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Favorite Games

Sid Meier's Civilization IV: Beyond the Sword
Sid Meier's Civilization IV: Beyond the Sword
Persona 3 FES
Persona 3 FES
Summon Night: Swordcraft Story
Summon Night: Swordcraft Story
Paper Mario: The Thousand-Year Door
Paper Mario: The Thousand-Year Door
Pikmin 2
Pikmin 2

435

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039

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2955

Games Backloggd


Recently Played See More

OutRun 2006: Coast 2 Coast
OutRun 2006: Coast 2 Coast

Jul 23

Ridge Racer V
Ridge Racer V

Jul 23

Sonic the Hedgehog 2
Sonic the Hedgehog 2

Jul 17

Princess Remedy in a World of Hurt
Princess Remedy in a World of Hurt

Jul 15

Ridge Racer Revolution
Ridge Racer Revolution

Jul 13

Recently Reviewed See More

Critics at the time called Ridge Racer Revolution "basically an expansion pack" and I must say I'm inclined to agree. The game is very similar to the original Ridge Racer but expanded: Still only one track with variations mind you, but now every level is a bit more varied! C-Cool? There's also two more Super Secret Cars, the Galaxian minigame is now expanded into a bit longer Galaga '88 minigame and there's a little bit more here and there. But overall the gameplay feel is very similar, all of the cars outside of the two new secret cars are the same, you get the idea. It really does feel like the first Ridge Racer but with a little bit more content and a little bit of gameplay tweaks.

In particular the third track feels like it has been designed to incentivize drifts, which the first game really didn't do. You might think that the game actually USING its mechanics is a plus, but the problem is that the already iffy drifting from the first Ridge Racer feels worse here. I confess that while it may be a skill issue (in fact it almost certainly is, though I think it is worth noting even when I looked up videos of people unlocking the secret cars I found almost no drifting), I found drifting essentially impossible in this game. It just seemed like every time I came out of a drift, my car accelerated before it would straighten out and just careened into a wall at way too many miles per hour. So the strategy turns into the same as the first one: Ignore the drifting mechanic, feather the brake during the turns without letting off the gas, hope that pressing the brakes doesn't cause your car to turn with sudden super handling (I swear sometimes I braked and suddenly could turn so hard it caught me off guard), and win the race with that.

And the tighter track design on the Expert track unfortunately tends to force you into some tight corridors, leading to another frustration: Smashing into other cars has always been bad and the same is true in Ridge Racer 1 (though later ones like Type 4 toned it down), but the track design really tries to force you into situations where avoiding a car in front of you is very difficult so you really have to time your race to Not catch up to someone right before, say, the tunnel after the wavy section because otherwise you'll end up in a catch-22 of time loss. It isn't super difficult but it IS annoying when it happens, and in general even when in first person view I found that the hitboxes on some parts of the game could be ambiguous. In particular there's a little rock formation on the turn going into the rocky twisty turny part of the course where I sweeeear a bit of the rock invisibly juts out and would make me smack into it with some tight corners (which you need to take properly to avoid hitting the other wall) even when I just saw air in front of me. I do at least like the increased visual uniqueness of the courses in this one, even if in some ways the first one feels a bit more...I dunno, unique, charming?

And finally, I think it is worth noting something that helped the first Ridge Racer is how early it was made. 3D arcade racers were very new with limited competition so it felt a bit easier to excuse some rough edges or more lacking content in the arcade conversion. But by the time Revolution rolled out, competition was heating up: Daytona USA had come out (even if the Saturn port is not ideal) which had three actually unique tracks on it, Sega Rally Championship released a bit earlier with four unique tracks on it (even if one is hidden) with more track variety (though RRR has more cars), Cruis'n USA not the same kind of arcade racer but popping up. I think you get the point: There's certainly other games to put pressure on Revolution and the fact it is JUST a "mission pack" style game to the first one is disappointing. Hell if you're gonna make it so similar, why not put the Ridge Racer 1 courses in here? (Spoilers: Ridge Racer 64 did this while improving on these games overall)

By the end of it all, Ridge Racer Revolution had kinda grated on me and while not in a way where it felt terrible to play it didn't leave me with the slightly positive vibe of the first one. Worth checking out given the short length and the fact it does have improvements to the first one, but don't expect too much.

I already wanted to check out more Ridge Racer after playing Type 4, so grabbing the early ones and some right after Type 4 (I already owned Ridge Racer PSP even) was a pretty nice step. And with an hour-ish to skill late one night and a hankering for a racer, why not the first one?

Certifiably Okay. Easy to see why it would do a lot at the time given there wasn't a lot of competition (Daytona USA/Cruis'n USA hadn't come out when Ridge Racer arcade had tho for the PS1 they'd been out, so for this kind of racer you had Virtua Racing and like...what, OutRun which was quite old by then?), but maaaan I didn't feel a huge drive to give this one a deep look. One reason is because, presumably due to being an arcade conversion, there is really no track variety here. Every course is a variation of the same course, with the High-Level course basically adding a twist and turning construction area section to the normal race. The Expert courses are just reverses of the beginning three and there's some secret Mirror Mode courses you can have fun with as well, but it is always the same thing. Totally get why this is given arcade conversion, but just adding a single original course when porting it to the PS1 or something would have been nice. Galaxian unlocking secret cars is kinda neat anyway.

