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.
Showing posts with label ridge racer type4. Show all posts
Showing posts with label ridge racer type4. Show all posts
Friday, July 11, 2014
The Ridge Racer Legacy, part 8...
For Ridge Racer Type 4 (R4) to succeed as more than just another console racing game it had to engage players on multiple levels. The graphics engine was as good as Namco had ever done for the Playstation and the control was spot-on. It was the heart of the experience that Namco would have to explore. Who was racing and why? It was a question not often asked by developers. Why should players go through the process of winning another virtual trophy? Why should they challenge themselves to try and unlock 320 cars? It turned out that the team managers would be the way to get players more involved. The four team managers were interested in winning the most prestigious prize in auto sports history, the Real Racing Roots '99 Trophy.
Thursday, July 10, 2014
The Ridge Racer Legacy, part 7...
The Ridge Racer Team had become very confident with the franchise and wanted to give audiences an entirely new perspective on the series. They began by rewriting the game from the ground up. The hardware they were working with was beginning to show its age and Sony had already shipped development kits for the upcoming Playstation 2. R4 would be the swan song for the original Playstation console. As such the team at Namco wanted to make sure that the game went out on top. To keep players engaged it would not be enough to simply have a great racing game to play through, audiences wanted to be engaged on multiple levels, they wanted more immersion.
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