That can result in you having expectations that might not be lived up to. First, if you’re someone who’s never been much into consoles, chances are you’re not familiar with this series at all. Sure, you can increase the brightness, but I don’t think anyone considers that to be a valuable graphics tweak.Ĭonsole portalitis aside, Ridge Racer Unbounded is sure to receive a mixed reaction by PC gamers. No AA to adjust, no AF to increase, no texture detail to alter… nothing. There are virtually no graphics options to tweak. There’s a ton of eye-candy, and overall, the game world looks great. Ridge Racer Unbounded is in fact a console port, but for fans of the series, or racing fans in general who don’t insist on the best graphics possible, few are going to be disappointed. Of course, just because a game gets released to the PC doesn’t mean that it’s a “true PC game”. As someone who doesn’t play consoles much anymore, the fact that this iteration is available on the PC is exciting. Second, it’s the first RR ever to be released for the PC. For one, it’s the first proper RR game to come out since Ridge Racer 7, released for the PS3 in 2006. There are a couple of things that make Ridge Racer Unbounded a special release. Since then I’ve been a big fan of the series. The first RR title I played was Rage Racer, released in 1996 and also for the PSone. But despite that being the case, there are few series as aged as Ridge Racer, with its first title having been released in 1994 for the PSone. As you do.Like first-person shooters, racing games are a dime a dozen. It's incredibly flexible, Laakso claims, which he subsequently demonstrates by driving headlong through a stack of explosive barrels and a giant plywood dinosaur. It's possible for the same repeating block to be manipulated into a whole race course, with custom-tooled barriers, jumps, and physics defying loop-theloops. For the dedicated few, however, an advanced mode will allow for the placement and minute adjustment of individual track elements on the fly– and yes, it will support mouse and keyboard on the PC. Simply getting a track up and running is as easy as playing a game of Pipe Mania, which the basic editor strongly resembles – albeit with roads and cars instead of pipes and goo. This establishes the par time for the course, and confirms that the track is valid – which is essential, given Unbounded's persistent ranking system. In order to upload a track for online use, you will first have to prove that you can beat it yourself. That budget is determined by the available texture memory, and Bugbear are willing to consider increasing this for PCs that can handle it. As long as your course has a starting line and loops back on itself, you can build whatever you like within the confines of a budget. “We felt like we really needed to offer something extra.”Īt the most basic level, constructing a track is a case of laying out blocks – each a tiny clump of city with a predetermined racing line – on an eight-by-eight grid. “The time has passed for this kind of simple arcade offering,” explains Laakso. This feature came about due to a desire to add value to what is otherwise a straightforward experience. It's important that these mechanics are solid, because Unbounded comes with its own track editor that enables players to compete on whatever kind of course they feel like making. The other modes are designed to teach the basic skills needed to succeed in the core game: Frag Attack for aggression and Drift Challenge for, well, sliding around corners in order to communicate how damn cool you are. It's necessary to check yourself before this happens. Firing off your boost at the wrong moment can see you wreck yourself, even without the help of your competitors. This changes the rhythm of play completely, encouraging considered risk-taking and precise timing. In Survival mode, however, every racer gets a single life. In Dominate, respawns are quick and crashes are an inevitable but recoverable setback. Producer Joonas Laakso says his favourite game is Burnout 3, and its not difficult to figure out what he thought was the best thing about it. This means you get twirling, flaming hunks of twisted wreckage sent soaring across the track as the game shifts into an appreciative slow-motion panning shot. Crashes are rendered from first principles, without a reliance on canned animations. The vehicles feel weighty enough that slamming them into walls isn't a concern, but it only takes a moment's miscalculation – or the aggressive attention of another driver – to trigger a spin-out.
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