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Author Topic: Ridge Racer 6 details emerge  (Read 1226 times)

Offline Riku
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Ridge Racer 6 details emerge
« on: August 05, 2005, 09:40:16 PM »
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As the release of Microsoft\'s successor to the Xbox marches ever closer, publishers are allowing more and more information on the console\'s anticipated games to see the light of day. The latest game in the Ridge Racer franchise received such a dose of sunlight when Namco announced that the racer will be one of the games available at the Xbox 360 North American launch scheduled for later this year. The company also unveiled information on the game\'s Xbox Live-enabled multiplayer.


Ridge Racer 6 will join the growing list of games that will be available at the console\'s launch. The research firm Piper Jaffray expects 25 to 40 games to be available for Microsoft\'s new console by the end of the 2005 holiday season.

Namco also pulled back the curtain on the game\'s online features. Ridge Racer 6 will be the first in the long-running racing series that will take the action online, allowing players to race against other players from around the world in head-to-head drift racing matchups. The Xbox Live portion of the game will also include a persistent leaderboard based on the game\'s time attack mode. Players will be able to download ghost data from the board and race against the best (or worst) players in the world. Namco also promises that new game content, such as cars, will be released for download via the Xbox Live Marketplace.

Check back with GameSpot for more information on Ridge Racer 6 and the Xbox 360 as it becomes available.



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Next gen Ridge Racer, online racing, and new car downloads.  It\'s almost reason enough for me to get a Xbox 360 and buy a subscription to Xbox Live.  I love Ridge Racer.:)
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Offline §ôµÏG®ïñD

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Ridge Racer 6 details emerge
« Reply #1 on: August 05, 2005, 09:42:58 PM »
I never buy a console for a single game, imo, ridge racer series was/is the worst racing series ever..
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Offline Samwise
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Ridge Racer 6 details emerge
« Reply #2 on: August 05, 2005, 11:06:18 PM »
Yeah, Ridge Racer is pretty damn boring IMO.
RRRRRRRRRRRRRRRRRRAPETIME!
(thanks Chizzy!)

Offline Unicron!
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Ridge Racer 6 details emerge
« Reply #3 on: August 05, 2005, 11:35:47 PM »
last Ridge Racer I liked was RR Type4.Since then I ve never been interested again on a RR game.Its the old 32-bit gameplay done again and again with better graphics.
 Pretty old gameplay for a next gen console.Unless they ve added some newly made ideas that fit to the experience people are expecting from the new generation of gaming.

Offline Living-In-Clip

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Ridge Racer 6 details emerge
« Reply #4 on: August 06, 2005, 02:22:14 AM »
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last Ridge Racer I liked was RR Type4.Since then I ve never been interested again on a RR game.Its the old 32-bit gameplay done again and again with better graphics.


I\'ve heard it all, "32-bit gameplay" in a racing series. :laughing:

Offline Unicron!
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Ridge Racer 6 details emerge
« Reply #5 on: August 06, 2005, 03:46:32 PM »
I ment the same gameplay we were getting since the first ridge racers available on PS1 :rolleyes:

Offline Living-In-Clip

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Ridge Racer 6 details emerge
« Reply #6 on: August 06, 2005, 03:58:09 PM »
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Originally posted by Unicron!
I ment the same gameplay we were getting since the first ridge racers available on PS1 :rolleyes:


Which differs from 16 bit racers from how?

Offline Unicron!
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Ridge Racer 6 details emerge
« Reply #7 on: August 06, 2005, 04:23:13 PM »
16 bit racers or 2D racers-->your car moved right and left of the screen (or left or right of of a road), while giving the fake impression of forward movement.

32 bit racers or 3D racers-->by turning positioned your car in a different axis on the track, also the ability to add the impression of weight.Thanks to truelly 3D enviroments and control turning the right angle also gave advandage of better time labs.Accelerating and braking at the right corners were more purposeful than previously
« Last Edit: August 06, 2005, 04:24:17 PM by Unicron! »

Offline Riku
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Ridge Racer 6 details emerge
« Reply #8 on: August 07, 2005, 02:01:03 PM »
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Originally posted by Unicron!
32 bit racers or 3D racers-->by turning positioned your car in a different axis on the track, also the ability to add the impression of weight.Thanks to truelly 3D enviroments and control turning the right angle also gave advandage of better time labs.Accelerating and braking at the right corners were more purposeful than previously


How do you expect that the racing genre will evolve past this since we\'re already in 3d space?  What did you expect from "64-bit racers" and then the upcoming next gen racers?
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Offline Living-In-Clip

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Ridge Racer 6 details emerge
« Reply #9 on: August 07, 2005, 03:09:07 PM »
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Originally posted by Unicron!
16 bit racers or 2D racers-->your car moved right and left of the screen (or left or right of of a road), while giving the fake impression of forward movement.

32 bit racers or 3D racers-->by turning positioned your car in a different axis on the track, also the ability to add the impression of weight.Thanks to truelly 3D enviroments and control turning the right angle also gave advandage of better time labs.Accelerating and braking at the right corners were more purposeful than previously


In reality tho\', it\'s all the same. There isn\'t a lot of room for innovation just due to more horsepower. It is one of those genres that can really only benefit with extra AI  / physics / cars on screen. No fundmental changes.

Offline Phil
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Ridge Racer 6 details emerge
« Reply #10 on: August 07, 2005, 03:44:20 PM »
Unless you make the car fly
Wrong. There are two other people who can.
Dark Lord Sith\'s.
Demon\'s named Phil.  -LIC

Offline Unicron!
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Ridge Racer 6 details emerge
« Reply #11 on: August 07, 2005, 09:47:05 PM »
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Originally posted by Living-In-Clip
In reality tho\', it\'s all the same. There isn\'t a lot of room for innovation just due to more horsepower. It is one of those genres that can really only benefit with extra AI  / physics / cars on screen. No fundmental changes.
With that logic I agree.

 

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