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Never Been a RR Fan, But Not a Bad Outing | Arend D. Hart from Michigan says (29/Apr/2002): | I've never been a Ridge Racer fan. Well, I should say, since the days that Test Drive 4 and Gran Turismo we released, I have not been a Ridge Racer fan. The faux cars, the powerslide physics models and the super-jap nonsense english announcers were enough to turn me off to the series. Now, I'll admit, I did have some fun with R4, but I seldom opted for it over GT2.
So, it was with some trepidation that I picked up a copy of Ridge Racer V off the internet for $10. I already was biased against the racing model, but for $10, I figured I could afford to add it to my dust-collecting seldom-played collection if necessary. Well, to tell you the truth, RRV is better than I expected, but still not good enough to get me addicted.
I have a few issues with this game that I feel really sour the experience. And you know what, it's not really the issues I expected to bother me. I mean, I think I have finally came to terms with the fact that all racing games do not need to be as realistic as possible to be good. As a matter of fact, I kinda like the physics in RRV for a change. No, my angst isn't with the physics, or the jaggies or even the AI. No, the issues that really get under my skin are the course design and the views.
You see, the entire layout of RRV consists of one sprawling city environment with numerous iterations within. Now, it's not that I think that there aren't enough courses in RRV. What really irks me is that with each different course being an iteration of the main, you end up seeing so many familiar sights in every course, that once you get to the line, it's really hard tell which course you are going to be racing. This makes for a lot of pinballing action, as you bounce off the walls after getting caught on a blind left you expected to be a right. You just never get that feel like you really know what is coming up ahead. Maybe that's arcade-style racing, but it makes it a real pain in the butt to advance.
My other issue is with the behind-the-car view, which in any simulation racer I would seldom use...but in an arcade racer, heavily dependant on powerslides, it's almost necessary. What really drives me batty with the behind the car view is that, like previous RR games, the camera seems firmly welded to the rear bumper, and doesn't allow for any flexibility through a turn. It's hard to explain, but it's like the car is always pointing exactly straight ahead, even during a powerslide or turn. This is very disorienting to me, and makes the game seem cheapish - like one of those old hand-held games. It just lacks fluidity.
Other than those issues, though, RRV is fun to play...in spurts. I'll find myself playing it for hours, but I also might not touch it for a week or two and not bat an eye. Should you pay $30 for it? Not if you can get GT3 for $20. Should you pay $10 for it, sure, why not.
| I spent more time checking out the case than the game! | | Bad Andy from Lewisburg, TN USA says (14/Dec/2002): | NOTHING ABOUT THIS GAME IS SIMULATION!!! It's like that Atari Rush The Rock racing game at the local bowling alley. This game was way below my standards. I've always associated hot women and cool-looking cars with awesome games and themes. - And since when does "customize your car" deal strictly with the paint job?! I would definitely advise renting this game for a serious trial before purchase! You might return it the same day - I did.
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