Stores Open At Midnight For Call Of Duties: Ghosts Release

Midnight launch of Call of Duty®: GhostsCall of Duty: Ghosts

 Stores will be on duty at midnight on Monday 4th November, in preparation for the 5th November launch of Call of Duty®: Ghosts

The Xbox and PS3 game franchise that has defined a generation of gaming will be available in-store and online for just £39.97 on 5th November 2013, promising to be the most popular game of 2013. Call of Duty: Ghosts takes on an intense plot, leaving players on the side of a crippled nation fighting to survive.

 

The single player campaign will include an entirely new cast of characters in a changed world unlike anything seen in Call of Duty before. For the first time players will take on the underdog role in a battle to reclaim a fallen nation.

The multiplayer mode has been re-developed to introduce a new ‘Create-A-Soldier’ system in which players can personalise their soldier with 9,000 possible combinations and experience seven new multiplayer modes such as Cranked, Search & Rescue and Blitz.

 As well as offering the hit game at just £39.97, Asda has also stocked up on the following exclusive Call of Duty: Ghosts deals and products:

 

      Special edition (Hardened Edition) Call of Duty: Ghosts available in limited supply in all stores for £69.00.

      Get the new The Marshall Mathers LP2 album by Eminem, the creator of the official soundtrack to Call of Duty: Ghosts, which is also released on 5th November for just £7 on purchase of the game

–         Call of Duty: Ghosts branded Monster Energy Drinks with a new DLC code in each can- £3 for a four pack

–         Exclusive Call of Duty: Ghosts Turtle Beach gaming headsets, £69.97, to ensure you’re fully equipped for battle

–         Additional Call of Duty: Ghosts merchandise including iPhone cases, £10 and t-shirts, £8

 

Call of Duty: Ghosts will be released on Xbox 360®, PlayStation®3, Nintendo® Wii U, PC, and next-generation platforms, from 5th November.

To meet the massive demand, selected stores will be open at midnight on Monday 4th November. Call of Duty fans will get the chance to be first in the queue to experience the long awaited next installment of the biggest entertainment franchise in the world.

 

Dishonoured – Game Review

I begin this review with an apology – it is to my own regret that it took me so long to sufficiently play this game before I was capable of writing this review. I have always prided myself on never writing a review until I have at least completed the game a satisfactory number of times. I feel that only then can I put a reasonable perspective and objective view to a title. The only exception to this is when a game is crap and a second or third play through is unwarranted. However, with Dishonoured I felt like it was too much of a good thing, like going into a sweet shop as a child, being told that I could have everything I wanted and then being perplexed by nothing other than abundance of choice.

Choice in itself is one of the main appealing factors of Dishonoured; a game which isn’t afraid to demand that you think for yourself, that you make choices and reap either the rewards or consequences. In a world of FPS (First Person Shooters), Open world sandbox games, linear game plays, and storylines that essentially make choices for you it is refreshingly different. But this is not entirely not to be expected, its creative team includes alumni from PC favourites System Shock, Deus Ex, Half-Life 2 and Arx Fatalis; games that prided themselves on open world exploration.

For those unaware of the concept behind Dishonored, it’s a first-person stealth and/or action title. But to merit the game solely on this premise takes away from Dishonoured’s real pleasure which is providing the player with a dynamic open world experience. Taking place in the noir-esque plague ridden city of Dunwall, you take on the role of Corvo Attano, a former bodyguard of the Empress – a woman who is desperately trying to save a ruined city from further destruction. Finding yourself wrongly framed for her murder, Corvo is given to opportunity to take revenge on the corrupt officials who were behind her death.

The game kicks off with a short level swiftly introducing you to the basic controls as Corvo is accused of the Empress’ murder and linked with the disappearance of her daughter Emily. Jailed, tortured and with an execution on the horizon, it’s at this point that an ally offers you the chance to make an escape. From here on in Dishonoured is all about thinking on your feet, choice, variety and surviving. To give you an example of what this means in actual play there are no maps, no objective markers and to pick up food or items you have to actually look at it with your reticule and press the ‘take’ button. For some this might be a tad bit overwhelming; after all for many of us we are used to simply ‘stepping on’ food to pick it up and replenish our health – not so here; in a fight scenario you will have to consistently turn to face your enemy even if there is more than one of them. What’s more you will be required to both block and defend before attacking if you want to survive.

