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10-05-2006, 04:17 PM
|  | The Sky is Over | | Join Date: Jul 2004 Location: Boston
Posts: 15,853
 : 89 th | | | PS3 Ridge Racer 7 Official Site: http://namco-ch.net/ridgeracer7/index.php Release Date: Novemeber Videos Oct 17, 2006 TGS 06 Trailer Gameplay Video http://www.playsyde.com/leech_3051_1_en.html Screen shots           9/21 Added TGS Trailer
[url="http://www.gametrailers.com/gamepage.php?id=2628"]http://www.gametrailers.com/gamepage.php?id=2628 9/21 Shots:            9/13 Shots:  9/4 Shots:               4/27 Shots:         Info Quote:
by James Mielke 09/08/2006
Battered by a five year-gap between games, disillusioned excursions into 'realism' (R: Racing Evolution), a fairweather audience, and disappointing sales figures (Ridge Racer 6), you could be forgiven for thinking the Ridge Racer franchise might have had its day. Japanese developers and publishers have felt the sting of receding relevance in the modern video game market, as first-person shooters, squad-based military games, and other Western-developed games have risen to prominence. Unable to move with the times, the general state of Japanese development has atrophied and withered in the face of change. Naturally there are some exceptions, but what's a development team to do when they create a near flawless racing game in Ridge Racer 6, only to see it ignored by an audience looking for something slightly different (see: Project Gotham Racing 3)? Why, go back to the drawing board of course.
The first order of concern for the team, while designing Ridge Racer 7 from the ground up exclusively for PlayStation 3, was to take advantage of the hardware's strengths. They've achieved that on multiple levels. In terms of visual fidelity, the version we played had elements of the game (i.e. menu screens versus actual gameplay) running in both 720p and 1080p, although the final details have yet to be finalized. But mere resolution is barely the tip of the iceberg. With the learning experience of having taken Ridge Racer 6 online under their belts, the team decided to take things to the next logical level with RR7, introducing an arsenal of broadband-ready features designed to enhance the Ridge experience by leaps and bounds.
Naturally, online play is included, supporting anywhere up to 14 players, although some tracks are designed specifically for a grid of eight racers, to provide -- according to the development team -- a more thrilling feeling of head-to-head racing. For players who want the most intense winner-takes-all race possible, Duels return, letting you go head-on with another player or CPU car to see who truly is the best of them all.
Now you can customize every element of your car in Ridge Racer, but it's designed to be simple and easy, and not to be a shop class like racing sims like Gran Turismo or Forza. Click the image above to check out all Ridge Racer 7 screens.
Additionally, players who leave their PS3s connected to their broadband connection (whether they're playing online or not) will benefit from other, more subtle online-ready features. For example, various ticker-tape style messages scroll across the bottom of the screen. The information displayed here will reflect the real-time accomplishments of gamers worldwide. Should "RidgeRacerFan" in Boise, Idaho clear the entire slate of 'Ridge State Grand Prix' challenges, this accomplishment will be transmitted to all PS3 owners who happen to be playing Ridge Racer 7 at the time. Players can register their scores as well, to see how they rank alongside the world's best Ridge Racer players. Different rankings are assigned to each player, based on how much he's completed and accomplished in both offline and online modes. About eight or nine rankings will make it into the final game, with the base rank being 'Rookie,' and the highest rank obtainable being 'Ridge Racer.' But, just like that classic cult favorite film, Highlander, there can be only one Ridge Racer at any one time, so when you see that person's name online, you can rest assured that he is in fact the best.
Another online feature that should prove a hit with players are the 'Hero Interviews,' which allow gamers to write a comment that's broadcast to all connected Ridge Racer players if they complete specific portions of the game. One example is if, say, a player in Los Angeles completes the Ridge State Grand Prix, he can then write a comment like 'Wahoo! I beat the Ridge State GP! Who wants to race me?' While that casual application will probably be the most commonplace, the Hero Interviews could be used to stoke the fires of competition too. Let's say 'Speed RacerXXX' is second place in the rankings, just behind the #1 player, who is the world's only Ridge Racer. If Speed RacerXXX feels as if he's close to overtaking the Ridge Racer, he can proclaim so with a boast, like "I'm coming to get you, Ridge Racer! -Speed RacerXXX!"
Each player has a number of statistical information that is displayed when they enter a hosted game online. Once a gamer appears in the lobby of a game, his name, nationality, and title appear. Other info, like his Ridge Racer ranking, Fame ranking, Online Battle Points (OBP), number of wins online, Rich Racer ranking (which shows how many credits the player has earned), and total distance driven are shown.
Along with the serious online replay incentives that Ridge Racer 7 offers comes a full roster of game modes to keep players busy. When you fire the game up the modes Online Battle, Global Time Attack, Arcade, UFRA Special Event, Machine Connecter, and Ranking Browser appear (as well as Save and Options choices). 'UFRA' stands for Universal Association of Ridge Racers, and are key events that require that players accrue a certain amount of Fame Points in order to participate. Fame is gained by completing races online and off, and the rewards for beating UFRA Special Events are unlockable cars (Devil Car, anyone?), secret tracks and more. The aforementioned Ridge State Grand Prix is like an expanded version of the World Tour mode from the PSP and the World Xplorer mode from the Xbox 360 game. A vast map of events, challenges and races await, featuring 14-car races, 8-car races and Duels. Ridge State Grand Prix also features Manufacturer's Trial races (where you can race and unlock new car models), racing tips and more.
We have no idea what this heliport means in the context of the Ridge Racer 7 universe, but chances are there's a race track designed around it. Remember how exciting it was to see helicopters floating by in past games? You're gonna see those fly-bys in RR7 too. Click the image above to check out all Ridge Racer 7 screens.