Drifting is the main mechanic of the game as befitting Ridge Racer. Well, um, supposedly. Drifting really sucks in this game, mostly because of the way that it goes back to normal controls. It REALLY just "snaps" you back to normal, but it is also very reliant on how much you countersteer and realign (or at least felt that way to me): The end result is that it is far too easy to accidentally continue a drift AND to accidentally end a drift, frequently sending you careening into walls. The end result is I found the best way to play every track was to hold the throttle at all times and gently feather the brakes for turns and ignore the drift entirely. Even the hairpin turn in High Level I eventually began taking with brakes because you lose a little bit of time but not nearly as much as when the drift goes awry and you slam into the corner at 5,000,000 MPH. Difficulty is highly variable: The starter four courses are pretty simple and quite easy (outside from unlocking the Devil Car of course), but the Expert tracks seemed rather difficult. The amount of difficulty that is tied up in just "you start behind a pack of like 5 cars and bumping into one sucks" is also unfortunate.

To be honest I kinda bounced after that and doing a bit of Expert + Devil Car attempts. I feel like I could at least grind out Expert since I was pretty close, but while it isn't bad it isn't enjoyable enough for me to feel like doing so right now. One thing I will say is that the graphics are pretty good for what was a Playstation 1 launch title, we're talking the first time we're seeing true 3D outside of the arcades here, crunchy vibes. Obviously it isn't one of the best overall looking PS1 titles but c'mon it came out much earlier than most of that competition! I also would say the way the 13th Racing Devil Car shows up is genuinely a bit not-actually-scary but spooky. I didn't realize how it would show up so seeing him park on the side for a brief moment on the first checkpoint before he just ZOOMS by was cool!

"A man can change, as long as he lives."

If there's one thing Ridge Racer Type 4 trades on, it is vibes. From the moment you boot up the game you're assaulted by an AWESOME opening movie, which continues into the game's smooth-yet-fuzzy PS1 graphics and importantly the extreme...I think it would be called house style music on multiple tracks for a bunch of it but there's plenty of variety here. Seriously a top tier OST on display here which is funny since when I looked it up apparently the composers butted heads a lot with the sound director over that style. Sorry guys, Okubo pretty clearly won out in getting the right vibe. Lucid Rhythms has got to be one of my favorites and it really puts you in a flow state. Honestly I am just going to copy DoctorQuark here and link the entire soundtrack because it is quick to listen to and absolutely baller.

The vibes extend from there to. The menus are stylish and the Grand Prix mode even has some light story modes to it with some very 90s-looking anime portraits, these are hardly total winners on their own but I quite liked them. They added some more to each Grand Prix and did get me more interested in beating the Grand Prix with each racing team (which I did do!), with the different teams having different feeling storylines although Pac Racing Club and Racing Team Solvalou have overlap. The announcer is on point, I undeniably got pumped in higher difficulties when I would be getting to the home stretch, see the first place car and hear "Take care of that loser!" like yeah lets DO this. Or even the inflections and ways he introduces courses. "Real Racing Roots '99 in...Helter Skelter." is a pretty strong way to start a GP. You even get the announcer absolutely popping off in his own special ways whenever you win a GP on the final race unique to the team you picked which is cool.

The entire game oozes the era it was made, the late 90s, and the cool thematics of the last track put that into effect: After starting with the sweltering Helter Skelter in the heat of summer, the final race is run 15 minutes before the New Year at the Turn of the Millennium, and as you screech down the final lap you'll see fireworks going off in the distance and even take a look at the screen above to see "Happy New Years!" flashing up there. Nowadays it evokes an intense sense of nostalgia, but thinking back to my time as a young'n when that happened it also has the wistful smile vibe to it. The way the games 90s, city vibes go off actually reminds me a lot of Street Fighter III with more house/club music vs. SF3's more up tempo hip hop styles, but that way that it oozes 90s style, stuff like color palette choices, memorable announcers, both of those games feel like peak 90s having gone through them. Type 4 had actually been on my 300 Games Bucket List for a long time and starting to make a list for favorite art styles kicked me into gear playing it.

I've talked a lot about the vibes and style of Type 4 because I would say that's what the game primarily trades on. The gameplay is pretty good, an arcade racer that doesn't go TOO arcade-y, but I do feel like it is on the straightforward end. The main mechanic as befitting a Ridge Racer game is powersliding, knowing how to take extremely sharp corners with a proper slide to avoid smashing into a wall OR oversliding and losing too much speed. Outside of that it is usually just a matter of driving well, cutting some corners, not drifting too much and setting yourself up for the next slide. No worrying about fuel, tires or even car damage here!