Cast as part-assassin, part supernatural superhero, Dishonored’s levels sets up an undesirable target of wealth of power before allowing you to go about executing them in whatever way you are able or your health and / or supernatural abilities will allow. Even though you are blessed with special abilities the enemies are powerful and numerous enough to warrant the need for stealth for most situations. The AI (artificial intelligence) used in the game is clever; Dunwall’s guards are far from stupid and can be ruthless – they will find bodies, call for reinforcements, send in dogs to sniff you out and once they have you in their sights they have no hesitation in taking you on. This means that you will have to resort to tactics such as creeping across the rooftops, squeezing underneath dilapidated constructions or rewiring security mechanisms.

Corvo’s abilities are split between his left and right hand, allowing you to either dual-wield a sword and crossbow or pistol, or to use a supernatural ability. This is all accessed via a radial menu, and your skills are upgraded by finding runes found in secret places dotted around each level.

Weaponry is a crucial part of Dishonored and is once again, all about choice. There’s a range of weapons that suit your playing style. Sleep darts are great if you want a non-lethal approach as is ‘Blink’ a nifty teleporting ability. But hey, if you’re not too fussed use your gun, sword or grenades; just be ready to take on the enemies as they come to investigate the ensuing noise. It has to be said that the voice acting in this game is truly superb and helps bring the game to life.

When it comes to supernatural abilities, Corvo has a basic arsenal for which more can be accessed in exchange for artefacts known as Runes which are scattered throughout the city. Each have their uses for example ‘Dark Vision’ shows enemies and their fields of vision through walls. ‘Devouring Swarm’ summons a pack of rats to devour enemies whereas ‘Possession’ allows you to take control of animals and people for a short duration; useful for getting into hidden areas or sneaking into rooms unseen.

At the end of each mission an overview will reveal your ‘Chaos Level’ which ranks you on the amount of times you were spotted, amount of times alarms raised and amount of dead bodies found. A ‘High’ level will result not only in fewer points but in raised defences by that city, more advanced level security systems implemented, a higher number of rats and plagues and an overall darker ending for the city. I’m not going to lie, the first time I played Dishonored I was like ‘whatever’ as I brutally took on guards left and right, however it was just a matter of time before that attitude faded as I realised my actions always had consequences especially towards the end of the game.

There are some areas Dishonoured falls short. The difficulty seems to jump from low to high and back again very quickly. Saving also seems to be sporadic when left to its own devices so I wholeheartedly recommend players to save whenever they can. Graphically Dishonoured does not disappoint but is far from what I was expecting. When you hear some reviewers saying that ‘it looks like a painting…only it moves’ and ‘Graphics that will make your eyes cry…’ one cannot help but build up expectations which lead to let down. I came away thinking these are reviews written by individuals that have been locked under the stairs for far too long. I’m sorry but no, the graphics are nothing special. Granted, they may look nice and moody and there is little in terms of gaudy shading that you tend to see in open world titles but no, my eyes did not cry and no, it did not look like any piece of artwork I have ever seen. I would say that graphically the game is both great and functional but not of a higher finesse than say Uncharted 3. Finally my last gripe is that there is no online multiplayer options which would have taken this game to the next level, it would have been incredible to play with or against friends in teams or even as part of the story – it is a huge shame that this is missing from the game.

The Verdict
Dishonored has one of those rare things in a game and that is choice, repercussions and consequences. Developer Arkane Studios had a tough order but they delivered with a game that is great fun and that rightfully deserves all the awards it has merited. Whilst the game is not without issues, it is a title I definitely think of as one of the best of the year – an enjoyable free roam experience that players can visit and revisit over and over again.

9.3 /10

The Amazing Spider-man Game Review

Whilst The Amazing Spider-man Video Game may lack the all out ‘spit and polish’ of some premium titles it does bring something new to movie-game tie-ins of late; it is genuinely fun and exciting to play, is full of features and successfully regenerates the Spider-man franchise under software developer Beenox.

Excuse the pun but Spider-Man’s web franchise has been a bit of a sticky web in terms of quality and variety over the past number of years. When it has been good it has been great, but let’s face it when it has been bad, it has been crap. Beenox have been in-charge of the franchise since the highly acclaimed Spider-Man: Shattered Dimensions, a game that really showed what could be achieved when game’s developers who love the material actually put their minds into bringing the concept to life and who are willing to put in blood, sweat and tears so that new ideas become reality and that these ideas work well. It was for these reasons amongst others that Shattered Dimensions was so well received. Tragically though, the follow up – Edge of Time saw Beenox dropping the ball somewhat almost spectacularly by condemning our beloved wall crawler to confined spaces, changing the control system so that it was tricky to play and having a ho-hum storyline that did little to engage players.

