12/8/2022 0 Comments Ridge racer unbounded requirements![]() These can be smashed into rival cars for extra points. Where our competition has pre-set destruction, instead of animation, we use physics and we see what happens." As well as the main destructive areas, there are also "collateral" objects littering the roadsides. "The dynamic worlds we create are built to be broken down. "We're really good at smashing things up," he shrugs. Whereas Black Rock's game was based around enormous set-piece destructions that played out the same way every time, Unbounded is based around a physics engine that ensures every blown out building collapses differently every time. Wait, Laakso knows what you are thinking. Later, we see the driver crash into a set of bridge supports, bringing tons of rubble down onto the car behind. On one track we see, based in the downtown area of the game's fictitious Shatter Bay setting, the car drives straight through the wall of a glass skyscraper, then explodes through the other side in a mass of debris – presumably cutting seconds from the lap times. What does this mean in practise? Well, drifting is still present (although the mechanic has apparently been radically remodelled), but here, it powers a meter that eventually gives the player access to a range of destructive features, marked by orange triangle icons. ![]() It's not cool and laid-back, it's aggressive and in-your-face." "We figured out the elements of Ridge Racer that we could use and put those into the kind of game worlds WE build: dynamic and destructible. "Namco Bandai wanted us to re-interpret Ridge Racer with our technology and the way we think about games, and to see what comes out," Laakso explains. Under development at Finnish studio Bugbear, responsible for the chaotic and thrilling FlatOut titles, the famed Namco "brand" is being transformed into a much more destructive experience. It is its own universe.įor Ridge Racer Unbounded ("It IS a word," shouts producer Jonaas Laakso during our demo of the game at Namco's showcase event in Dubai), the rules have been torn up and atomised. It doesn't work like Burnout or Need for Speed. It's all flash and dash, all style over substance you swerve through each scene like the Connery-era Bond, directed by Michael Mann. ![]() I don't know where drifting fits into this analogy. It's not you against physics, it's you against a highly controlled and malevolent environment. You run along the straights occasionally jumping over enemies (or, if you prefer, "overtaking other drivers") and at the end of each section there's a boss encounter (a corner) with a very specific set of weaknesses that must be assessed and exploited. There is an argument to be made (at least by me, and I could be alone) that Ridge Racer has always worked more like a platformer than a racing simulation.
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