ridg3 rac3r r3visited

It’s Ridge Racer!

I had a weird urge a couple of weeks ago to revisit ridge racer and also fill the gaps in the series that i’d had from the time where I kinda mostly stopped playing games. I started posting about it in Game You Played Today, so I’m just going to post my thoughts here as I go, and pull that post over underneath this.

I’m not playing the games in any real order other than what I feel like…I kinda started Ridge Racer V and Ridge Racer 3D at the same time, but I’m gonna try to slow down and focus a bit more for the sake of logging my thoughts.

I’ve always been really taken with this style of arcade racer. If there had been a bunch of Daytona USA games (and if they had actually been accessible to people who played games once arcades died lol) I might’ve preferred that series more. But Namco stuck with it, even though there were only maybe two successful attempts at redefining what a Ridge Racer game was the 20ish years the series existed.

I don’t know if I’m going to play all of them. I am probably definitely going to ignore Ridge Racer Unbounded because it inspires feelings of dread. But I just ordered a copy of R: Racing Evolution, fuck fuck what have I done.

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–post moved from Games You Played Today–

I am going through Ridge Racer games I’ve either already played or somehow missed over the years. I have a lot experience with the original PSX port of Ridge Racer, as well as Rage Racer, R4, and some of the post-Creative Death RR games (where all the boost/draft/powerslide mechanics became a smooth gel that rounded the edges off of everything, culminating in a Vita game somehow didn’t even play well + its absurd DLC model and oops the series died).

I’m trying to focus on Ridge Racer V first, since I never played it. Playing it for the first time in 2021, I’m pretty sure it’s the fukken Dark Souls of Ridge Racer.

First of all, you got to turn all the analog button stuff off posthaste if you are playing it on actual console. Folks, it’s not just gas and accelerator that are analog sensitive. Despite the presence of the analog toggle to turn on the analog sticks right there on a PS2 controller, it by default makes the D-pad sensitive to analog input as well. They assumed you wanted to claw grip the d-pad through most turns in their arcade racer, where every turn is Space Mountain and requires you to whip the wheel around constantly and hard. I can’t overstate how insane a decision this was that I’m certain made perfect sense at the time (to Namco) at that moment in history. I would argue that hubris was earned!

After I got that out of the way, I could only figure out how to drive the Grip style cars and still move up through the ranks (very odd, because I preferred Drift Style in R4 by a vast margin). That said, Grip in RRV still feels like it power slides much more than the Grip cars from R4 on average, at least in my memory. I just can’t keep the RRV Drift cars from hitting the barriers due to the amount of oversteer you get unless you hit the line perfectly and use a feather touch on the accelerator. And yeah, even in that first GP, you CANNOT hit the barriers and expect to pull out a required 1st place finish.

It took my 3rd evening sitting down and casually playing to beat that first GP, because Bayside Line (which feels as long as the longest R4 course in my memory) is absurdly difficult and features two sections that I’m not even sure I’ve really figured out: one being the first set of uphill turns and other being a blind left before the finish line. On the former, I just lose too much speed, and on the latter I either slam into the right wall or just magic-drift through it and end up facing an awkward direction the whole time.

After struggling getting that 1st palce finish on Bayside, I unlocked the Extra GPs, and to my own shock I immediately barreled through to a first place finish on one in my first attempt…probably due entirely to the fact that the final course was just a port of the first Ridge Racer arcade course, which I could probably draw on a napkin from memory if pressed! Anyway, I half expect not to be able to finish all the GPs before losing patience, but I’m trying :servbotsalute:

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Well, the rest of the Extra GP’s in Ridge Racer V fell down like dominos. There was a weird “Elimination” GP that essentially brought back arcade-style time limits to the checkpoints. That caught me off-guard 'cause I wasn’t paying attention to the menu text! Then there was a GP with with reversed courses (and no altered course indicators, so you have to memorize the turns that aren’t telegraphed), and…in an utterly bizarre move for a Ridge Racer game…the last GP you unlock is just…

A single oval course!

That you race 10 laps on!

You have to draft behind the other racers to win, but it’s too easy and it seems like an afterthought, even though they clearly built a new course for it and that took time. I beat it on the first attempt. You earn an insanely fast engine/car that you can then use the other courses, but it’s a total joke when you do that–it won’t drift normally and makes racing miserable.

After you beat the oval, you get the Ridge City FM DJ signing off (literally) and the credits roll. The idea of the DJ being in the game as an announcer/live broadcaster was super underdeveloped, to the point of sticking out. I’m actually fine with that–no one really wants Striker from Burnout 3 again–but the earnest little clip of audio talking about “racers competing in Ridge City” always plays at the same point in lap 3 of most courses, and it’s really the only bit of flavor except for the regular lap announcements and such that have been in the series forever. In the sound test, you can tab between tracks, and the track doesn’t play until the DJ makes a remark and queues it up, which is also cute.

The end credits music is goddamn incredible!

Actually, overall, it’s a good soundtrack. More vocal tracks than any other Ridge Racer game? Some period stuff that didn’t age very well, a few things that fade into the background, but a lot of bangers nevertheless. There’s a version of Grip that’s really good, and I am a huge sucker for Grip!

Unrelated to RRV, here is Grip remade on two Nintendo DS-i’s running the Korg MS-10 app that I listen to all the goddamn time:

Just some other stray thoughts about RRV:

The AI racers are super aggressive in a way I ended up finding pretty fun! Sometimes I would get bullied so hard at the start that I had to laugh.

The game runs in 480i mode at 60 fps, and continues with the art direction from R4, so it’s got chunky interlaced pixels, but still looks great. The three times of day are “slightly overcast” (not really, but it feels like that with the art direction), sunset, and nighttime. I like the look, but the only time I rubbed against it was when racing on the original Ridge Racer courses, because you expect to see a Sega blue sky and neon colors everywhere, not this grownup-ass soothing adult aesthetic.