Listening to the critics of Edge of Time and looking at the efforts put into what some would say the ‘all too soon’ reboot of the Spider-man franchise Beenox knew they had to up their game. Mentality wise, they had to approach this just like Marvel Studios were going to approach the movie – it was going to be a one shot gun; they knew they were either going to re-energise the title or kill it. Restore the hope to millions of spidey fans, or destroy it.

Games that successfully manage to re-create the magic of comic books and movies is no mean feat; superhero games especially have a hard time translating the mass of abilities with ease of control. With the exception of Rocksteady and their Batman franchise there are few others that actually do it well. Thankfully though, Beenox fulfilled what some would say is a tall order The Amazing Spiderman plays very well indeed, in places it is incredibly cinematic and having it linked so closely to a movie which is heavily anticipated does it no harm at all.

The story in The Amazing Spider-Man the video game takes place some months after where the movie ended. After the Dr. Connors’ incident, Oscorp Industries went on to create an army of robots that maintain peace inNew York, scanning and attacking infected life forms. Unfortunately Oscorp also continued Connors’ research into cross-species and in one of the opening stages these potentially walking infectious diseases attack and infect Parker’s high school sweetheart: Gwen Stacey and escape intoManhattan, infecting innocents on the way. This leaves Spider-Man with no choice but to break Connors out of prison and work together with him to come up with an antidote to cure the infection in the city and save his girlfriend Gwen.

Set in a free-roaming open-world you will protect innocents of the city, battle with the infected, come across and battle super villains, tackle muggers and other perps of criminal activity all with the ability to explore and swing to your heart’s content.

The mechanic feels great and both looks and works tremendously well. Out in the city whilst you are web-slinging the camera moves in nice and close, and there is this immense feeling of motion, propulsion, gravity, speed and not to mention impressive grace. Swinging through the city you can swing really low between traffic like the movie, you can also free fall and swing at the last second. If you have seen any of the previous Spider-Man movies, you’ll experience that same feeling Peter Parker did the first time he mastered his new abilities. Sometimes in the game you even hear the character whoop with excitement as he enjoys the rush of flying through the air. This helps bring the game to life and I thought a nice touch by the developers who obviously had the master of movement as one of their core angles for this title. It is something perhaps I might not get tired of for a while and in my view makes up for any lack of online multi-play which could have further benefitted this game.

Combat wise this title doesn’t disappoint either. Spidey can confront enemies head on or attack from the shadows. Much has been borrowed from the control method of the Arkham series of Batman games; a single button to initiate and carry out a combo which builds your combo meter with every successful hit, and when the spider-sense goes off around Spider-Man’s head, you know someone is about to attack you so you tap the reversal button to stylishly take them out.

I’ve heard some reviewers complain that it is ‘too borrowed’ from Batman (including the degradable suit) but how can you realistically complain when a formula works so well. It makes it easy to look like a superhero when you skillfully drop down above an unsuspecting enemy, web them into a cocoon and propel them to the ceiling. If you don’t fancy going down the stealth route then you can take them on one by one or in a group with webs and signature moves galore which can be upgraded. Very nice indeed.

New to this Spider-man game is the inclusion of Web Rush. By holding a shoulder button, time slows down and you go into Spider-man’s ‘eyes’ where you can look at and select locations you desire to zip-line to, interact with or attack. It’s an elegant way to get Spider-Man around quickly and in a room full of enemies it allows you to quickly see objects you can use to your advantage.

Of course, there are some areas in which this title falls short of the mark and whilst they are not in my opinion deal breakers (because they are common issues found in most open world games) they do detract from what would otherwise be a quality title. Firstly, whilst the model for Spider-Man is exceptional, there are ten times as many average looking character models in the game. So many people just look the same bar a few palette changes here and there and many sound the same or say the same things. This equally goes for many of the adventures you have around the city. The first time you stop a robbery and hear Spidey deliver a cool line like ‘Stay frosty’ you are going to be excited and the second time and the third but by the time you take out your 15th armed robber who looks or sounds the same or has stolen exactly the same car, stopping robberies wont be high on your agenda. There’s a lot to do in the life of Spider-man but be prepared to repeat these missions over and over again; you’ll hear the same one-liners from Spidey and help the same police officer over and over again. That’s one of the things I think LA Noire got right; each of the side missions were individual crimes in their own right. This is an area for improvement for any future titles. Secondly, Spider-man falls foul of another typical issue of open world titles which is of graphical dexterity. Some of the surfaces especially those which are indoor just lack that spit and polish and look gaudy up close. I found this more noticeable on the Xbox version than on the PlayStation 3 but really, should it be there at all? There are also some niggling camera issues especially when you are in combat or adopting a stealth approach to attacking enemies. Sometimes you’ll find yourself backed into a corner that brings almost certain death and inevitably, some frustration.

