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Ridge Racer is a franchise that doesnt want to lie down. Originally launching
in arcades in 1993, Ridge Racer moved to SONYs first machine, bringing with
it some of the earliest ventures into 3D territory on home consoles. The series has
expanded exponentially since then, with four incarnations on the PlayStation each
of greatly differing in quality a Nintendo64 rendition and Ridge Racer V
the most recent release, which seemed to have stalled in the wake of other
PlayStation2 launch challengers and is no doubt the reason why were yet to see a
second Ridge Racer title on this generation of home machines. Now, with the
NintendoDS having hit European shores and the PlayStation Portable (PSP) arriving later
this year, NAMCO have decided to bring us two new Ridge Racer titles each
recruiting itself to the basic principles of each system as the first Ridge Racer
deemed itself nothing less than stylish inline with its original PlayStation release.
Ridge RacerDS and Ridge Racers,
for NintendoDS and PSP respectively, are no doubt going to be held hand-in-hand as
examples of both systems capabilities. Thats why were here. Having now
extensively played both titles, I believe Im in a fairly unique position not only to
judge how the games play, but how exactly how each of them correlates with the system
theyve been released on. The difference in production values and development is
immediately accessible. Ridge Racers begins with a glorious cut-scene, depicting
the beautiful Reiko and many flashy-looking vehicles in high-resolution stylings, before
continuing to offer an introduction to the Ridge Racer series and how this
title functions completing tracks will unlock further races etc. However, Ridge
RacerDS has a much more sedate approach. Not featuring cut-scenes or really any kind
of introduction, selecting your Save File is followed by putting you straight into the
driving seat. Although this may seem niggly, the differences experienced at this point
becomes apparent throughout.
With the PSP containing a far superior graphics processor to that of the
NintendoDS, Ridge Racers looks astonishing by comparison. The lighting effects, car
collision, solar-glare etc. are clearly superior to that of Ridge Racer V on
the PlayStation2. The aural standard achieved from the launch title is superb. While the
background music may get a little irritating at times, its perfectly pitched with
the rumble of engines and squealing of tyres. Ridge RacerDS is altogether a
different kettle of fish. The effects and general graphical presentation is little more
than average compared to what the system is capable of. With no real-time lighting
and textures falling below the standard of the Nintendo64, Ridge RacerDS is
certainly limited when compared to either Super Mario64 DS or Metroid Prime:
Hunters. But this inherently immense sense style is the PSPs philosophy, not the
NintendoDSs
So what is it that makes Ridge RacerDS coincide with Nintendos policy
of new, innovative games-only for the NintendoDS? Well its almost awkward. With
racing games not exactly being top of the innovation ladder what else, in terms of
control, can you do with
sending cars hurtling around a track? simply, the Touch Screen becomes the Steering
Wheel. Not being the default setting is a serious mistake, but altering you configuration
to Stylus control is naturally a decided event. Reminiscent of the introduction to
analogue, back in 1996 with the Nintendo64, the Touch Screen certainly takes some getting
used to but Ridge RacerDS innovation doesnt appear awkward
because its difficult to get to grips with, nor because its been tacked on
like so many other NintendoDS titles, but simply because its so understated. A
couple of races in and taking corners and weaving between opponents will become a breeze,
with the only hindrance to your progress being later levels ramping up the difficulty. Ridge
Racers, however, isnt without its own degree of innovation. Ridge Racers
plays on the internals of the series, playing up the visual quality of the title
while also adding minor gameplay refinements; such as Turbo Boost function earned by
drifting and an incredible amount of variables.
The PSP is obviously
being marketed as a stylish piece of consumer technology, similar to both the WalkMan and
PlayStation before it, whereas the NintendoDS is simply meant to be a gaming console,
offering gaming weve never experienced before. Both titles clearly reinforce the
basic policies of their home system and, while I do feel that the NintendoDS is the
system the industry was asking for - right now - Im not in the position to say
Id advocate innovation over gameplay, and so would be very hard pressed to
put either title in pole position. |