels; the need for braking, realistic weight physics around corners and semi-competent AI who can at least manage to stay on the track for the most part.

The first thing players will notice about the game when playing is the absolutely awful driving physics; there isn't a term strong enough to describe how unresponsive the cars are around corners. With full braking from a long way before the entry to the corner, cars will still continue to go in a straight line while the AI cars seamlessly handle the corners somehow. It's a frustrating issue which plagues every corner of every race. Add to this the fact that there's only one car unlocked upon starting the game, and it's clear that the developers made some odd choices.


The career mode of the game features various race series which players can compete in, and the layout and progression isn't too bad. There's just little chance that players will have the patience to get through any of the races laid out before them. With some very cautious driving and cornering it's possible to win races, but it's hardly worth it as the fight is against the handling of the game rather than the AI racers who are hugely incompetent at times, leaving the track of their own accord and generally doing random things throughout races.

It's clear that parts of the game were worked on very hard by the developers; the visuals are generally gorgeous and there's some lovely reflections and lighting effects, but the views of the car are mostly from odd angles, damage is ridiculous and occurs to parts of the car which haven't even been hit, the map goes offscreen at times and these factors make for a confusing mix of high and low quality.


The sounds of the game aren't too bad, though Tiff Needell's 'witty' criticism grates after a while in the tutorial mode. Despite claiming to have over 50 models of Ferrari in the game, only 22 can actually be unlocked and there's only 1 available from the start of the game. Featured as a mini-game is a Ferrari top trumps set which can prove to be just about as fun as playing the main game.

The most frustrating aspect of the game is that with better AI and handling, Ferrari Challenge could have been a truly enjoyable racing game. Getting used to its handling is near impossible and it feels so unrealistic that it's hardly worth doing. As such progressing in the game has no real appeal, and after about half an hour of trying to get into the game most players will have given up.

Rating: 37/100
Grade: E


Game: Supercar Challenge
Console: Sony Playstation 3
Developer: Eutechnyx
Release Date: 4th September 2009

It's not often in the modern day that we see such a blantant recycling of a video game as in Supercar Challenge. If you'd like to learn about the handling and AI featured in the game, re-read the above review of Ferrari Challenge, because this game is essentially a car pack for it. In fact the two games, while released separately were also released as a single disc. There's almost no change between the games, and Supercar Challenge features many of the same Ferraris as Ferrari Challenge with a few other brands of supercar mixed in.

The same tutorial, tracks, AI and handling engine are used unashamedly from the previous game, and no attempt has been made to fix any of the issues. Multiplayer mode was removed between the two games and apart from Ridge Racer and Ridge Racer 2 on the PSP, I'm not sure I've seen such a similar set of games released so closely, purporting to be different titles. Had the System 3 logo on the bottom of the box not been obscured by a CeX sticker when I purchased the game, I'd have surely avoided it, but in a way I'm glad I was able to witness such a blatant re-release for a reminder of how cynical game publishers can be.


I'm not going to bother scoring this game, as it's essentially the same as Ferrari Challenge with some different cars. Simulation racing games are hard to get right, but that doesn't mean that developers shouldn't try. These games have all the hallmarks of titles which were rushed to release; the graphics seem perfectly finished but the AI and handling could have done with some polishing and it's a real shame they never got it.

Friday, 4 March 2016

Series Review: Ridge Racer

Ridge Racer is an arcade racing game which focuses on drifting around corners to win races. There are other elements introduced in other games in the series, but this is the main idea of the series. I don't own the original Ridge Racer for Playstation and there are a few other gaps in the chronology but I'll be exploring all the instalments that I own. While most of the early series was exclusive to Playstation there have been games for the Nintendo 64, Xbox 360, and 3DS.


Game: Ridge Racer Revolution
Console: Sony Playstation
Developer: Namco
Release Date: 3rd December 1995

While games in 1995 weren't as complex and replayable as they are today, Ridge Racer Revolution immediately presents an issue in terms of the amount there is to do. Players can choose from 3 tracks, in 3 modes, with a selection of 4 cars initially. While there are reversed versions of each track, and some more cars can be unlocked later, one race on each track in Race Mode is the entirety of the main gameplay. After winning a race, the Game Over screen appears and the game starts again, expecting players to clear each of the races and time trial mode, before it's literally 100% complete.