On the PlayStation 3 you can play with the PlayStation Move. Now before you get images of two motion controllers in your hands flicking your webs acrossManhattan, think again. You hold a navigation controller or regular controller in your left hand and then the PlayStation Move controller in the right.

Basically, the Move puts a cursor on the screen and gives you a more accurate way to Web Rush or fire webbing. That is, rather than cycling through your options with the right analogue stick you can now just point. Flicking the Move also does an immediate Web Retreat. Whilst it works o.k. and has some novelty value I found it by no means a necessity. I played through the game with normal controls and never actually felt like more precise aiming would greatly help me or make the game any easier; in fact using the move controller just made my arm tired for all the wrong reasons.

The Verdict

With stunning visuals, decent enough storyline and lets not forget incredible web-slinging, Spider-man might not be the best game but is probably one of the best movie tie-ins of late. Fair play some of the missions get repetitive and some of the graphics are rough around the edges but The Amazing Spider-Man is still fun to play and gets me really excited when I think about the movie release next week.

8.5 / 10

Max Payne 3 Game Review

What would you do if you came home one day to find your beloved family murdered by a bunch of psychos? Become a manic depressant? Turn to drink? Drugs? Not rest until you had hunted the scumbags down and wiped them off the face of the planet? Well, Max Payne did all of the above. Now, after a lengthy nine-year hiatus and with the franchise firmly in the hands of Rockstar Games – proprietor of titles such as Red Dead Redemption, the Grand Theft Auto series and LA Noire, – Max Payne is back, gulping painkillers down like no tomorrow and killing his foes softly and…erm, not to mention slowly. But has the wait been worth it?

Rockstar Games have built a solid reputation in creating games of high calibre. Just look at their back catalogue. They don’t release a game without it being tested to extinction, they flourish in building deep storyline arcs and cinematic traits in all their titles, and in nearly all their games, they invest highly in intricate details. Plus, they’re unafraid of raw violence. Max Payne 3 might not rank as their best title to date – let’s just get that out of the way – but let’s also be clear, it doesn’t fall too wide of the mark.

The quality in Max Payne 3 shows from the moment you load up the disc. Faithful to the original game, it starts at the end and rewinds to the beginning. Strong cinematics give you a taste of what his world has become introducing you to some of the main characters with real vigour and energy. Max is now a reluctant bodyguard charged with looking after a millionaire’s family who like to live fast, and die young.

The in game graphics are superb

Looking at the screen as the sequences unfold, you can’t help but take pleasure in the quality of the animation and Rockstar’s trademark dialogue. If you enjoy movies, you’ll find it draws parallels with movies of its genre – the chromatic aberrations and the dialogue between characters where key words appear on screen – there are flavours here of ‘Man on Fire’, ‘Miami Vice’,  ‘Wanted’. ‘Domino’ and ‘Lethal Weapon’. Oh, and not forgetting ‘The Matrix’.

A shootout in a nightclub demonstrates all that’s good about bullet-time – moving from cover to cover in slow motion, flying through the air delivering headshot after headshot to save a woman from being kidnapped,  shooting a vehicle’s tyres so it has to stop or taking out foes while you dangle helplessly from a helicopter. It’s scenes like this that make you semi-orgasmic and pleased you bought this title.

Max Payne is simply a badass with badass guns and badass quips, even when he takes painkillers to restore his health. Having lost everyone he cared about in his life, he really couldn’t care less and is ‘damaged goods’ with inner demons – a reluctant hero who would be happier doing other things.

As the storyline develops, it is hard not to be engaged with Max and the struggle he gets drawn into. And wow! What a struggle he has on his hands…or rather, you have. Max Payne 3 will prove to be one tough game for some players and some levels especially can be hugely frustrating. Enemies are just so numerous and hard to kill, leg shots won’t do it, chest shots won’t always do it and if they have head gear expect to expend a whole clip. Even when enemies go down, they will fire a last few rounds to take you down with them. Now, some will argue that my criticism is unfair, after all, a game where enemies fall to the ground like dominoes would quickly become boring and let’s be honest, Max Payne himself only needs a handful of painkillers to restore his entire health. However, when some guy you have shot point-blank in the chest gets up a few seconds later and comes running at you, and delivers a head shot that means you have to restart, excuse the pun, but it is a tough pill to swallow.

