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Review By: Joe Rolfe
Developer: Namco
Publisher: Namco
# of Players: 1-2
Genre: Racing
ESRB: Everyone
Date Posted: 11-25-00

The core of Ridge Racer V is, simply, racing against opponents in an attempt to upgrade (albeit, only slightly) your car and attain new vehicles. This is done through the Grand Prix and Time Attack feature, of which you slowly go up a ranking ladder by completing a race in a certain position. The special Duel Mode allows for the racer to try and best an adversary’s time in a head to head race, with the player able to secure the opponent’s car if he so beats him. Sadly, after seeing a great leap with RR4 Namco decided to keep the old form of a track spanning different routes and paths instead of multiple courses themselves. Like past times, this isn’t a problem from the get go – it’s when you’ve put a few hours into the game when you realize that a simple re-routed turn or a different bend as a placeholder for a supposed different racing environment just doesn’t cut it. After unlocking new cars and beating times, what’s left to do? Race on the partially same track? C’mon, Namco, give us something extra to do by unlocking new and better venues.

Thankfully, Namco did keep the time-tested control of Ridge Racer for RRV. The fictional cars are, in essence, split into two basic groups: speed vs. handling. It’s either who hugs the corner’s tighter opposed to who accelerates and speeds by the competition quick enough. Namco tried to sub-title the cars with Grip and Drift labels, but what it all comes down to is the simple knowledge of the cornering against the celerity. Controlling all the cars is easily effective no matter what type of car you drive, though, so equilibrium on the track is the ultimate product.

Namco’s aural presentation for RRV is surprisingly well done. The music, while blatantly Japanese, is quite good. It’s a mix of electric guitar rock and techno, which usually doesn’t work out for most games but does valiantly in RRV’s case. (Oddly enough, one of the songs sounds suspiciously like an early Styxx sample…) As for the rest of the audio cues, engine revs, brake squeals and the (annoying) pre-race announcer all compliment RRV’s finished product to a well extent.

Ridge Racer V is not revolutionary. It doesn’t really surpass any benchmarks set by other games, nor does it set new standards for the rest of the genre. What it does accomplish, however, is exactly what Namco intended it to be: a solid, fun racing game that capitalizes on Ridge Racer’s success by bringing back the classic gameplay. While held down by a few technical obstacles (and the fact that not a whole lot has changed since RR4 doesn’t’ help out much, either), RRV is still a great experience that’s just a few laps short of greatness.

HIGHS:

-Nice graphics
-Audio is pleasantly good
-Classic gameplay and control is dead on

LOWS:

-Nasty two-player issues
-Anti-alaising still not fixed
-Lacking depth

FINAL VERDICT:

Sure, Ridge Racer V lacks the polish that we’ve seen in other Namco games. Nevertheless, if you can look beyond a few of the game’s rough spots then there is still an immensely enjoyable experience under RRV’s hood.

Overall Score: 8.6

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