This is a shockingly small amount of content to offer players, and coming from later games like Ridge Racer Type 4 (which was still on the original Playstation), it's very disappointing. The racing action too is less enjoyable with horrible collision physics causing players to lose a lot of speed from hitting other cars or barriers even slightly. Drifting also seems to be less effective with very few points where it doesn't slow players down more than cornering normally.


Graphically the game could be a lot better though it's not bad for its time; cars and environments look very blocky and in faster sections there can be quite a lot of flicker. The sounds of the game are one of its worst points; while the music is reminiscent of the Prodigy's first album with a lot of dance style tunes, the voice over is far too present in giving feedback like "Ha ha, you're too slow" or "Come on, you've got to speed up!" when players are doing just fine in catching their opponents.

Even as a fan of the Ridge Racer series, Revolution is especially weak in terms of content, gameplay, sound and appearance. There's no area in which it excels and it can only really be excused in terms of being an early Playstation title. Other than this it offers literally minutes of fun for players, very little replayability and a yearning for the series to move on to a later format like that of Type 4.

Rating: 46/100
Grade: D


Game: Rage Racer
Console: Sony Playstation
Developer: Namco
Release Date: 30th April 1997

Rage Racer is perhaps the strangest instalment in the entire Ridge Racer series. For a start it's name is different to that of the rest of the series, and gave me the impression that it was some sort of parody/budget rip off for a while. Secondly the driving style is far more series and drifts are almost useless except for on the sharpest of turns, and lastly despite a complete change of handling, the game expected players to be as fast as ever on fairly difficult and technical tracks. While the cars in the game feel far more weighty and grip heavy than in Ridge Racer Revolution, the collision engine still hasn't been fixed, and hitboxes seem larger than ever, meaning that there are plenty of collisions with other cars, and the scenery which feel odd, and result in players losing a ton of speed. A consequence of this is that the races are near impossible to win, and even when passing a car from 2nd place, the counter doesn't hit 1st (it's possible it's just a lapped car, but it happened to me more than once).

The career mode finally features more than just an arcade run through a couple of races as players earn credits for finishing in the top 3 with which they can upgrade their cars and enter higher classes of race. While this is an exciting system, it does rather assume that the game isn't massively difficult to win at even in the easiest races. Between the heavier steering and the collision physics races are more than challenging and this can be frustrating enough to put players off entirely.


Graphically the game is the best in the series yet and features far more detail in its locations and cars than previous games. There's even night/day changes as players go around tracks which are more distracting than nice, but still a remarkable feature. Musically there's the same sort of music as in Ridge Racer Revolution, with dance and techno overtones but for some reason it's more bearable alongside the less abrasive female announcer.

Overall Rage Racer doesn't fix many of the glaring issues with the games but instead adds a heap of difficulty, and a more replayable Grand Prix mode. With better visuals and sound come more potential enjoyment, but anyone who's played the final instalment of the series on the Playstation knows that Ridge Racer Type 4 is even better.

Rating: 62/100
Grade: C

I've already reviewed Ridge Racer: Type 4, find my review here!


Game: Ridge Racer V
Console: Sony Playstation 2
Developer: Namco
Release Date: 24th November 2000

Ridge Racer V was a release game for the PS2 and from the outset seems like an updated and improved version of the Ridge Racer formula. There are 5 Grand Prix, featuring different variations of 7 tracks, and 21 vehicles to drive. the vehicles are separated into Drift and Grip categories which handle differently to eachother. Personally I find the Drift cars in this instalment far too easy to spin, so Grip is the obvious choice. In terms of the main mode (and that's all there really is to do, in game except for Time Trials and Free Runs, until players have unlocked everything), players compete in Grand Prix which consist of 4 races each. Players must place at least  4th in the 1st race, 3rd in the 2nd race and so on, until they have to win the final race to pass the Grand Prix. There are some interesting tracks and scenery, but nothing like the story featured in the main mode of Type 4.

The worst thing about the game seems to be the fact that the d-pad is the only method of controlling the car's direction. The analog sticks aren't supported, which forces players to drive a little differently than normal, making the game harder to beat. The collision physics also haven't been updated too much and still can ruin a good run with the slightest collision with a car or a wall. The AI are fairly competent and usually require a good run to beat, which means the racing action featured in the game is at least competitive and interesting.