It’s flaws like this that start to creep in, and the longer you play, the more apparent they become. Painkillers are few and far between and the checkpoints are unevenly and unforgivingly spread which means if you die, you will often have to redo entire sections again, and with the game as challenging as it is you can expect to die more than once.

Because of this, frustration quickly sets in. I think the programmers realised this because if you die in a section too many times the game will restart you with extra painkillers. It’s a weird compensation, especially thinking you may have to die a good number of times to get it. The steep difficulty curve also means that to survive you are forced to engage bullet-time more often and then entire stages just become a repetitive matter of slowing things down and holding out long enough behind cover.

It’s also a shame too, that unlike the original game, Rockstar did not build in some kind of bullet-time reward system so that you could increase the length of time you could enter slo-mo. I can’t help thinking it was a bit of a missed opportunity. However, if you do manage to stick with it ,you are rewarded with a dark and deep storyline full of betrayal and deceit, not to mention some of incredible set pieces.

In multiplayer, Max Payne 3 delivers excellently too. At first you’re limited to straight death-match and team death-match modes and it all feels slow and a little second-rate, but prolonged play provides benefits.

Bullet-time makes all the difference, with its use balanced by the same post-slow-mo movement issues as in the single-player game, and by the fact that it also affects line-of-sight targets, not just your character. Gain enough kills in the boot-camp scenarios, and you can also join in a Gang Wars mode. This sees two teams running through objectives in a themed mini-campaign. It’s another example of a game that can start off on the wrong foot, but that works hard to turn your initial impression around.

My Verdict
Max Payne 3 might not be Rockstar’s best work to date, but it probably is the best example of its genre. What Rockstar brings to Max Payne 3 is style, personality, cinematics, gritty rawness and an exciting and memorable experience. Max Payne 3 might not be perfect and might be frustrating as hell. But one thing’s for sure, it packs a mean punch and, despite its flaws, is a quality title

9/10

THQ ANNOUNCES DARKSIDERS II COLLECTOR’S EDITION FOR EUROPE

THQ announced today that a Darksiders II Collector’s Edition is available for pre-order on the Xbox 360, PlayStation 3 and Windows PC.

The Darksiders II Collector’s Edition will include The Limited Edition version of the game as well as a life-sized replica Death Mask with display stand, a unique Shadow of Death armour and scythe set with enhanced stats, a digital copy of the Darksiders II sound-track and a hard-cover Darksiders II art book. The Collector’s Edition will be available in limited quantities as a pre-order item only and is anticipated to sell for around £79.99.

In UK & Ireland the Collector’s Edition will be available from GAME, HMV, Amazon, Play.com, Gamestop and other select retailers as well as the THQ.com store.

The Darksiders II Limited Edition will include the standard retail game along with a unique code allowing the purchaser the opportunity to download the game’s first single player downloadable content pack, Argul’s Tomb for free once it becomes available. All pre-orders of Darksiders II will receive the Limited Edition version of the game at no additional cost.

Darksiders II follows the exploits of DEATH, one of the four horsemen of the Apocalypse, in an action-packed tale that runs parallel to the events in the original Darksiders game. This epic journey propels DEATH through various light and dark realms as he tries to redeem his brother WAR, the horseman blamed for prematurely starting the Apocalypse in Darksiders.

The original Darksiders, released in January 2010, received critical acclaim including the Best Fantasy Game 2010 award from IGN. Darksiders followed the story of WAR, wrongly accused of starting the apocalypse, on a quest to reclaim lost honor and take revenge on those who wronged him.

Want to check out the trailer? Of course you do – have a look below and don’t forget to give us your feedback!

 

THQ CONFIRMS DEVELOPMENT OF SAINTS ROW: THE THIRD – ENTER THE DOMINATRIX

Thank heavens April Fools day jokes are long gone – otherwise one could be forgiven for thinking this latest announcement from THQ Inc was a prank but isn’t.  THQ and Volition, Inc have announced the development of Saints Row: The Third – Enter The Dominatrix, a standalone expansion to Saints Row: The Third.

Slated for an Augsty/ Septemberish release date on Xbox 360, PlayStation 3 and PC, Saints Row: The Third – Enter The Dominatrix looks to take the award-winning, over-the-top action of Saints Row: and mix it up a little by throwing in super powers.

