Pachislot manufacturer Yamasa picked up the bill for the recreation. They actually toured it around the country and raced it on occasion. The car actually performed better than the Acura it was built from. It gave credibility to the designs that Namco had been introducing to the genre. The cars did more than look good, they had functionality. They were well balanced, not just in the sense of symmetry but also for weight distribution which could help in the performance on a race track. The best designs in the series were not solely for the sake of eye candy. The artists updating the legacy cars in the series were dedicated gear heads. They wanted to introduce cars into the game that were aesthetically pleasing and could convince gamers that they would be real world screamers. Some of the designs were reminiscent of the best concept cars developed by the industry. In fact some of the designs predated the concept cars themselves. Such was the case for the Assoluto Promessa. The third generation Promessa debuted in Ridge Racer for the Vita in 2011. It predicted the radical "slingshot" design of the Toyota FT-1 Concept by two years.
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.
Wednesday, August 13, 2014
The Ridge Racer Legacy, part 28...
Great design is timeless. Great design changes the way that people look at the world. From a well designed set of silverware to a well designed office building. Great design is hard to ignore. It influences language, art, music and culture itself. I'm sure that the reader wishes that many of the weapons and vehicles they saw in movies were real. After all, who would not wish to own a Lightsaber from Star Wars, or a Light Cycle from Tron? The same rule applied to great design from video games.

Pachislot manufacturer Yamasa picked up the bill for the recreation. They actually toured it around the country and raced it on occasion. The car actually performed better than the Acura it was built from. It gave credibility to the designs that Namco had been introducing to the genre. The cars did more than look good, they had functionality. They were well balanced, not just in the sense of symmetry but also for weight distribution which could help in the performance on a race track. The best designs in the series were not solely for the sake of eye candy. The artists updating the legacy cars in the series were dedicated gear heads. They wanted to introduce cars into the game that were aesthetically pleasing and could convince gamers that they would be real world screamers. Some of the designs were reminiscent of the best concept cars developed by the industry. In fact some of the designs predated the concept cars themselves. Such was the case for the Assoluto Promessa. The third generation Promessa debuted in Ridge Racer for the Vita in 2011. It predicted the radical "slingshot" design of the Toyota FT-1 Concept by two years.

When the Ft-1 was designed Toyota sent the specs and computer data to Polyphony Studios in Japan. The team that created the Gran Turismo series had created a game engine that was eerily good at predicting the performance of real and concept cars. Toyota would be able to put the FT-1 through the "shakedown" phase without risking a crash. A little known fact was that the engine in the FT-1 concept car that was shown at the car shows was a mock-up. There was a small electric motor from a golf cart that was used to move it around. Polyphony would be able to put in a real engine and see what the car was capable of with different gears and transmissions. While car fans may never see either concept car in person they could at the very least drive them in a favorite game. The FT-1 was made available as a free download in Gran Turismo 6 at the start of 2014. The Assoluto Promessa was featured in Ridge Racer 2 as well as in Ridge Racer Vita some years prior.

Namco learned early on that they would have to keep the series fresh by introducing it to mobile platforms. Sony always worked closely with the company to insure that the Playstation would always get at least one exclusive release. When the studio announced the PSP handheld and later Vita systems then audiences could guess that Ridge Racer was not far behind. Some of the most innovative periods of the series took place on handheld systems. The next blog will highlight these entries.
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Pachislot manufacturer Yamasa picked up the bill for the recreation. They actually toured it around the country and raced it on occasion. The car actually performed better than the Acura it was built from. It gave credibility to the designs that Namco had been introducing to the genre. The cars did more than look good, they had functionality. They were well balanced, not just in the sense of symmetry but also for weight distribution which could help in the performance on a race track. The best designs in the series were not solely for the sake of eye candy. The artists updating the legacy cars in the series were dedicated gear heads. They wanted to introduce cars into the game that were aesthetically pleasing and could convince gamers that they would be real world screamers. Some of the designs were reminiscent of the best concept cars developed by the industry. In fact some of the designs predated the concept cars themselves. Such was the case for the Assoluto Promessa. The third generation Promessa debuted in Ridge Racer for the Vita in 2011. It predicted the radical "slingshot" design of the Toyota FT-1 Concept by two years.
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Have you seen this? It's called Drift Stage and it's basically Ridge Racer with the '80s neon turned up to 11.
ReplyDeletehttps://www.youtube.com/watch?v=794NSkRWQJ0&feature=youtu.be