Graphically the game is the best Ridge Racer so far; unsurprising given the leap in console technology for this game. There are far worse looking launch games for the Playstation 2, and there are impressive little details featured in the game like the shadows in the glass building in the picture above. The soundtrack is a strange mix of rock music and a departure from the music featured in the series so far. A DJ talks inbetween, and over tracks whilst players are racing, but this is less distracting that some of the voice overs featured in earlier games.

Overall Ridge Racer V is a fairly shallow game, with only 5 Grand Prix, though there are some fun special races which can be unlocked. The racing action is bearable, and though it's not perfect, players should be able to have at least some fun with the game. For the first "modern" Ridge Racer game, there's some good ideas, and if there'd been another main series instalment on the Playstation 2, I'm sure it'd have cemented these ideas into a much better experience.

Rating: 63/100
Grade: C


Game: R:Racing
Console: Sony Playstation 2
Developer: Namco
Release Date: 9th December 2003

Instead of releasing another main series instalment in the Ridge Racer series, Namco decided that a spin-off game, featuring  Rena Hayami, a new character, in a story based career mode was the best way forwards. In 14 chapters of racing action, players guide Rena through many different types of racing; apparently her skills as an ambulance driver impressed a race team owner enough to give her a spot in a professional race series. The game features licensed tracks and vehicles (which is new for the series), and spans rally racing, drag racing and the Japan Grand Touring Car Championship.

The game's handling can be described as simcade; a mix between the styles featured in arcade and simulation gaming. Unlike previous Ridge Racer games, braking is necessary before corners and drifting is ineffectual, but it's still very easy to lose control with late braking, especially in some cars. There's a huge difference between the handling of cars in the game, and besides a Fiat 500, Bentley Speed 8 and Audi LMP car, most of them are fairly frustrating to drive around tracks to some degree.


Graphically the game is reminiscent of Gran Turismo, albeit at a slightly lower quality level. There are a few circuits which feature in both games, so it's an easy comparison between the two. The cars themselves look a little too featureless and shiny for what they're supposed to be, There's an interesting selection of electronic music on the soundtrack and it's more fitting for the series than the music featured in Ridge Racer V.

Overall R:Racing doesn't really know what it wants to be; spanning the line between Toca and Gran Turismo in its concept, and yet providing very fiddly and frustrating handling. For fans of the Ridge Racer series, this game features too many elements of simulation games, and much less drift-based handling, yet fans of simulation games already had Gran Turismo 3 to keep them satisfied, so I'm not quite sure what Namco were going for.

Rating: 58/100
Grade: D


Game: Ridge Racer
Console: Sony Playstation Portable
Developer: Namco
Release Date: 1st September 2005

Ridge Racer for the PSP is an example of a handheld game done right; the game features 12 tracks, with forward and reverse variants, 2 of which are from each of the original Playstation Ridge Racer titles, with a further 2 from Rave Racer, an arcade title, and the final 2 loosely based on Rave Raver tracks. This means that fans of the series should at least be familiar with some of the tracks featured in game.

The World Tour mode has 40 tours, made up of different combinations of tracks with between 2 and 6 courses per tour. with a different car classes and requirements in each tour. There's a good selection of original cars to be found and unlocked, but the real draw of the game is that the handling and drifting finally works perfectly, just like in Ridge Racer Type 4, if not even better. Drifting around corners fills the 3 nitrous bars onscreen which can be used to great effect during races to gain first place.


Graphically the game looks good on the small screen on the PSP but perhaps a little worse when it's shown in a larger resolution. While the cars are a little blocky, the tracks and other details are generally good. The collision physics of the other games remain, if a little toned down, but the improved handling makes up for it. There's a large amount of music from previous Ridge Racer games as well as some new tracks, most of which are great for racing to.

Overall Ridge Racer for PSP was undoubtedly the best game in the series at its time of release. While it lacked the story mode interest of Ridge Racer Type 4, the improvements and upgrades as well as the retrospective mood put the game in a league of it's own. If anything there's a bit too much to do, with 40 tours to clear, but dedicated players will get their money's worth.