Executive Vice President of THQ Danny Bilson, stated in a recent press release “Faster than a speeding cyber jet bike, more powerful than a chromed-out SUV, able to leap flying aircraft carriers in a single bound… That’s the power you’ll find inside the Dominatrix. Use it for good. Use it for evil. Use it for whatever you want. As always in Saints Row, it’s up to you,”

With a franchise of reportedly more than 11 million units shipped globally so far, it looks like an incredible amount of fun for Saints Row fans and most importantly as it’s a standalone expansion will give users good reason to hold on to their copies and not trade them in just yet.

Enter the Dominatrix picks up immediately following the events of Saints Row: The Third with a story just as wacky and fun. For those of you not up to date with Saints Row, it is kind of like a mix between Grand Theft Auto and…erm something very very different. Put it this way, it has long been regarded as the guilty pleasure of gaming. Very tongue in cheek and serious at the same time, wrestlers, gangsters, guns and hitting people over the head with a huge bright pink dildo. This expansion sounds like it will add something very Matrixy to the mix and increase its longetivity.

More details and a first look at Saints Row: The Third – Enter the Dominatrix will be available this summer stay tuned to Frost for more details.

Highs and Lows of The Ridge Racer Franchise

Incredible to believe that Ridge Racer has been around since 1993. whilst the latest instalment leaves much to be desired, join us as we take a look back at the highs and lows of perhaps one of the most incredible race franchises of all time.

High

Ridge Racer Arcade Game and Ports

In 1993 a racing video game was released into the world by Namco. That game was Ridge Racer. It was initially released on the Namco System 22 arcade system board, and was later ported to the PlayStation console. It was released in competition to the rift of racing games released at the time by Sega such as Daytona and VR Racing and became an instant hit owing to the photo realistic nature of the graphics and arcadey style driving engine which was easy to pick up and hard to put down.

The first home version of Ridge Racer was released in Japan in 1994 as a launch title for the original Sony PlayStation console. Some players may say that it was an ‘arcade perfect port’ which was a term that was banded around at the time but I still would say otherwise. One thing is for sure is that the game played a major role in establishing Playstation console and in giving it an early edge over its nearest competitor, the Sega Saturn. Nice touches included the option to change the in game music by removing the game disc and inserting your own favourite CD – a move that has never been repeated since.

High

Ridge Racer Revolution

Firmly following the mantra of ‘if it isn’t broke don’t fix itRidge Racer Revolution’ simply offered more of the same. I personally did not like it as it had dodgy collision detection, but I know loads of players who loved it as it had a two-player link-up mode which when played allowed the players access to the two courses from the original Ridge Racer game known as ‘Special 1’ and ‘Special 2’.

Normally only 4 cars are selectable, but all 12 are selectable if a player is able to defeat 100% of the enemies on the Galaga ’88 game before the title screen. In addition if this was done in less than 44 shots, not only were all the cars selectable, but the car bodies were smaller and the wheels bigger, looking much like buggies. Other changes included a commentator with a higher-pitched voice and different handling of the cars. However, while you can still race the three bonus cars, you cannot win them in the buggy mode. One way to easily access the buggy mode from the beginning is to hold L1, R1 select, down and triangle all simultaneously from when the game loads until the space invaders game – a special laser then emitted from the ship to kill all of the enemies on the space invaders game. Don’t say I don’t give away secrets.

Low

Rage Racer

Whilst arcade gamers got Rave Racer, Playstation owners got Rage Racer. They sound similar but believe me they are anything but. Visually the game took a different approach compared to the previous PlayStation titles. It looked more realistic and had a darker colour scheme.  For the first time in the Ridge Racer series, Rage Racer introduced a brand new advanced single player career system which used credits which were received from winning races which then could be used to buy and upgrade cars. I rate this as a low because although I loved the way it brought something new to the genre and I have fond memories of taking a Beetle look-alike round the track at break-neck speed the graphics were really rough around the edges and the music was horrendous.

High

R4: Ridge Racer Type 4

This was the fourth game in the Ridge Racer series on the PlayStation.

With Namco now properly turning the attention to the home market this title was solely made for the home console.  There were eight tracks and a whopping 321 vehicles, Having realized their mistakes in the previous title back came gouraud shading on the polygons, giving the game a visual depth that was really lovely to the eye. The intro and presentation of the game was incredible. It was also the first Ridge Racer game on the Sony system to feature a two-player split screen mode, and featured two different driving models.

