The game was very much calling out to the frustration that the Occupy movement had been trying express. The inequity was what the 99% felt towards a system that was rigged against them. Social commentary had been very lightly sprinkled over video games for the past four decades. As storage, graphics and animation increased so could the ability to tell more complex stories. Strong political statements began to creep in over the past few console generations. Since some racing games were taking on the qualities of action titles then it was only a matter of time before some of the political themes would get carried over as well.
A blog about my interests, mainly the history of fighting games. I also talk about animation, comic books, car culture, and art. Co-host of the Pink Monorail Podcast. Contributor to MiceChat, and Jim Hill Media. Former blogger on the old 1UP community site, and Capcom-Unity as well.
Monday, August 4, 2014
The Ridge Racer Legacy, part 21...
Bugbear Entertainment had a very specific vision for Ridge Racer Unbounded. They created a game with a certain tone and atmosphere. It was much darker than fans of the series were used to seeing. In order to get audiences to accept why the racers were willing to destroy their own city they had to give them a reason to. The city of Shatterbay had a very strong contrast between the political and business elite. Those that ran the city did so from the comfort of glass and steel skyscrapers. Everything away from the heart of downtown, pretty much the rest of the city was a slum. The actual working masses lived in poorly maintained, poorly run boroughs. The city looked worn and beat down from years of neglect. Buildings were all in muted colors, it had obviously been years since they had seen a fresh coat of paint. Trash and graffiti littered the streets and roads were in sorry condition. It didn't take much for the "Unbounded" to take the system apart one wall at a time.

The game was very much calling out to the frustration that the Occupy movement had been trying express. The inequity was what the 99% felt towards a system that was rigged against them. Social commentary had been very lightly sprinkled over video games for the past four decades. As storage, graphics and animation increased so could the ability to tell more complex stories. Strong political statements began to creep in over the past few console generations. Since some racing games were taking on the qualities of action titles then it was only a matter of time before some of the political themes would get carried over as well.

Namco was not ignorant to the trends of the world. The studio knew that they could not present a completely utopian view of the civilization, especially within the Tekken series. War and strife were still very much relevant in canon, however that reality did not trickle down to the masses. The citizens of Bayshore and other Namco cities did not live in constant fear, nor were they protesting the establishment. The Mishima Zaibatsu and the G Corporation had done an impeccable job convincing the masses that they were working for the public good. They showed this by creating enormous public works projects, hosting the King of the Iron Fist tournaments and running cities which were seemingly free of any crime.

There were layers and layers of details that went into the creation of each stage in the previous Ridge Racer games. Unbounded seemed hollow by comparison. The manicured lawns, enormous fountain, European clock tower and craftsman-style mansions that lined the Old Central course. The neon splendor of the Crossbay Tunnel which ran under Rave City River. The span bridge that crossed Ridge Bay and had been a staple since the very first game. It was better known as the Harbor Line 765 circuit. It had been featured in many sequels and became symbolic for the series. Yet there was a small town in the shadows of that bridge. It was the original settlement that Ridge City had grown out of. The remains of a Spanish fort and an old pueblo had remained untouched for several centuries. The humble origins of the greatest Namco metropolis made up the Island Circle level. The juxtaposition of the old and the new was something very subtle. It was something that gamers might have overlooked. It was something that the gaming media may have even ignored. Yet it was also something that not every studio was capable of doing.

The best tracks in Ridge Racer had a timeless quality to them. Whether they were set in a bustling metropolis or in a jungle outcropping they did not instantly date themselves. By using a backdrop that looked a lot like current New York City Ridge Racer Unbounded locked itself into one era. In a few years the railcars would look even more dated than they already were. The muscle cars and exotics would be further our of place and the architecture, even for downtown, become antiquated. The dilapidated city of Shatterbay would no longer remain worth revisiting. Ridge City on the other hand would always be a welcome sight to fans of the franchise.

The editor was not as easy to use as gamers had expected. In the PC release of the game it was broken from the onset. Players had to wait for Bugbear to release a patch to solve many problems with the editor. There was a surplus of courses online for players to try and review. It was as if for every one player a dozen variations was waiting for them. The drawbacks to Ridge Racer Unbounded, the lack of originality, began to show thanks to the editors. The same assets that the Bugbear had used to create the game were available to players. This was not bad in and of itself, however while racing through the game it was apparent that the developers had released a title that consisted of mostly edited set pieces. When those levels were combined with bland cars the experience felt cheap. It was not the Ridge Racer that I was a fan of.

The editor in Ridge Racer Unbounded was not in the same league as Trackmania. Even with dozens and dozens of potential pieces to unlock and thousands of level combinations that they could come up with it was a drop in the bucket compared to what a more robust editor like Trackmania offered. The stages in Unbounded lacked the charm of the classic Ridge Racer tracks as well. The earlier Ridge Racer courses told a story. It was a story that would remain more promising than the future of Shatterbay. Namco tried to extend the life of the game by announcing Ridge Racer Driftopia in 2013. Essentially it was a free-to-play MMO racing game using the Unbounded engine. The spectacle of the action racing games was not enough to keep players engaged. It happened to Burnout and Need for Speed and would happen to Unbounded. Ridge Racer was a series that worked best when audiences lost themselves in the world that Namco had created. The next blog will take a closer look at what Namco lost when they went with the vision laid out by Bugbear Entertainment.
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The game was very much calling out to the frustration that the Occupy movement had been trying express. The inequity was what the 99% felt towards a system that was rigged against them. Social commentary had been very lightly sprinkled over video games for the past four decades. As storage, graphics and animation increased so could the ability to tell more complex stories. Strong political statements began to creep in over the past few console generations. Since some racing games were taking on the qualities of action titles then it was only a matter of time before some of the political themes would get carried over as well.
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The potential for new courses always seems exciting, but have a broke track editor... well hindsight is always 20/20
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