Like Namco’s own Tekken
franchise, the Ridge Racer series have always been a
staple in it’s respective genre – this being racing. Every
single title under the Ridge Racer name has been based around
simple, arcadey driving gameplay. Though these reduced measures
usually spell doom in many other racing games in terms that they don’t
offer a whole lot in comparison to more heavy sim-based games, Ridge
Racer excels in one particular – and usually revered as the most
important – area: fun. Namco’s effort to perfect the
"art" of powersliding while coasting at 120 mph. shined
through from beginning to end during every RR game, and that reason
alone is why I’ve been a fan of these games since the initial
copy.

As a result, I was overjoyed about the announcement in regards to
Ridge Racer V launching with the PlayStation 2. My favorite racing
series ever (well, next to Mario Kart, of all games…) would
make a return on next-generation hardware, and that could only mean
good things, right? Well, partially. Early reports of the Japanese
release founded that the game was plagued with ugly anti-aliasing
problems, not to mention that the title felt more like a quick rush
job of a cash in for Namco instead of a full-fledged experience like
RR4. Despite this, I still picked up RRV shortly after the North
American PS2 launch. After plugging in quite some time with the
game, I came to the conclusion that, even though a few of the
annoyances from the Japanese product are still present, RRV is still
a solid, fun game that should please past fans and those looking for
a great experience.
Okay, the ugly stuff out of the way first. We all have heard
about (and in some cases, heard too much about) the anti-aliasing
quandary found in RRV. While not totally noticeable, the presence of
jaggies and the stair-stepping effect is still quite apparent. The
cars and tracks themselves have a sharp, pointy look to them that
bring down RRV’s visual grade a tad. Namco decided to fix Tekken
Tag Tournament’s jaggies, so why no love for Ridge
Racer? The AA problem isn’t something that should turn off any
gamer, but one could think why the big N chose not to change this
for the U.S. debut.
Also on tap, RRV has some slight flickering problems, too. The
screen will flash and sparkle at the most confusing of times.
However, RRV’s two-player mode shows the game’s biggest
technical issue – fog and pop up. No matter what track you’re
on, or how much density is in the background, a thin blanket of pea
soup will mask the sky. More so, a case of building/banner pop up
attacks RRV as well. Ironically, the default – and only selectable
– view is the in-the-car/dashboard perspective, yet we are still
faced with these inconstancies. Now, neither grudges keep the game
from being totally unplayable with a friend, but most players will
be so disgusted with these dilemmas, ones that the Dreamcast or even
Nintendo 64 could probably attend to, that they’ll just give up on
the multiplayer on whole.
Other than those few occurrences, Ridge Racer V’s graphics are
still quite good. Cars are full of polygons, tracks are detailed
with great light sourcing, and some impressive particle and smoke
effects are a near compromise for the predicaments I spoke of
before. Unlike the two-player mode, driving solo gives a great
representation of what the PS2 hardware can do. A consistent 60-FPS
rate with no slowdown whatsoever keeps RRV looking smooth at all
times, with hardly any draw in or pop up to be found. Gran Turismo 3
may still have a great visual punch, but Ridge Racer V is
nevertheless a beauty in it’s own right.