High

Ridge Racer 64

This was the next in the racing instalment developed by Namco and Nintendo Software Technology for the Nintendo 64 in 2000. It featured tracks from Ridge Racer and Ridge Racer Revolution and its very own set of desert tracks exclusive to the Nintendo 64. On the Car Select screen you could join the Dig Racing Team, Pac Racing Club, Racing Team Solvalou and R.C. Micro Mouse Mappy all from Ridge Racer Type 4. It marked ahigh point of the series and you could also change the colours of the car instead of the normal colours. The music was equally great and moving away from solely producing titles for Sony’s home machines Nintendo 64 owners finally had a racing game they could be proud of.

 

High

Ridge Racer V 

(RRV), was the fifth game in the Ridge Racer series on the PlayStation. It was in one word Incredible. One of the launch games for the PlayStation 2. It featured 14 tracks and 18 vehicles, with 5 modes of play. Taking full advantage of the new spec hardware available in the next generation console the colours were bright, the in game graphics and speed was insatiable and the music was banging. I remember going over one ridge in the game and having the lens flare coarse into my eyes furthermore the night time tracks too were amazing; dimly lit streets that forced you to really peer ahead on the road to see the next hairpin bend. One other thing that is worthy of note was the ‘endurance race’ 99 laps of hardcore racing that tested even the most veteran of racing games. When you completed it all you got was a well done screen though, although you still had bragging rights to your friends for doing so.

Low

R: Racing Evolution

This title marked a low point in the franchise. Released in Japanin November 27, 2003, in North America on December 9, 2003 and in Europeon April 2, 2004, R is a racing-sim. Much like considered a cross over like Rage Racing and Gran Turismo. Opting to feature 33 licensed cars and in-depth customization options the game also featured a system referred to as the pressure meter, a fighting game-esque gauge that filled up as the player gets closer to a rival car; the higher the meter, the greater the likelihood that the AI will make a critical mistake.

The game offered a story mode where the player followed the racing career of Rena Hayami as she struggles to deal with the busy life of a professional race car driver and the politics of the sport. The mode featured some 14 chapters that were supposed to bring something new to the franchise, however none of these factors could protect the game from critical feedback. ‘Boring as hell’ said one reviewer; ‘If I wanted to play a racing sim I would have bought Gran Turismo’ said another.

High

Ridge Racer 6

This was the sixth instalment in the Ridge Racer series. Released exclusively on Xbox 360 in 2006, it was marked as an achievement for Xbox owners who previously never had a Ridge Racer title. The game featured a Full Motion Video opening, which showed the series mascot the gorgeous Reiko Nagase in full action. Defending their decision to produce a game for another even rival console Namco announced that it expected to sell over 500,000 copies of Ridge Racer 6 for the Xbox 360, although in reality that never happened; far fewer copies were actually sold; although that does not stop it from being a good game in its own right. Ridge Racer 7 for the PlayStation 3 is something of a “remix “of Ridge Racer 6, but with major differences such as new vehicles that were not seen in Ridge Racer 6 such as Sinseong, a Korean brand company, for the first time.


High

Ridge Racer 7

This was the seventh console instalment in the Ridge Racer series of racing games, released exclusively on the PlayStation 3. The game has around 40 cars, many of which return from Ridge Racer 6 and the PSP incarnations of the game. There are also 22 courses, available in forward, reverse and mirror mode. The game runs at 1080p resolution and at 60 frames per second. It also features Dolby Digital 5.1 surround
The game marked a long awaited return to the Sony console and was a real hit in terms of what the console could do. Namco really pulled out the stops and later – to help Sony place further emphasis on 3D gaming, produced a Patch called “Ridge Racer 7 3D License Version” which enabled owners of Ridge Racer 7 to play the game in 3D for free and it offers free online game play via the PlayStation Network too.
Low
Ridge Racer Unbounded

I’m not going to say why here all you need to know is it is a real low point in the series. You can find my review in Frostmagazine’s very pages to find out

Ridge Racer Unbounded Review

Namco should be slapped on their botties for letting what could have been a tremendous title go to waste and with good reason sent to their room for the rest of the month.

One question deserves to be continually asked: Why oh why would you give away a game with so much history and so much of a following and allow it to be utterly ruined? It is the equivalent of having a million pound winning lottery ticket and giving it away to an alcoholic.

