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Long ago I played Ridge Racer on the original PlayStation and thought
it was the absolute bees knees. At the time it simply was the best
racer around, by way of being one of the first on that amazing new
console. Of course, a lot of water has passed under the bridge since
then and we've been treated to some far superior racing games since.
That's not to say Ridge Racer still isn't regarded as a bit of a
classic however, so it's no surprise that as soon as a handheld
console comes out that can decently handle 3D graphics, it races
straight into the palm of your hand with Ridge Racer DS.
The
gameplay carries the same arcade feel as all the previous outings,
being more of a fun game rather than a hyper-realistic racer. There
are three modes, all of which are predictable but nonetheless quite
good fun; race against other cars in grand prix, go up against the
clock in time trial and or go head to head with a computer controlled
opponent in car attack mode, as you attempt to win his car. Of all
these, the grand prix is definitely the most fun, as you are competing
with aggressive AI drivers.
None
of the cars are real, yours or your competitors, all being vehicles
vaguely reminiscent of models on the road in real life and so their
properties are equally fictional. When choosing a car, you're basically
looking at juggling four key areas, depending upon your gaming style,
speed, acceleration, grip and handling. I personally went for a
car that had good handling and great acceleration over a high top
speed, but that is in part due to some flaws in the way the game
handles. Right from the off you're going to notice that any collision
favours the opposition. If you rear-end someone, you lose speed
and they are given a boost, but the reverse does not appear to be
the case. I found that if someone goes up my back end, my car is
penalised by a drop in speed and only choosing a car with excellent
acceleration to counter this seems to recover from this disadvantage.
At times the game couldn't decide whether I'd hit the car or not
too, either penalising me when I thought I had room to spare, or
not penalising me quick enough so that I seemed to start to merge
with a vehicle before being knocked back. The easiest way to avoid
this is to give every car a wide berth in each situation.
The
arcade feel is most pronounced in how your car approaches curves.
To get around the really tight ones at top speed you have to rely
on drift, which means putting your car into a controlled slide.
It's easy to pick up; approaching a corner you start turning the
direction you want the car to slide in, take your finger off the
accelerator for a couple of seconds, then back on and bingo - one
crazy power slide coming right up! On the whole, once you're into
a slide all you've really got to do is make sure you come out of
it with the car pointing in the right direction. Other than that
it's so straightforward and simple that it's very funny and you
find yourself veering crazily around even the most hairpin of bends
with a look of glee plastered from ear to ear. This is one element
of the game that, while a bit silly, is definitely a lot of fun.
The
tracks may disappoint those not familiar with previous incarnations
of Ridge Racer though. There are maybe three or four landscapes
to play over, each containing a certain mileage of track on it.
However, the layout of each track changes as you progress upwards
through the ranks; parts of the track are closed and different ones
opened up. This creates an impression of a new course when in fact
it's just the previous course altered slightly. The fact that the
landscape doesn't change dramatically until after four or so courses
is the real giveaway, so those gamers used to more modern racing
titles with new scenery and new tracks immediately on the completion
of the previous one may feel a little cheated by this experience.
The
developers have tried to introduce something new to the Ridge Racer
canon on the DS, by offering three different ways to control the
car. There's the conventional D-pad method, using the stylus to
steer the onscreen wheel left and right, or the thumbstrap option.
Of these, the easiest is definitely the D-pad, even if it does seem
overly sensitive and can lead to some jerky driving. However, the
methods that favour the touch screen are quite simply a nightmare.
The bottom screen always depicts the steering wheel in your car,
regardless of method, but is what you have to move in touch screen
mode. Dragging your thumb or the stylus over the screen is just
an exercise in pure frustration, either overshooting, over correcting
or not even having your stylus on the right part of your screen.
Glancing down to relocate the position on the steering wheel is
a recipe for disaster, as it often means missing a curve or crashing
into the opposition.
However,
when all these issues are taken into consideration, I still couldn't
help but have fun with the game. The action is fluid and smooth,
the scenery rushes by with a real feeling of speed and the competition
gets really tense in later levels, even with the ease of the D-pad
method. A lot of these sensations are down to the good handling
of the 3D graphics by the DS; there does is no slowdown at all,
no matter how many cars are on the screen at once, and while there
isn't much variety in the scenery, the landmarks you whiz past definitely
give you the sensation of driving a powerful vehicle. That's not
to say that the landscapes you drive through aren't carved well
though, for all their lack of detail; the tunnels you speed through
have beautiful lighting effects, the canyon roads look like they've
been lifted right out of an Arizona photo-shoot and the mountain
passes look suitably sunny, glacial and wooded. Although the landscape
pixelates badly if you get close to it, the only time you're going
to notice this is when you hit it and come to a full stop. Otherwise
you're going to be whizzing past so fast it's too much of a blur
to really detract from the game.
Unfortunately
the sound has its downsides but that's not because of the music.
Everyone who has played the original Ridge Racer will feel immediately
at home; the music doesn't seem to have changed at all, not one
chord, stanza or semi-quaver. For me this meant a huge nostalgia
trip, probably more so than playing the game itself. Whether or
not newcomers will take to it is another matter, as it may sound
a bit dated. However, it still goes extremely well with the arcade
action on offer. My only real gripe with the sound is the commentator,
who repeats about six or seven phrases over and over. By the time
you're halfway through the levels you want him to pop up on the
touch screen so you can poke him in the eye with your stylus.
So
far then we have a pretty mixed bag of an arcade racing simulation.
There is, however, one feature that helps it claw back a lot of
the lost kudos - multiplayer! Get five of your mates to come round
with their DS's, get one, yes ONE, copy of the game and within minutes
all six of you are tearing around some of the best courses this
title has to offer. I can tell you this is an absolute riot! When
you pull a massive power slide around a corner, leaving dust in
your mates' faces the feeling is great. When it comes to a tense
standoff between four pals of a similar degree of skill, the tension
in the final lap can cause the sanest man to crack under the strain.
It
is for the multiplayer, and probably the multiplayer alone, that
you'll be playing Ridge Racer DS for quite some time. Otherwise,
the single player experience, sometimes irritating commentary and
slightly bugged gameplay, alongside some classic tunes and well
paced eye candy, would make this title just slightly above average.
As it is, even with the multiplayer it doesn't get into my Nintendo
DS top five list but is well worth a look at, particularly if all
your mates also own this cracking handheld unit.
Reviewed by Dave Wynn for AceGamez (All Rights Reserved).
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