Almost exactly a year after its previous installment, Ridge Racer got another mainline entry — a title which marked the franchise’s return to Sony platforms after its temporary dalliance with Microsoft.
Ridge Racer 7 was an exclusive title for Sony’s new PlayStation 3 platform — and in keeping with series tradition, it was a launch title, too — but it represented a less radical reinvention of the series than some of the previous games. In fact, those who played Ridge Racer 6 might find an awful lot of it quite familiar.
Ridge Racer 7, you see, is largely a reinvention of Ridge Racer 6, similar to how Ridge Racer Revolution was a reinvention of the original game. But that doesn’t make it a game you should pass up. Quite the opposite, in fact.
Continue reading Ridge Racer 7: The New “Revolution”
It was a good five years between Ridge Racer V helping to launch the PlayStation 2 and the next mainline numbered installment in the series.
In the intervening years we had a couple of spinoff games that are a little beyond the scope of what we have time to cover this month: in 2003, there was series outlier R: Racing Evolution, the only installment to feature licensed cars and thus a game some don’t consider to be a Ridge Racer at all, and 2004 gave us a well-received title for PSP that, in true Ridge Racer tradition, helped to demonstrate what a new Sony platform was capable of at launch.
It was 2005 before the next “true” sequel, however, and once again the series helped to launch a console. This time, however, it wasn’t a showcase game for a Sony platform; it instead formed part of the launch lineup for Microsoft’s Xbox 360, the first of the high-definition consoles to hit the market.
Continue reading Ridge Racer 6: PlayStation Who?
Ridge Racer V was an important game for Namco.
Not only was it to be a follow-up to the incredibly well-received and popular Ridge Racer Type 4, it would also be the first installment of the series on a new generation of consoles — and a launch title for that system, the PlayStation 2, to boot.
Expectations were high for the new game to be both an impressive showcase for the new format and another solid installment in what was, by now, a well-loved and much-respected arcade racing franchise. The reality didn’t quite match up to these expectations… but it was certainly a damn good effort.
Continue reading Ridge Racer V: Back to Basics
1998’s Ridge Racer Type 4 is the quintessential PS1 game.
Perfectly embodying the spirit of late ’90s “cool” that Sony was so keen to pursue with its platform, particularly in the West, the game is also a showcase for exactly what the humble PlayStation was capable of in its later years as well as a perfect balance between widespread accessibility and hardcore long-term challenge.
In short, it’s a comprehensive realisation of what Namco had wanted to achieve with the home versions of the Ridge Racer series ever since Revolution, and one of the most consistently enjoyable arcade racers ever created.
Continue reading Ridge Racer Type 4: Real Racing Roots ’99
It’s Ridge Racer month here on MoeGamer, and you didn’t think I was going to let Reiko Nagase slip by unnoticed, did you?
First appearing in Rage Racer’s CG intro (or perhaps Rave Racer’s attract mode, depending on who you want to believe) but shooting to prominence in Ridge Racer Type-4, Reiko Nagase is as much an iconic part of the Ridge Racer franchise as its exaggerated drift handling and memorable soundtracks.
She’s also one of the first examples of a “virtual idol” in computerised entertainment, helping to lay the groundwork for future success stories in this field such as Crypton Future Media’s Hatsune Miku and friends.
Continue reading Waifu Wednesday: Reiko Nagase
While the arcade installment Ridge Racer 2 and its home conversion of sorts Ridge Racer Revolution went in slightly different directions, it was the third “generation” of Ridge Racer games where the two approaches finally diverged completely.
1995’s third arcade installment Rave Racer again acted as more of an evolution from the previous games, featuring more detailed graphics and a couple of new tracks as well as the circuits from the original Ridge Racer. Notably, it was also the first Ridge Racer game to put a strong emphasis on a female “mascot” character in its epilepsy-inducing attract mode; some conjecture this is actually the first appearance of longtime series “image girl” Reiko Nagase, though the hotpants-clad polygonal model doesn’t look a lot like how we came to know and love her in later installments.
1996’s Rage Racer, meanwhile, was a complete reinvention for home systems, featuring an actual single-player “campaign” of sorts to work through, with gradual progression and car upgrades as well as the abandoning of arcade game conventions such as tight time limits and checkpoints with which to extend it. The immediacy was still there, but now the game wanted to keep you in your seat for more than five minutes at a time.
Continue reading Rage Racer: Point of Divergence
After the success and critical acclaim of Ridge Racer, it was only natural for Namco to want to build on the series.
It went about this in a number of ways, including a three-screen arcade release for a more immersive experience as well as a spectacular “Full Scale” variant in which you sat in an actual car (a Mazda Eunos Roadster, to be specific, in a pleasing callback to Ridge Racer prototype Sim Drive’s predecessor) to play a version of the game on a massive projection screen with real car controls, functional instruments and fans blowing wind in your face — a setup which Ridge Racer 7 would pay homage to in one of its title screen CG sequences many years later.
A sequel was inevitable. Ridge Racer 2 followed its predecessor a year later, featuring new tracks, new music and the facility for up to eight people to play simultaneously by networking four two-player cabinets. This was then followed in 1995 by a home port in the form of Ridge Racer Revolution for PlayStation.
Continue reading Ridge Racer Revolution: The One That Would Probably Be DLC Today