HALO 3 RECON ISSUE ON SALE NOW!
GameInformer - The Final Word on Video and Computer Games
Subscribe |  Customer Service |  My Account   
USERNAME   
PASSWORD 
REMEMBER MY ID
Forgot your password? | Register
Tees For All

 PLATFORM: PLAYSTATION 3
THE PERENNIAL CONTENDER

he Ridge Racer series appears at the launch of a new console as naturally as summer fades into autumn. In its own way, it’s as much a part of a new PlayStation debut as people complaining about Sony, hardware shortages, and people eBaying pre-order units for big bucks. As successful as it has been, it’s also one of the most static racing franchises around, staying true to its arcade formula while others in the genre attempt to push the envelope.

After a disappointing bout with Ridge Racer 6, I’d begun to give up on this series. Thankfully, I was pleasantly surprised by the seventh entry, which manages to improve the game considerably within the confines of the limitations that Namco places on it. Most notable is the new career mode, which expands beyond the odd systems of dots that represented the races in the last edition. Now, while you progress through the typical Grand Prix schedule, you’re able to attempt special single events and manufacturers’ challenges that allow you to open up new cars and parts dealers. While it’s not radically different from anything offered in a number of racing games, it did make me feel more connected to my career progression.

Graphically, Ridge Racer 7 is a tour de force, and demonstrates just how pretty games can look on PlayStation 3. The car models are extremely detailed and can be customized for both improved performance and cosmetics. More striking are the environments, which shine in the small details like foliage and even animated cars driving high up on mountain passes in the background.

While all these improvements are welcome, they can’t totally obscure the fact that this is – at the end of the day – exactly the same Ridge Racer we’ve been playing for years. There are still no real auto makers, and the vehicle and collision physics are largely nonexistent. Conserving nitrous adds a bit of strategy to racing, but it’s still largely a matter of mastering the ever-present powerslide (an undeniably fun mechanic, to be sure). It does offer the ability to steer with the PS3’s Sixaxis motion-sensing functions, which works well but failed to convince me to eschew the traditional setup. While I’m sure hardcore fans will be well pleased, there are so many ways in which Ridge Racer could build off an already solid base.

  

MATT MILLER   7.5
Acting as a nice showpiece for how clean and sharp the PS3 can look, Ridge Racer gives this launch the same thing it’s been offering systems for years – a solid if predictable racer with all the personality of an apricot. Luckily for us early PS3 adopters, the new game also bumps up the gameplay in some cool ways, which is more than I can say for many entries in this series. The importance of slipstream has been ratcheted up, pushing you to deal more frequently with passing and being passed on the road. I was also impressed by the career mode, which offers a smooth interface and a nice variety of race choices. Sadly, the unbalanced AI still bugs me almost as much as it always has. As for the car physics, they’re as floaty as ever, but this is Ridge Racer, man. I’m not looking for a simulation here. I want arcade fun, and Ridge Racer is still serving it up.
8
CONCEPT:
The aging racing series gets an injection of Botox on the PS3 with gorgeous graphics and an improved career mode
GRAPHICS:
Ridge Racer has always looked good, but ver. 7.0 dramatically steps up the visual quality
SOUND:
Fans love its trademark smooth techno. For the rest of us, it sounds like lite-jazz Muzak with a drum machine
PLAYABILITY:
The recently added nitrous appears again, but it’s still all about powersliding
ENTERTAINMENT:
Ridge Racer continues to rest on its laurels, albeit very pretty and finely tuned laurels
REPLAY:
Moderately High
Copyright 1991 - 2008 :: Game Informer Magazine