Rating: 81/100
Grade: B


Game: Ridge Racer 2
Console: Sony Playstation Portable
Developer: Namco
Release Date: 13th October 2006

Perhaps one of the laziest sequels ever released, Ridge Racer 2 on the PSP is almost identical to the game released the previous year. Sure, there are a few more cars, and a few more tracks, perhaps even a couple more modes to play, but the career mode progression, game engine and graphics engine are exactly the same as Ridge Racer. There's literally no point owning the first game if you don't already, just skip to this one.

The handling is predictably good, just like that of the first game; drifting is easily achieved and the nitrous bars are easy to fill. The AI gets fairly tough in later Grand Prix, and the more powerful cars are more difficult to handle and drive. There's very little in terms of differences from how career mode played out in the first game, if the cars and tracks could have been released as DLC, that'd have been a far better decision.


Graphically there's no difference from the first handheld instalment on the PSP, in fact many of the cars and tracks are the same, so it's easy to tell that little to no effort has been put into improving the look of the game. The soundtrack features a mix of songs from other instalments and new songs, and is probably the most changed aspect of the entire sequel.

Overall although Ridge Racer 2 as a standalone is a perfectly good game, and probably the better of the two PSP games, it's almost offensive to gamers how little was changed between releases. For those who bought both games on release, there must have been a moment of sheer disappointment upon realising they essentially already owned the content of Ridge Racer 2. For gamers who have yet to buy either game, this is the one to go for, though.

Rating: 81/100
Grade: B


Game: Ridge Racer 3D
Console: Nintendo 3DS
Developer: Namco
Release Date: 22nd March 2011

Ridge Racer 3D was a launch title for the 3DS, mirroring the fact that Ridge Racer games had been launch titles for Playstation, Playstation 2, and 3. The only previous instalment of the series on a Nintendo console had been Ridge Racer 64. In terms of gameplay advancements, there's really not a lot of new features in the game, but the added 3D effect which the console makes use of is an interesting addition.

The handling of the game is much the same as the previous 3 instalments of the series, with good drifting and general handling featured. Grand Prix mode features a tree of possible race options, meaning that players don't have to complete every Grand Prix to get through a level. With 4 races per Grand Prix and a ton of choice though, things can get a little too repetitive with long play sessions. A new feature of this game is avatars for each racer, above their head, based on classic Namco characters.


Graphically the game isn't as sharp as the PS3 instalment, but does well with it's 3D mode as well as with the 3D turned off. The overall sense of speed is good, and the heads up display is somewhat clearer than in other games, though the avatars of other players can get in the way sometimes. Musically there's a huge selection of new and previous in-game music, which is good, though it's often overshadowed by the 'encouragement' of the in-game announcer who pipes up far too often.

Overall Ridge Racer 3D is a nice addition to the 3DS launch line up and not a bad game per se, though there's no real innovation in terms of the series gameplay. While different nitrous modes can be used, and there are advantages which can be bought before races to help players get a headstart, I'd have much preferred a different race type, tournaments or a storyline of some kind.

Rating: 76/100
Grade: B


Game: Ridge Racer 7
Console: Sony Playstation 3
Developer: Namco
Release Date: 23rd March 2007

As the seventh main series instalment in the series, Ridge Racer 7 almost had to change up its career mode a little from the frankly lacklustre Ridge Racer V on PS2. Since I don't own Ridge Racer 6 on the Xbox 360, it's hard to tell when the switch occurred, but career mode on Ridge Racer 7 is much different to anything reviewed thus far. As a launch title for the PS3, the graphics are a good showcase of what could be done with the system at launch, and the racing engine feels easy to control.

In career mode players have the choice of 3 event types; Grand Prix series which have been the mainstay of the Ridge Racer series for a long time, Manufacturer Races in order to earn cars and parts for use in races and UFRA races which have special conditions and types and earn players money and fame. Whilst the AI difficulty cranks up to almost cheating levels pretty quickly, the racing action is fun and there's a great deal more choice in terms of race types and things to do than many other games from the series.


Graphically the game looks very nice with impressive lighting and location effects combining with the HD graphics to provide a truly visually pleasing experience. Unfortunately the sense of speed given by the game lets it down a little, as 200mph can feel the equivalent of 50mph on some stretches of road. The nitrous boosts give a much faster feel, but don't last particularly long as they use the same system as the PSP games. Ridge Racer 7's soundtrack is a little disappointing; though there are some good tracks, they're outweighed by the mediocre and a couple of truly unbearable tracks.

