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Ridge
Racer 6
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More
Ridge Racer |
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Awesome
arcade control |
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Excellent
tunes |
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Awesome
online |
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3
drift styles to learn |
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Annoying
announcer |
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15
courses (reversed) to make 30 |
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Ridge
Racer is always welcome in my house. The familiar
scenery, control and music is like a visit from an
old friend. by
Vaughn Smith
November
27, 2005 - I
was formally introduced to Ridge Racer ten years ago
when it was included with the $499 brand new PSone
that I brought home from Wal-Mart. Hey, at least the
damn system came with a game! My Xbox 360 sure as
heck didn't and it was the same price! Okay, so the
360 has some added bells and whistles and it also
has Ridge Racer 6 which is fine by me. Back in the
day, Ridge Racer was where it was at. No one slagged
it for being too "arcadey". I'm not even
sure the phrase "arcade physics" was in
use back then as there wasn't any other kind. Today
it's an entirely different story. You either get Namco's
flagship racing title or you don't; rarely is there
any inbetween. Fans will argue to the death defending
it while detractors seemingly have no end to their
opinions on why the game just doesn't compare to more
'serious' simulation racing games available. Ridge
Racer has always been about ridges and races and it
makes no excuses for any other gameplay absences.

Over the last decade we've seen numerous racing franchises
zoom onto the scene, each promising more realistic
physics, control and modifications. I'm not a particularly
big fan of games like Gran Turismo or Forza Motorsport
as I dislike the amount of time I have to spend simply
learning how to go around a curve in the road. The
farthest I go to the 'sim' side of things is Project
Gotham Racing which I love deeply. In terms of learning
curve, Ridge Racer 6 is as pick up and play as you
get although it will still take awhile to get your
RR legs, as I call them.
Ridge
Racer has always been about drifting. Drifting is
the art of taking corners at high speeds without losing
control or momentum. Without completely mastering
this technique even the easiest courses in RR6 will
eat you up and spit you out. To drift you must steer
into the direction of the curve you are taking. As
your vehicle begins the turn, release the acceleration
which will cause the car to slide. At the apex of
the curve, reapply the gas and steer in the opposite
direction of the curve to gain control. If you manage
to come back onto the straightaway facing the right
direction, you will have successfully completed a
turn. There are 3 varieties of drift available in
RR6 - Standard, Mild and Dynamic. Beginners should
start with Standard until they get their drfiting
legs.
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"Ridge
Racer has always been about ridges and races
and it makes no excuses for any other gameplay
absences."
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I'll
be totally honest, until I found a vehicle that worked
for me (more on cars in a moment) and got back into
the swing of RR drifting after having played hours
and hours of PGR3, I was coming in 5th and 4th on
the easiest race. I was humiliated and I thought the
game was too hard. Being the pro that I am I persevered
and about a half an hour later I was kicking ass and
taking names - Sorry. I hate that phrase and I promise
I'll never use it again. From there I was conquering
the Ridge Racer universe and showing these CPU posers
what racing was all about. The poor AI never knew
what him 'em. I was like Neo awakening his powers
within the Matrix, I tell ya. I was often pulling
into first place before the first lap was done. So
am I that kick ass? Nah, I don't think so. Ridge Racer
is pretty easy during the first couple of zones and
the track design simply oozes playability (forwards
and backwards). Since there are only a little more
than a dozen tracks to race in the entire game, you'll
get to know them like the back of your hand.

New
to the series is the use of Nitrous which is filled
by drifting. The longer and faster you drift, the
faster your Nitrous reserve fills. There are three
reserves to fill and you can only use them once the
first reserve has been filled to completion. Namco
sweetens the deal by allowing you to abuse the power
of the Nitrous as well. If you have two or three reserves
filled completely, you have your choice of using the
power of one or pressing the RT & LT buttons to
set off a boost of 2X or 3X the Nitrous power (depending
on how many reserves you've filled), which will literally
have you flying down the highway.
Once
you understand the 'rules' nothing will stop you from
kicking ass and taking names just like me. Oops. I
did it again. Sorry. The rules of RR6 as I came to
understand them are as follows.
- Pick
the car with the fastest MPH even if you like the
look of a slower one.
- Pick
a drift style that you are comfortable with - Standard
to start.
- Start
your drift a little earlier than your instincts
suggest and you will execute a perfect drift which
sets you in the right direction once you are around
the curve. If you are constantly fishtailing out
of a curve you're either using a drift technique
you can't handle right now or you're steering in
the opposite direction of the turn to straighten
yourself..
- Nail
the start boost technique which rewards a kick in
the pants send off at the starting line if you time
it correctly. If you don't get it, restart and try
again. You won't have to endure any load times unlike
a certain other X360 racing title I know...(cough
PGR3 cough)
- Not
all rocket starts are created equal - experiment
and you'll learn how to nail the fastest rocket
start possible!
- Ignore
the urge to set off your Nitrous once the first
reserve has been filled. Save it until you've got
at least 2, but 3 is far better.
- Don't
set off Nitrous when you're going to be heading
around dangerous curves, although it's okay to do
it around the ones you know you can easily manipulate
at high speeds
- Use
your rearview mirror to get into position and allow
cars from behind to bump you which slows them down
and gives you a little boost ahead.
- Give
your hand a rest every once in awhile. Carpal Tunnel
Syndrome here I come!
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