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Review: Ridge Racer 3D

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  • Review: Ridge Racer 3D

    Depth race.

    Uncharitable Nintendo fans might wish Satoru Iwata spent less time interviewing developers on his website and more time commissioning new Marios, Zeldas and Pikmins, but if Nintendo's president ever tires of ordering more stationery and chasing Shigeru Miyamoto around the office then he should have no difficulty attracting freelance writing commissions. Certainly not when his insights are as weightless and poetic as this one: "When you're driving well in a racing game, you often get into an egoless state and rise above yourself."

    That's Iwata talking to Namco Bandai's Yozo Sakagami, who enthusiastically agrees, and many of us will know why: because it captures perfectly the meditative trance into which we descend when, at least once every console generation, we locate the magic centre of a new Ridge Racer.

    For Ridge Racer 3D, it comes at the start of the second phase of the Grand Prix mode, as the third-tier cars come online, speeds hover across the 320km/h threshold, and the slow-paced track-by-track repetition of the first three hours coalesces into an hypnotic blend of perfect muscle memory and extrasensory feedback, your inputs no longer fully conscious and the anchor tethering your mind to the moment fully, beautifully broken. You're no longer racing; you flow.

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