I loved the Drift style of cars but here's something I am going to complain about with the controls. The basic way to drift is to cut the acceleration for a moment, jack the wheel to spin out the back wheels and brake for just a moment to go into a slide without losing any juice. Then get back into the acceleration and go go go! This works great. But there's an alternative method to do it: Let go of the accelerator, then put the accelerator back on while turning the wheel at the same time. It might sound great, but the bigger issue is that if you want to cut corners you want to be able to let off the acceleration for just a moment and then get back into it, and of course turn. End result: Too many accidental power slides at high levels of gameplay that can scuttle or make a run much more difficult. I wish this just wasn't in the game at all because the basic method works great.

Following that, Ridge Racer Type 4 I would say is a bit on the low end in content. There's a total of 8 tracks, which feels a bit low to begin with, plus 8 reversed forms of the track. But also a lot of those 8 tracks will take portions from other tracks. For example, Heaven and Hell takes about a third of the course design from Wonderhill and Brightest Nite does the same with Edge of the Earth. It IS neat how it makes the earlier Heats like "practice" runs for part of the track design, but it does mean that while they trade well on vibes the track designs could be a bit more unique. I'd love, I dunno, 10-12 tracks where 2 out of 3 are chosen for the First Heat. Or maybe put the reverse tracks in a Grand Prix mode too, like a continuation of the storyline? Would add some replayability outside of grinding out the game's 130 cars, of which there are too many for how many are just "the same car but +/- 3 MPH". You DO get a lot of delicious extra modes and some neat secret cars at the very end, but I want some more meat outside of grinding out single races.

I think this is played into by the game largely being pretty easy. Mappy/PRC were both beaten first tries by me, with only Solvalou and Dirt Racing Team providing a lot of challenge, and even then that challenge pretty much exclusively lies in Brightest Nite + Heaven and Hell. Apparently people think Phantomile is hard but while the short racing does mean you don't have long to recover from mistakes it also features largely easy corners and lots of room to overtake cars. I never had to restart a GP due to it, and in fact I did not have to do so for any other tracks in the entire GP. Shooting Hoops is actually REALLY easy for a final course albeit in a way I like for how it plays into the final race vibes: I only had to retry a single time until DRT (which is the highest difficulty team), where I needed a few tries, and the first retry was just because I didn't realize it was a no-powerslide course my first attempt. Gently massage the first corner while staying on the lower end of it, take the last corner with a hard dive inside to either land on the brim or go under it, take the second corner pretty hard inside as well and NEVER let off the gas. As long as you don't crash into any cars overtaking them or constantly take super wide turns you'll be fine, and on anything below DRT level you'll be able to recover from at least one big mistake.

And overall the game felt like it almost had "anti-rubberbanding": I swear it seemed like the first place car refused to get TOO huge of a lead in most circuits and it was near impossible to not get 3rd/2nd even when I crashed way more than it felt like I should. Multiple races I felt like I did bad and should not have won but did. It was kinda wild.

Now Heaven and Hell, THAT one was getting me kinda salty, along with Brightest Nite SPECIFICALLY on Solvalou / Hard mode and not Expert. I did need to retry the GP and Brightest Nite multiple times but on Expert mode it felt like it was because I was perfecting my gameplay, meanwhile I swear the Solvalou car speeds I had were perfectly aligned for cars to be next to me in the tiny tunnel areas and then they would just decide we had a before-not-known suicide pact together that I had thoughtlessly forgotten about and smash into me for no reason and then by the end I would lose by a hair. Combine that with some accidental drifts and too many of my runs that time around felt like they ended with what I would term as "bullshit". Heaven and Hell felt like it had less bullshit and more is just a tough track, I never fully got the powersliding on some of the full tight turns down (TBH it felt inconsistent at times, but given I got the first of a double drift turn very consistent later I think I was just bad), I had to retry that one on Expert a LOT. Not so much on any difficulty below Expert mind, I had to retry it a few times on Hard w/ Solvalou and like...a single time when I barely got 2nd in Pac Racing Club I think? I want to point out the time I won I repeatedly wiped out on the same corner and had some other small time losses too, the game is overall pretty generous with what it lets you get away with. It does feel like just going into Mappy or Pac for some time to play and vibe is a pretty good and easy time, so given it is an arcade-y game for replayability not a bad idea.

Definitely worth anyone's time who wants to try out a racing game I'd say, the vibes pull the game up a lot and it is plenty of fun. Despite beating all four GPs I can see myself coming back to this one in the future just for fun. It sits as a high end racing game among the ones I've played. Honestly, why hasn't this franchise come back? I know the last non-mobile games weren't good but a lot of that seems to be either not caring or becoming Burnout for no reason. I feel like if you took a game like this and expanded its size for the modern age it could absolutely still sell well, a Ridge Racer Type 8 if you will. There isn't exactly a ton of competition in the space right now I'd say either.