Racing is now more strategic in Ridge Racer 7, thanks to the new customization options, which are a first for the series, and a nod to the changing times and game features that today's gamers want. First off, the Nitro function introduced in the last couple Ridge Racer games returns, but instead of a stock standard configuration, new types of Nitro are available. The original three-bar Nitro returns, along with all-new types, like a giant super-nitrous bar. Another significant game mechanic introduced in Ridge Racer 7 is the 'slipstream' feature, that should not only help create some intense duels (you've got a car on your six, but do you wiggle around to keep him from getting in your slipstream, or do you hold the course and try to keep the perfect line going?), but help even the odds against the savvy CPU AI.
Other new features include the ability to customize the drift or grip on your car, which the dev team has designed so that you can bring a grip-heavy car almost up to spec with a car that's drift-heavy by default, or to add even more grip or drift to a car designed for that specific type of performance. The last new element designed into Ridge Racer 7 are new plug-in parts, of which each car can have one. Plug-ins are cool new accessories that give cars unique abilities, like an 'auto-rocket start' or a plug-in that lets you analyze your opponent's nitro gauge (so, if you're in front, you can prepare for the impending pass attempt, or if you're in the rear, can zoom ahead and try to block). Players can use these plug-ins in both offline and online modes, although the special 'Monster cars' that are unlocked cannot use plug-ins, since they're super-powered to begin with.
The customization doesn't end there, either. Not including color combinations (which can be chosen from presets, or custom-tailored with RGB sliders), Ridge Racer 7 features over 375,000 parts combinations, including 7,150 tuning-specific, performance-enhancing pieces. Gamers can customize their spoilers, bumpers, molding, hood, and decals. While no decals can be custom designed (like they once were in past games, like Rage Racer), the game features a healthy amount of options, and the dev team has plans to upload new decals to your PS3 for free, as long as it's connected to your broadband (just like how the Hero Interviews and whatnot are updated on your TV).
As you can see from the screenshots, Ridge Racer 7 looks great. The new tracks, like the Shanghai-inspired industrial course, and the 'Lost Ruins' track are built for high speed and high detail. While the team admits that the PS3 is tricky to code for, they guarantee that the final game will run at a rock solid 60 frames-per-second, and based on the fact that every game in the series has done so, we have no reason to doubt RR7 will too. Besides the beautiful light-sourcing, high-definition graphics, and offline, horizontal split-screen multiplayer action), Ridge Racer 7 adds new visual details, like fully-rendered 3D car drivers, whose arms turn the steering wheel in sync with the car's wheels.
Real-time environment-mapping and specular highlighting are fancy terms for 'this is as realistic-looking as it gets.' With everything percolating at a smooth 60fps, even with 14 cars sliding around on screen, online races should keep gamers coming back to flash their skills time and time again. Click the image above to check out all Ridge Racer 7 screens.
Of course, Ridge Racer staple, Reiko Nagase, the CG race queen that's been a part of the series since Rage Racer (with the exception of her omission from Ridge Racer V) returns in fine form. The team knows how loved she is by the fans, and has no plans to replace her with substitutes or stand-ins. Her mere presence adds a warmth and soul to what might otherwise be another faceless racing game, in a field full of shiny metallic chassis' and platinum rims. On the audio side of things, the audio team that's been at the helm of both the sound effects and soundtracks since Rage Racer returns with an ear to bringing Ridge Racer 7's sound in line with the exciting techno that defined the arcade vibe of the original games over a decade ago. The sound effects of screeching tires and car collisions, and the soundtrack itself is running in an ear-quaking 5.1 channels of separated surround sound, and the audio not only sounds but feels tremendous.
Playing the game felt like putting on a comfortable pair of shoes. Upon our first hands-on with the Lost Ruins track, we were able to place a respectable second place, even though it was the first time we'd sewn our way around the track. Drifting through turns was as tight and responsive as it's ever been, and playing it on a giant, widescreen, high-defintion TV at Namco's Meguro offices made us feel like we were part of a visceral, magnificent race. Putting the new slipstream element to the test, we saw a pick-up in speed when we pulled in behind a car, with the slipstream gauge filling up as few maintained our position. The longer you maintain the position without breaking the stream, so to speak, your speed increases, giving you a more fair shot at passing your opponents than the rubber-band AI of past games could offer. It's quite exhilarating to see the slipstream gauge tremble as it fills, indicating not only your increasing speed, but your upcoming slingshot opportunity. This element should provide the majority of the tactical thrills in online races this winter, as racers worldwide play on the same servers against each other, using the slipstream and nitro to maximum effect.
While the team remains mum on when exactly Ridge Racer 7 will ship, all signs point to the game being ready on launch day for the PlayStation 3, just as Ridge Racer 6 was available on Day 1 for Xbox 360, Ridge Racer V for PS2, and the very first Ridge Racer for the original PlayStation. Of course that's just our theory, but based on past history, the pattern suggests that high-speed drifting action will be available when the PS3 ships this November
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Last edited by Dukefrukem; 10-15-2006 at 03:47 AM.
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10-05-2006, 09:24 PM
|  | Yankee Doodle! | | Join Date: Jun 2003 Location: Minneapolis
Posts: 6,561
| | | omg tell me you aren't going to do this for every game? | 
10-05-2006, 09:28 PM
|  | I want a present... | | Join Date: Mar 2005 Location: LA
Posts: 3,393
| | | 5 threads n counting
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10-15-2006, 03:40 AM
|  | The Sky is Over | | Join Date: Jul 2004 Location: Boston
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 : 89 th | | | |  |
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