Imagine this: you have an incredible franchise that you develop over the years. Sure, it may not be realistic enough to warrant the title ‘A Driving Simulator’ but hey, it is a fun arcade racer, the graphics are top notch, the speed and the flavour of racing is such that you build a world-wide following of fans that stay with you over three generations of consoles. At the last hurdle, maybe time is the issue or resources either way you allow another developer to step in and as such they drop the ball, next thing you know it is 3 nill to your opponents…

I really wanted this game to be good, I really did. So much so that when I read some of the other reviews on the game I refused to believe them. When one of my friends pointed out that the key to the game is about learning how to use the ‘Drift Button’ effectively. Inside I jumped for joy; maybe it was a whole misunderstanding for the other reviewers but now, two whole days later, I realised he was under the same deluded self deception as me. You see, gamers like us who grew up on the whole Ridge Racer series just don’t want to believe their beloved franchise is in the pan. But trust me, for this game it is; it is in the pan with a little bit of extra virgin oil and under a high heat.

I’ve always said that I would put the boot in when it came to crap titles but the only thing that is worse in this world than a crap game is an expensive crap game. Oh and this game is crap with more crappy pieces than a crappy bits lunch box meal made by a crappy deep fried chicken chop shop that is crap. You see I wouldn’t enjoy this game if it came as a PSN cheap download – the fact that it costs £40 is plain pathetic and a waste of money. I actually owe it to gamers to stop them going out there and buying this tosh.

Where do I start? Ridge Racer Unbounded tries to bring in core elements of Split/Second and Burnout series to the franchise of old. By itself this should not be a nail in the coffin. Like Split/Second you can open up shortcuts around the track by filling a power meter which generates by sliding and tailing other racers you can use this power in one of four ways; to provide a quick boost, open up shortcuts, smash into your opponents or create explosions. Unlike Split/Second however, you don’t trigger the explosions or shortcuts remotely: you smash into them to explode them or open them up. The problem here is in the execution. Question: When is a shortcut not a shortcut? When you take it and more often than not it puts you behind the competitors…duh… It’s an idea that sounds pants on paper and in reality is pants to see. Practically all shortcuts I have seen besides looking good, offer very little else. The explosions are nothing to write home about and have none of that ‘Ream-ability’ factor seen in Split/Second.

Secondly is control. Ridge Racer has always been renowned for its pick up and play capability. It is an arcade racer; mistime your brake and you don’t always screw up or end up in a wall. Unbounded follows this legacy; in fact most of the walls are destructible, which to its credit is a nice touch, but rather than keeping with the common traits of the genre i.e. gas, brake, boost, what we have here is an addition in the form of a ‘slide button’ that is supposed to allow you powerslide round corners. You see, if you hit the brake, handbrake, or hit a wall you lose a lot of speed but if you power-slide you lose just a little bit of speed but go into a wide angle slide in which you will hit the wall anyway. Makes sense doesn’t it? I thought so. Adding to this is that your opponents never make mistakes – the AI difficulty is incredible and there are no options to change it – this all means you will be sitting there for a long time playing the same tracks again and again just to qualify one race. Now some of you might be forgiven for thinking ‘I bet you he is just having a moan because he is not good at racing games’ but the reality is I have played and completed most of this game’s competitors and it is their qualities that make this game pale in comparison.

Graphics is average. Split/Second (a game that is almost a year and a half old) and Motorstorm Apocalypse easily outdoes this title in terms of quality and execution and even with Unbounded’s exploding walls or vehicles it brings nothing that hasn’t been seen or done better elsewhere. And what happened to the 3D? Is this yet another title that had dropped the notion of 3D gaming?

Music is poor. A classic element of Ridge Racer was the banging tracks and cheesy voice over. Thankfully the voice over is gone but where are the tracks? A host of Japanese unknowns and a couple of drum and bass tracks are all you get for your money. My gosh, that is such a wasted opportunity; Namco could have done remixes from the whole of the franchise, even SSX had tracks you knew or could dance to. This is just a really appalling effort.

To be fair to Bugbear, they have tried to introduce variety into the game and franchise but I don’t think they really spoke to the fans, or truly had a grasp of what made the original games so much fun. The only thing I could say I liked was the game’s much-hyped track editor. After all who wouldn’t want to build a Ridge Racer track from scratch? I found it flexible and easy to use, putting together a decent course in a very short space of time which was great, obviously, but the underlying problems that affect the racing on the ‘actual’ tracks still applied. Ho-Hum…

My Verdict

Ridge Racer Unbounded is nothing but a shame and a waste of money. I simply cannot recommend a game when I know there are superior, cheaper alternatives out there. Even if you find it out on your travels as a cheapie, avoid like the plague. You have been warned.

2 out of 10