Crashes are, as you’d expect, a little over excitable, but they look great and sound especially convincing. You can cause limited damage without the destruction bar, but it’s rather obviously going to be the key for finding those hidden shortcuts and last-lap battles with other vehicles.Īnd speaking of damage, each car’s made up of fifty distinct parts, and there’s a huge amount of real-time deformation on display when you do take an impact. Skillful driving (drifting, drafting and jumping) builds up your destruction meter, and once you’ve saved up enough you can use that power to crash through barriers and take out rival racers, Burnout-style. It’s also a place that’s highly destructable, and that – rather than the notion of circuit-based racing – is the core principle here. But this isn’t necessarily a problem – it’s not being branded as Ridge Racer 8 and the new direction is actually quite welcome when you see it first hand – the series has needed something of a reboot for a while now – and besides, nobody’s saying a new, traditional Ridge Racer isn’t in development anyway. The game’s likeable producer Joonas Laakso was keen to point out that this isn’t Ridge Racer 8 – and it’s not – it looks more like a mixture of Burnout Paradise and Split Second than anything Namco have fired out in the past. And crucially, our fears that the ‘Unbounded’ aspect would take away from the core Ridge Racer experience (of which we’re massive fans) were both qualified and nicely sidestepped almost immediately. TheSixthAxis recently got the chance to see the latest build of Ridge Racer Unbounded, and although it’s still set for a release at some point next year and there’s still clearly a long way to go before this is anything like the finished product, there was plenty to get our teeth into.
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