Ridge Racer : Unbounded
Reviewed By Stephen Pastic
Sometimes, comparisons are simply inevitable. Ridge Racer
Unbounded (RRU) initially reminded me so much of Black Rock Software's
earlier release Split/Second Velocity that I actually picked up the
game's case to verify that it was produced by a different development
team.
For anyone upon whom that comparison is lost, high speed racing with a
heavy emphasis on cinematic destruction is order of the day here - but
does RRU pull it off well, or is this title (un)bound to disappoint?
Set in the fictional locale of Shatter Bay,
RRU puts the player in the role of a new member of the Unbounded - a
collective of people who apparently exist purely to wax philosophically
about piloting a car at mach 3 all over town.
Light on story, RRU only really gives the
bare minimum necessary to frame events for the player, and as such
manages to keep the focus on the racing. Central to RRU is
the "power" gameplay mechanic - by performing certain actions such as
drifting, tailing an opponent or getting airborne, the player can store
power which can then be used to either take out other drivers, give a
temporary boost, or simply drive straight through certain structures
for a shortcut.
Big on visual style, these uses of stored power are often accompanied
by slow motion cinematic cutaways which seem to be aimed at making the
player go "PHWOARR!"- although they can be skipped or turned off, the
game also does seem to do a good job at keeping the player on the track
even while the camera is off elsewhere trying its hardest to emulate
the collected works of Michael Bay.
Somewhat
surprising even for an arcade style racer are the controls - save for
the left stick used for steering, RRU primarily makes use of only four
buttons: R2 accelerates, L2 for brake/reverse, X activates stored power
and O is used for drifting.
RRU's main single player mode consists of engaging in races, as well as
drift and frag attack events where either earning enough drift points,
or running enough opponents off the road in the allotted time is the
goal. Progression through the different areas of Shatter Bay
is acheived by earning a certain level of points within each particular
neighbourhood.
A simple RPG style levelling system is also in place, which serves as a
gate to unlocking content such as new cars as well as new content for
the level editor.
Specific actions and achievements within a race will trigger specific
awards (for example, maintain a certain speed for a certain amount of
time) which can be tracked from the main menu, albeit there doesn't
seem to be much of a point to their implementation - especially when
many award conditions begin to become commonplace.
Standard multiplayer racing fare is helped
by another addition in the form of an included creation mode.
RRU's level editor strikes a nice balance between ease of use and
creative possibility, especially once the player has unlocked some more
content for it. Building simple tracks can be done within
minutes, and even more ambitious courses can be completed pretty
quickly, thanks in no small part to the way the track components are
designed and fit together. Players can then take their levels and set
up the specific conditions of the race or game mode to be played upon
it - nothing that hasn't been done before, but what is available for
players to mess around with works well.
My biggest issue with RRU is that I found the game much more playable
when actively not using one of its core mechanics - perhaps I was just
unable to get a feel for it, but after many hours spent with the game I
still found attempting to take corners via drifting to be a completely
hit and miss affair. The number of races that had to be
restarted owing to my car suddenly facing the wrong way after a corner
was insane, and only continued the more i tried to get a grip on this
central concept.
Another weird issue I had with the title is
that the level of difficulty seems completely schizophrenic.
I would often either find myself blitzing through races/events on a
first attempt, or unable to even progress beyond tenth place on others
- even the very first level in the game was one of the latter examples
for a long time.
Given the modular design of the tracks, players will also begin to
notice many elements of scenery repeating on different courses - it
actually seems plausible that the developers could have made all of the
courses using the included level editor mode, as certain identifiable
"chunks" of track tend to show up very frequently. Finally,
one feature that would have been appreciated is some kind of rewind
function now commonplace in racing titles - few things are as
frustrating as getting through an entire race in first position, only
to have something happen on the final corner which causes the player to
both restart and to lose a fortune to the swear jar.
Ridge Racer Unbounded is far from a failure - for fans of arcade
racing, there is some decent fun to be found here. When
everything works well, RRU definitely manages to tickle that "just one
more race" part of the brain. It is just a shame that such a
central gameplay mechanic seems like a coin toss at best.
Rating:
65%
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Game: Ridge Racer :
Unbounded
System: PS3
Developer/Co-Developer: Bugbear
Publisher: Namco Bandai
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