![]() The menu is streamlined and innovative, and the online experience is all but bad, but this outing doesn’t have much curb appeal and owners don’t want to invest in something that, to stay with the housing metaphor, feels like it’s a one-bedroom apartment. Unfortunately, those things are decorated in a bunch of contradictive functions. On the inside, Ridge Racer for the PS Vita looks to be a failure, but it has a lot of things going for it. My recommendation is to bring a friend if playing this handheld version is intended. #Ridge racer ps vita cars OfflineThe online experience is top-notch, however, with smooth gameplay that looks like it’s taken from one of the game’s few, almost pointless offline modes. So, even though RR allows for players to search for same-level matches, finding matches and filling lobbies is both time-consuming and challenging. Finding matches was difficult, since, I’m sure, most players that still have this game are at the maximum level. #Ridge racer ps vita cars portableThis portable outing of Ridge Racer has my favorite menu system, but the rest desensitizes the experience. Thinking out loud and delving too deeply into the lack of features in this game only makes it worse, I’m afraid. Writing that down made it feel less appealing than what I experienced, so please take it with a grain of salt. For instance, after gaining a level or earning a Trophy, the game asks the player how he or she feels, and the game allows for a comment and an emoticon to be chosen. To add to the feel, Cellius included an Interview system that allows for user feedback when a milestone is achieved. Point being: the sounds fit well into an arcade racing game. On top of that, the vehicle effects sound perfect in an arcade setting, giving that slight drift sound instead of it being one of those elaborated drifts heard in racing movies. The soundtrack fits well into the ambiance of a racing game, and Cellius has executed this feature well. But this mechanic doesn’t get any justice served when the rest of the game feels unvaried. Don’t get me wrong, I’ve never really hated that mechanic, since the point of Ridge Racer is to be more of an arcade-style game, so it works well. The gameplay is also the same as it’s always been, allowing for drifts to irrationally curve in the wrong direction as the car triggers a sort of “track mechanism” that allows the vehicle to drift around corners without thought outside of remaining cognizant of straightening out at the end of a curve. #Ridge racer ps vita cars fullGraphically, this game is great, showing off the PS Vita’s ability to render full three-dimensional vehicles both in motion and functional. Which, once again, wouldn’t be that bad of additions, but the overall experience isn’t varied enough for that. Unfortunately, those modes are meant only for one’s discretion and don’t really serve a purpose outside of practice. What may have saved this game is the ability to earn currency in the smaller game modes, such as Time Attack and Spot Race. Gamers level through playing matches, and the most credits are yielded by playing against real players currency can be earned from Duel Races, but it takes a very long time to even be in the same league as those CPU drivers. Game modes are simplistic, and they only range from ghost, online, and face-to-face matches to dueling a rival racing car controlled by the CPU (which is also incredibly overpowered early on in the game). Each team has a rival, and beating a rival racer grants more credits – which is the game’s form of experience – than any other defeated opponents. At the initiation of Ridge Racer, players are prompted to pick a team from the four listed teams, and this choice serves as a means of online competition. ![]()
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