Xbox 360 Review: Ridge Racer 6 - Page 2

Fourteen-player Xbox Live racing is available in addition to two-player split screen, and that's the only thing keeping this from being a constant bore at some points. The single player tour mode is unique for its structure. Cars are earned by completing pre-set race sections on a grid-like menu, but with 111 races and a staggeringly low 15 courses, there's nothing to provide variety here.

Yes, the courses change and flip. That's a series trademark. It's impossible to avoid feeling like you've done all of this before, and by the end of this one, you'll have no reason to come back. Even the cars share this same trait, with entire classes made up with the same vehicle and a non-customizable paint job. This is a game where the length becomes a problem, and if it were cut in half, it would be close to perfect. As it stands in an attempt to makes this $60 purchase worthwhile, the final few hours are a matter of going through the motions to get it over with.

Nonetheless, the basics of Ridge Racer 6 are enough to carry the game. There's a reason this series is on its sixth incarnation. Drifting, even if totally repetitive, is strong enough to create an entire game around. The fantasy-like cars, environments, and driving is oddly soothing when compared to high speed chases and hardcore simulations out there from other companies.

Ridge Racer 6 doesn't try to be any different. It doesn't need to be, but it's hard to defend a game that fails to try anything to break up its own design monotony. This franchise needs a push in every area and at least one new idea. Until then, this is a satisfactory (and maybe a little more) romp for long time fans and an utter disaster for die-hard racing game players. Be aware of what you're looking at before spending the money.

Ridge Racer 6 is a rated E (Everyone) by the ESRB.

(*** out of *****)

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Article Author: Matt Paprocki

Matt Paprocki is a 12-year movie and game critic. He currently freelances for Blu-ray review site DoBlu.com and video game site MultiPlayerGames.com.

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Article comments

  • 1 - Ken Edwards

    Dec 24, 2005 at 5:20 am

    The almost non-existent lighting model really shocked me.

    I am about 60 races though, and want to finish the first 111 so I can see what that unlocks, apparently a lot.

    You should have added that if you had played the PSP version to death, everything up until Class 4 is not going to be a challenge that will take you (at most) two or three tries to win all the races. I am still killing the CPU in Class 3 but just got wasted in Class 4 - the first time in the game I have been decimated by the CPU.

    This is also the first true sequel on a non-Sony console. A first for the series for sure.

    If you are not going on Xbox Live in this game, you are really missing out on some great arcade racing action. 14 player races and global time attack are great. More games should incorporate an online global time attack mode.

    In the end I come to the same conclusion though, it gets an average score. I am mostly disappointed with the luckluster graphics, and the very small number of courses.

    But damn is RR still addicting in its 6th main release!

  • 2 - Ken Edwards

    Dec 24, 2005 at 5:27 am

    Oh I forgot. Isn't a really annoying announcer a prerequisite for a RR game? I think he is on even MORE caffeine then he was on the PSP. They have amped up the annoyance factor for sure with RR6.

    NAMCO, please, please put in a new announcer. And I KNOW when someone fired off some nitrous, as I can SEE it. And if someone fired off some nitrous to catch up I can see that too - right there in that handy rear view mirror. And if you could, please, explain to me what is "good nitrous" as I am not grasping the concept of "bad nitrous."

    Thanks. Annoyed,

    Ken Edwards

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