There are, unsurprisingly, a lot of very low-res textures with bilinear filtering…this is like, the first PS2 game after all. But what I found surprising was seeing that you can somehow straight up see the regular, almost unfiltered-looking pixels on some parts of the cars when viewed close up, for whatever reason. I feel like if you turned all the bilinear filtering off, this would look pretty close to R4, which is not so much a slight on this being a PS2 launch title as it is saying that R4 reached the stratosphere as a late stage PSX game and got there somehow. UI design is not nearly as good as R4’s, but nothing else would ever compete with that again, I reckon.

My overall bottom line impression is that I liked RRV–it feels to me to be very close in feel to (my memory of) the first Ridge Racer, especially in it’s rough edges and the challenge it presents. It feels like a slightly incomplete entry in the series in the way that the PSX/System 22 games don’t, because it’s a launch title and was probably developed in 8 months on a brand new SDK. Given that context, it’s pretty great.

I did notice a bit of the powerslide “magnet” creeping in at times (as long as you are in a slide, you will follow the line of the turn) but it is nowhere near as severe as it will be in the games coming up! It feels like a good balance where it is still a useful tool, but cannot be deployed at any moment to save your butt, because it is still easy to deploy it incorrectly and you will either lose speed or hit a barrier. You still need to learn the courses and figure out where to brake to keep your pace up, and slight taps on the barrier add up if you’re not vigilant.

Am I going to pick up Ridge Racer 3D next? I probably should.

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There was an arcade version?!

Shit.

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Really looking forward to reading about your RR adventures! Your RRV takes are definitely making me want to dig up my barely played copy.

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Thanks Dale. I am also enjoying the Gran Turismo 2 thread which is why I riffed on the thread title!

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yes

the most luxurious feeling game on the 3ds

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The overly aliased nature of RRV’s graphics is actually a side-effect of early PS2 SDKs’ implementation of field rendering. Tekken Tag had the same issue on its Japanese version, and it was patched in the North American release to look smoother, but RRV did not get patched in this way for some reason.

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I started playing rr6 for the first time this week. I bounced off of rage racer and 5, but 5 might have been because I tried playing it with the jogcon. I might have tried revolution too.

The magnet powerslide stuff you mentioned is how I would describe all the rr games, which is why I didn’t like them. I guess you’re saying it gets even worse as the series goes on? Damn…I wonder where 6 falls on the spectrum. It kind of feels like what you are describing here with 5 where there is still some skill involved, but hard for me to say as a novice.

I really love this game’s environments, it’s hard to explain but everything looks & feels so artificial…in the older games you could maybe attribute it to hardware limitations, but 6 being in super-clean, launch-title high-definition means that sense of uncanniness is hightened. Maybe it’s the lighting–I looked at footage of 7 and it looks like it has a lot more bloom, and I’m not getting the same vibe.

Anyway I’m only like 4 races in and I can’t win…I might give up lol.

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ridge racer 3d is not on the Canadian eshop, is it like that everywhere?

I don’t remember ever seeing it in the US Eshop, ever, so I ordered a used copy for a reasonable price.

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Ha! I stopped short of trying to find a Jogcon.

It’s going to be interesting revisiting Rage Racer, because I haven’t actually touched it since 1998. Right now, I remember it as somewhat of a transitional game, and being the first real attempt (sort of) at iterating on the series.

I would say, if you can, seek out Ridge Racer Type 4 with the Turbo Mode disk that includes the 60fps original Ridge Racer, because if you don’t end up liking at least one of those, and don’t get hooked in by late period RR, it might not be your thing.

I will probably end up talking at length about it later, but it’s true that the “magnet” thing exists in all of the games. It’s just that gets more obvious as the series goes on, because it becomes more and more apparent that you’re not being permitted to fail as long as you can engage a powerslide in time, meaning you can cold read the courses instead of learning them—especially when the games become more about managing your turbo meter. I happen to think the best RR games don’t have a turbo meter!

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i think the 3ds might be the last mainstream console with a significant number of physical-only releases. namco seemed especially negligent, as tekken 3d and the pacman ce/galaga legions cart never got eshop releases either

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magnetic drifts are the best thing about classic RR, it is what allows the speed to get to spaceballs ludicrous levels without having the tracks fail to scale and gives it that miraculous slot car action. it is something to get used to but very rewarding. RR1, Revolution, and 64 are superficially similar, but all have slightly different drifting models (RR64 lets you pick from “original” and a 64-specific style, DS is basically just a port of 64)

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If anyone wants the Jogcon that bad, I can probably send you the one I got for like 200 yen that last i checked, still works.

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Uhh… I’m actually interested if nobody else is!

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Theres a tekken 3d??

Also project x zone isnt on there but i chalked that up to licensing, who knows tho

A fun thing I was curious about and looked up while playing Ridge Racer 3D:

I was wondering about RAVE WAR (below) as it appears here in an early RR game:

Didn’t realize it was the production name for Tekken (maybe everyone knows this?)!

image
image

They continued to slap that name on as a decal anyways! (Ridge Racer 3D, here):

IMG_4771

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yeah, ridge racer’s contenders are basically the Namco backlog as liveries, and how cool is that?

The Idolmaster (btw i don’t @ it because i can) liveries have spread across the Forza games (and maybe even Gran Turismo?) and somewhat keep that spirit alive. I am looking forward to test drive Namco liveries in Horizon 5, actually!

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it’s a port of tekken 6 without the beat em up story mode from the console versions, but with an entire full length cg animated movie included on the cartridge for some reason

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