Overall the game feels like a fresh HD kickstart for the series, building on previous instalments to provide a deeper career mode and visually exciting tracks and cars. The racing action is very much enjoyable though the AI rubberbanding can ruin races at times. It's definitely worth giving a go, even if you're not a racing fan, since the easy handling and fun of drifting are pretty much universally enjoyable, even if the formula still wears thin after lengthy playsessions.

Rating: 83/100
Grade: B


Game: Ridge Racer Unbounded
Console: Microsoft Xbox 360
Developer: Bugbear Entertainment
Release Date: 30th March 2012

The latest game in the Ridge Racer series, Unbounded's main theme seems to be that of indecisiveness. Firstly it can't decide whether it wants to be Need for Speed or Burnout more, featuring street racing with "fragging" which is basically a codeword for takedowns, secondly it can't decide whether to fully part ways with the old Ridge Racer formula, still leaving drifting in the game, but making it feel awful in terms of the handling model and not letting players corner without it. Lastly many of the Burnout-esque options such as the takedown cam can be switched off in the menu, as if they weren't sure whether players would like the new tone of the game.

With destructible environments, city based street racing and a star rating system for dominating events, you'd be forgiven for wondering what series this game came from if you didn't already know. Existing fans of the Ridge Racer series are presented with a game more foreign to them than an imported RPG. For the first main series game not developed by Namco themselves, this is a pretty huge departure from the happy and relaxed mood of the rest of the games.


Being the open minded gamer that I am however, I was willing to give the game a chance; the career mode is based around many city districts which unlock as events are dominated by finishing first. There are many different types of events in the game such as Dominator Races, Drift Races, Shindo races (more on these later), Time Trials and Frag Challenges. All events are based on a 3 star rating system where usually finishing 1st gains 3 stars and so on, until finishing 4th counts as failing the event.

The driving and racing itself feels pretty horrible, the car's handling is almost straight line based, and any preconceived ideas of cornering players may have had before playing the game are shattered as the cars will literally refuse to corner without a drift being initiated. This is Ridge Racer though, so players should be used to this. Except the drift system has changed massively and is far less arcade based now.

Winning events seems to be basically random; in any events which aren't Shindo or Drift racing, there are destructible parts of the environment like car dealerships, city halls and railway stations which can be used as shortcuts if the player's power meter is full. Additionally destroying girders and other parts of the track also add power to the player's meter. Not everything is destructible though, and this is a problem because crashing once can be the difference between winning a losing a race, like in Burnout. So it's up to the player to guess which parts of the track are meant to be destroyed and which are solid.

 
Shindo events completely ignore the destruction part of the game, and don't allow you to frag your opponents. This is partly useful as it stops the player from being fragged too, but shows yet more indecision from the developers; either make it a part of the game or don't, it's pretty weak to force players to race both ways and pretend it's a choice. These races usually feature many AI cars getting in your way as there's no fragging, the drifting is a much bigger feature of the shindo racing but still feels pretty awful.

I had a hard time caring about unlocking any of the cars, locations or star ratings in the game because it seemed like a real mash of playstyles and ideas from other games. There was hardly any Ridge Racer left in the game, and what was left was an indecisive grey mess. There's no real story as such, and so no compelling reason to continue with the races presented to the player, and there's not even a need to finish 1st, players could easily finish 3rd in all race events and still get pretty far into the game, which is a little ridiculous in a racing title.


Graphically the game looks pretty great; the destructible environment parts all crumble rather too easily into predictably sized pieces, but the rest of the game looks very sharp, and I particularly enjoyed the information displays along the sides of the track. The music featured behind gameplay is all licensed and as such not quite as interesting as an original soundtrack. There's a decent mix of electronic stuff, but the soul of the Ridge Racer series is definitely gone from the game.

Overall Ridge Racer Unbounded might as well be any other large budget racing title from the past few years; there's city street racing, there's licensed tunes, takedowns, and a star rating system for how well you've done in each race. Without anything to invest players in it's brand of racing, there's very little to keep them hooked, and I'd personally rather play literally any other instalment of the series thanks to the poor handling and soulless presentation.

Rating: 61/100
Grade: D