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Ridge Racer 7

Written by Tom Clare in PS3 Game Reviews, Saturday 22 May, 2010

Ridge Racer 7

Released: 2007
Developer: Namco
Publisher: Namco Bandai
Genre: Racing
Platform: PS3
Version: 1.00

Graphics: 9/10

Sound: 7/10

Gameplay: 7/10

Lifespan: 8/10

Overall: 8/10

Compared to the rip-roaring times of the late nineties, the last few years have seen the granddaddy of arcade racing games, Ridge Racer, enjoy a somewhat more leisurely existence. It goes about its business with the knowing swagger of an old-hand; still sharp and as stylish as they come, but these days tending only to wheel itself out for the glitzy premieres – that is, to compliment the launch of a new console. Editions V (PS2), 6 (360) and now Ridge Racer 7 (PS3) have been on hand to lead the line for their respective hardware launches, and though it’s a shame we rarely get to see a Ridge Racer given greater development time, instalment seven is a superior title that instantly grasps the strengths of it’s hardware, leaving other launch titles in its wake.

Indeed, to suggest RR7 is all about the glitz and has no substance is perhaps under appreciative of just how solid a game it actually is. It’s stood the test of time markedly better than Ridge Racer V, which felt very much like a work-in-progress when it launched alongside the PS2. RR7 sports a graphics engine that has dated well by the series usual standards; the gameplay has been refined a little bit here and there, whilst the large selection of cars and tracks means it also has legs.

Sticking with the accessible, powerslide-friendly saloon car racing it has represented so well for more than a decade, RR7 adds a few notable feathers to its cap without deviating significantly from the classic blueprint. The HD visuals have allowed a series that already thrived on speed and smoothness to really come into its own, whilst the A.I. is a massive step forward from the early games. Firstly, some races now have as many as 14 competitors making for lively jostling, and it also feels like your opponents genuinely compete for positions now, rather than act as roadblocks in the ‘catch them before you run out of laps’ manner the races used to unfold. And one element that mustn’t be overlooked is that the handling and slide receptiveness is, as it has been for so very many years, almost perfectly judged.

The nitrous system pioneered in the PSP arm of the series returns and is similarly well-implemented. High-speed powerslides charge the nitro bars and, once one or more of them are filled, can be employed to unleash a short but potentially decisive burst of speed, which along with the cool slipstreaming ability, allow for strategic ways of boosting your cars top speed. Collisions still aren’t perfect, but are at least a little fairer on the player than in the past; clipping another car no longer sheds half your speed.

With 22 circuits there’s certainly evidence that the series has overturned the stigma of not having the content required for sustained play. Unfortunately, it’s not quite the Herculean effort the number initially suggests, as quite a few of the tracks have been lifted from Ridge Racer 6, of which this is more an upgrade than a true sequel. Tracks such as Lost Ruins that see you careering through a jungle façade and the powerslide paradise of the airports twists ‘n’ turns provide some good moments, but it lacks the really defining moments that once seemed so abundant in the past. It could have done with a bit of radical design, like Rage Racer’s “Over Pass City” course with its monumental climbs and descents, or a grandstand moment like Ridge Racer Type 4’s “Brightest Nite” where clearing the crest of a hill leaves the player airborne just long enough to admire a beautiful cityscape in the distance, lit up against the night sky.

There’s plenty to the single-player mode, which allows you to compete in a number of multi-race tournaments, spanning four machine categories (4 being the slowest, 1 the fastest) and you also get the chance to secure deals with manufacturers by winning their specified challenges. Not only does this open up the possibility of new cars, but a whole raft of other things like chassis pieces, engine tuning-kits, suspensions, and even nitrous suppliers. None of them go to waste either as every company in the game has a points rating based on how much you use cars/components relating to them, and by accumulating a certain total, you unlock goodies and new challenges. The end result is a positive mixture of options that don’t detract from the arcade feel but do allow for a degree of customisation to fit the players style.

With over a hundred challenges, there’s enough to keep aficionados happy for weeks. Credits are required to get your hands on the various cars, upgrades and paint jobs, but cleverly Namco realised players may not want to plug away continually at races they’d already completed just for the sake of a bit more funding. The solution is Online Battle which, as the name suggests, allows you to compete against other players from around the world with one of the rewards being currency that can be spent in the main campaign, and it also gives you the chance to win some more manufacturer points. The Online races are a bit of a missed opportunity though, as the ability to use tuned cars means experienced players tend to win every race by a large margin, and by all accounts if you haven’t completed the one-player mode and got hold of a significant chunk of the upgrades, it’s largely impenetrable.

As mentioned earlier the presentation is very strong. The cars look wonderful and show off some top-notch lighting effects; the distinctive, streaky tail-light effect is absolutely superb on the night-time tracks. The tracks look good too and it’s fast and smooth, with only a tiny hint of slow-down when a big pile of cars congregate on one corner at the same time. Elsewhere, you’ve got pretty much the token Ridge Racer soundtrack with a few dodgy dance numbers in amongst a selection of tunes that quietly compliment the racing.

Ultimately, it’s not the definitive Ridge Racer experience, but it is one of the most comprehensive. Not just a great showcase for the PS3, but a genuinely decent racer. Burnout Paradise and WipEout HD may have pushed high-octane racing further into the next-gen, but though it’s tracks are a touch disappointing and the familiar gameplay may seem a bit old-hat to some, RR7 is no disgrace in sticking to its guns. For fans, it’s certainly worth a look, especially as knowing Namco the next time Ridge Racer emerges, it will likely be with a glamorous new console on its arm.
 

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