|05-01-12, 12:10 PM||#1|
Join Date: Jun 2009
Ridge Racer Unbounded review
FlatOut was a stunt racer with a mode in which players attempted to launch their drivers through the windscreen of their cars and over obstacles. Ridge Racer is best remembered as an arcade racer about blue skies and power slides. These two games combining is only the first counter-intuitive thing about Unbounded.
The second comes in the form of concrete pillars, low walls and lamp posts. Crashing into any of these obstacles won't slow you down, but will help fill your boost meter. Filling that boost meter completely, via perfect power slides, clean overtaking or hitting roadside paraphernalia, lets you supercharge your car for a few seconds. Using it at the right time can give you the extra speed you need to close the gap between you and the race leaders, the power you need to create shortcuts by punching through certain destructible buildings, or to frag other cars off the track in spectacular Burnout-style crashes. Avoid trouble, race in a perfect line and, paradoxically, you'll do worse than you would if you careen into concrete, brick and metal.
All of these actions make winning races in Unbounded about perfecting a special kind of messy finesse. Perfectly execute a drift around a corner and you'll fill your boost meter. Activate it on the next bend and, if you've timed it well, the thrust will extend your drift (Achievement get!), let you frag a rival car (Achievement get!), smash through a roadside billboard (Achievement get!), and launch up a ramp to catch a few seconds of air (Achievement get!). Each one of these actions refills your boost meter, which means that by the time you hit the ground, you can trigger it again.
Driving through a clichÃ©d long-exposure photo.
Winning races in Unbounded isn't about finding the cleanest racing line, then. It's about turning your car into a wrecking ball. If half the track isn't on fire by the time you finish, you're doing it wrong. It's great that Unbounded provides this high ceiling on skill, where the best players can just keep getting better, by mastering drifting, chaining their boosts to ridiculous perfection, and hitting just the right number of low walls to get the best time without taking too much damage. The problem is that the game is outright incompetent at explaining any of this to you, or at giving you the necessary feedback when you're doing it wrong.
It's not just low walls, which logic would normally require you to avoid. Even once you've worked out that destruction is a good thing, the third counter-intuitive element in Unbounded is drifting. Perfecting a time in Ridge Racer has always been about riding that edge ' ridge ' between taking a corner at ridiculous speed and spinning out or hitting the walls. Unbounded wraps that experience up in the drift button.
Take a corner at speed, tap the drift button, and you can throw the rear end of your car into the corner. Massage the accelerator and the brake correctly and you can impressively and satisfyingly exit straight out of each corner. Then you'll finish the race last.
'Now pull over on the left and we'll discuss your test.'
You can keep trying, and trying, and trying, and for all the world it'll look like you're doing it right. Then you'll read something on t'internet that says that you should hold down the drift button all the way through the corner. So you do, and it's not an instant revelation. It'll sort of look the same, only now you'll start to win races. It turns out that while you can drift without it, holding the drift button means you keep more of your speed in the corner. It makes all the difference in the world.
There's no in-game tutorial that explains any of this, which is bad enough, but the fuzziness that exists between success and failure means that you might never work out your mistake. Even now, after all I've played it, I have this uncomfortable sense that maybe I'm doing it wrong. I win races, sometimes. I also still place last sometimes. That's in part because Unbounded is hard, in a way that Ridge Racer games always were, but in a way that few arcade-style racers have had the guts to be since. You'll be driving well and a rival car will frag you from behind, knocking you out of the race for a few seconds. It's not quite Mario Kart-levels of frustration, but it's sometimes enough to take you from placing in the top three to dead last.
Similarly, sometimes you'll be driving well and a single mistake will see you wreck your car, come to a dead stop, or spin out in a corner and end up facing the wrong way. Again you might drop 10 places with no chance of catching up.
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