Ridge Racer Vita Hands-On
By:
Andre Segers
|
January 20, 2012, 12:05 pm

What would a system launch be without Ridge Racer there to mark the occasion? We had a chance to go hands-on with the Vita’s upcoming version at a recent Namco event and take it out for a test drive...or three.

At its core, this is the exact same game we’ve all loved for years. Which is to say, the racing feels as great as ever: the courses are tight, the cars fierce, and the drifting is as on-rails as ever. It just feels right. Beyond the racing itself, you’ll find some added depth in the ability to upgrade your car’s parts (such as wheels, brakes, and nitros capacity) by cashing in points you earn from racing. You can then take these custom cars and race against up to 7 other players online, which provides a constant incentive to better your ride (though it may put newcomers at a disadvantage.)
 
Controversially, the game comes standard with only 5 cars and 3 race tracks. The idea is that players will be able to purchase more content of their choosing from the online store, but somehow we suspect the value isn’t in the players favor.
 
The game also doesn’t support motion-controls, but it will take advantage of the Vita’s Near capabilities, allowing those who pass another on the street with a copy of Ridge Racer to exchange ghost data, ala Mario Kart 3DS. 
 
All in all, Ridge Racer on Vita is exactly what you’d expect...just less of it. Based on my short time with it, it still plays very well, but the lack of included tracks and cars is a bit of a buzzkill. Keep an eye out for Ridge Racer to race into stores on February 22nd.
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