วันศุกร์ที่ 2 มีนาคม พ.ศ. 2555

Ridge Racer

It is not easy to speak well of this latest version of Ridge Racer. Precisely for nothing. Even to dodge controversies, born from the business model chosen by Namco Bandai for the game, to give up any discussion on the technical sector, and to ignore deliberately chosen design to say the least curious, you always stumbles, inevitably, in some aspect that is puzzling, annoys or does turn up their noses. At times it seems that Namco Bandai have thought the game as a great social experiment to see how far you can trollare a player before I lose my patience.


 Suffice it to mention the choice of rotating the entire game around to online, which in practice does not just penalize the owners of Wi-Fi version of the console. In fact, those who have constant access to online, ideally via the 3G connection of the console, you find yourself before a game without much sense lost the ability to download ghosts of opponents through the use of NEAR, which mimics that seen in the mode StreetPass Ridge Racer 3D, and help-style MMO all'imperitura glory of its stable (choice to be made early in the game, and that does not mean anything in practical terms), the game loses almost every attraction in the long term since, unlike the PSP chapters, is absent any form of superstructure play, tournament or otherwise.

BUT EVEN IN MULTI, THEN ...
On the other hand, even those who have the ability to play online and then to challenge real opponents (in races for up to eight players or as a ghost) will face the unwise choices of developers, mainly due to a system of RPG-style experience ill conceived, and made ​​worse suffice it to say that the system distributes power up the car for more patience for that ability, with the result that the more you play, the more it goes fast. Does not take much insight to realize that those who will to appear online in a few weeks to get used to the taste of dust. The thing, not being able to filter the results by level of ghost, also means that the races are generally asynchronous multi three minutes of nonsense, never a real possibility of winning.


After two episodes PSP technically impeccable, is also a strange effect along the barren landscapes of the three tracks available at 30 fps. Of course, the time spent in Japan from the Namco Bandai has had time to make the frame rate almost constant, unlike the flaky original version, but despite the sensation of speed, especially on a first-person view, is generally excellent, the 'impact of the first chapter to PSP, also arrived on the market along with the console, is one thousand miles away, and thirty frames.

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