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Re: Ridge Racer Unbounded

Verfasst: 11 Aug 2011 16:16
von Master(G)

Re: Ridge Racer Unbounded

Verfasst: 11 Aug 2011 16:41
von randy
en huere brunz, muess grad go chörble

Re: Ridge Racer Unbounded

Verfasst: 12 Aug 2011 08:44
von sidusson
:sleepy:

Re: Ridge Racer Unbounded

Verfasst: 13 Aug 2011 11:35
von Reinforced
ridge burnout racer

Re: Ridge Racer Unbounded

Verfasst: 13 Aug 2011 11:52
von Tatsujin
0.00% RR flair!

Re: Ridge Racer Unbounded

Verfasst: 13 Aug 2011 13:30
von PlanetHarrieR
Wow, what a crash! That's just what i wanted to see!

Re: Ridge Racer Unbounded

Verfasst: 05 Mär 2012 10:15
von sidusson
roffel, börnout pur :lol:


Re: Ridge Racer Unbounded

Verfasst: 07 Mär 2012 12:35
von randy
roffel, uff unbestimmti zyt verschobe.

Re: Ridge Racer Unbounded

Verfasst: 09 Mär 2012 16:42
von zwirrlibatz
trailer vom (G)
das zbsp vo 0'12 bis 0'22 isch super. so sött en ränner mal sii.



und was isch schlächt a köstem city baue?

Re: Ridge Racer Unbounded

Verfasst: 23 Mär 2012 14:54
von Master(G)
Launch Trailer... chunt ja au glii use...


Quelle

Re: Ridge Racer Unbounded

Verfasst: 23 Mär 2012 17:21
von h4xX0r
das isch so en dumme sauname

Re: Ridge Racer Unbounded

Verfasst: 28 Mär 2012 08:18
von Trunks
Edge git es Nüni
Ridge Racer Unbounded review
27th Mar 2012 | 13:01

One of the most subversive, sublime street-racing games ever made.

This review will appear in full in our next issue, E240, which is out April 11, alongside an interview with producer Joonas Laakso about how the game came together.

--

Namco Bandai’s decision to entrust the licence of its chic arcade title Ridge Racer to FlatOut creator Bugbear showed remarkable confidence. Turns out it bet on the right studio. Joonas Laakso and his team have gripped Ridge Racer by the scruff of the neck and whipped the game into action-racing relevancy.

This is Ridge Racer inverted. No longer about endless, forgiving drifts, Unbounded is all about controlling chaos. Build your power meter to bursting, then unload it by slicing through scenery, smashing track-specific walls and obstructions to rack up points. Conversely, you can use it simply as a speed boost, or a means of taking down rivals. Any given session throws up shades of Split Second: Velocity’s explosive set-pieces, as well as Burnout’s slow-motion car crumpling and, of course, visual reflections of classic Ridge Racer’s showroom shimmer, but there’s never any doubt that this is Bugbear’s own opus.

The singleplayer takes place across Shatter Bay – a spot weld of top-tier American cities from New York to San Francisco, which Unbounded carves into playable districts. You unlock new challenges by accumulating points across various events. Domination races are most prevalent, the objective being to smash, crash and collide your way to the finish. Collateral damage impacts campaign progress as much as coming in first so prepare to balance your commitment to carnage with your focus on the finish. Tracks need to be memorised not only for their layout, but also their destructible elements. To know the hierarchy of Unbounded’s carefully arranged scenery is to master the game and to be able to outwit its fierce AI drivers. Initially, it’s incomprehensible: some walls crumble to dust, while others stop you dead in your tracks. But once you’ve deciphered the plethora of assets, the sense of empowerment and achievement is up there with the genre’s best, and accompanied by the thunderous beating of your pulse.



Domination mode is the singleplayer’s bread and butter, but the game’s other trials deliver equal doses of metal-twisting madness. Time Attacks give Bugbear an excuse to carry over its car-flipping ramp fetish from FlatOut, Frag Attacks are takedown challenges, while Drift Attacks are all about drawing perfect crescents with your tyres. Unbounded offers a carefully considered mixture of modes that never feels cheap or disposable, each making use of the game’s weighty physics and the team’s rock-solid proprietary tech.

Bugbear has been playing around with physics and destructible environments for years, but here it’s struck the perfect balance between realism and exaggeration. Destroyable objects react to your bumper as you’d expect, yet don’t fatally slow you down. Civilian traffic never thwarts your advantage, flipping out of your way and often smashing into the windscreen of your rivals. It helps that the framerate is so smooth, never stuttering despite the constant presence of debris.

Tracks may be littered with the remains of the fray, but the HUD and visual motifs remain clean, concise and stylish. Lap information and timings are frequently projected onto the scenery to save you the precious, game-changing milliseconds a glance at the top of the screen might cost you. Ridge Racer’s iconic streaking tail lights (present only during boosts) tell you where and when to drift, highlighting shortcuts when you’re at full cement-ploughing power.

Heavy handling, which carries more DNA from FlatOut than it does from classic Ridge Racer, presents a tough learning curve, especially for those unacquainted with Bugbear, but the game’s infrastructure lends a helping hand to struggling players. Finishing a race, whether you end up in pole or pitiful position, still grants valuable points depending on how successfully you misbehave. Ranking up your profile unlocks new vehicles, which can also help you to get back in the game and kick starts the process of unlocking those new challenges and districts.



But it’s not just places and powerful motors you’re after; progress feeds into the track editor, opening up new map pieces for you to patch into your own city. The editor is no last-minute addition: it’s a Forge-calibre DIY tool that enables you to publish your own creation, populated with all the jumps, obstacles and mayhem you can pack into the generous grid space. You can set event objectives, too, meaning that if the game’s brilliant, brutal gauntlets aren’t to your liking, you can effectively design your own campaign for you and others to enjoy and destroy.

This, then, is the game Bugbear has been working towards for the past decade, delivered with pedal-flooring confidence and made possible thanks to what initially seemed an unlikely collaboration between a Japanese publisher and Scandinavian developer. At a time when Japan seems determined to reach out to other territories with its intellectual property, it’s also the most shining example yet of how to handpick a third party and provide it with the freedom and support to get it right on its own terms. Ridge Racer fans’ first reaction may be to cry blasphemy at the rough, rugged world of Unbounded, but this new direction is refreshing and vital to a licence that hasn’t been a legitimate contender since its glory days.

The action-racing genre has delivered numerous treats this generation, but not one of them has been as rewarding and relentlessly entertaining, nor as feature-packed, as this. This is Ridge Racer unbounded from the shackles of its heritage, rebuilt from the ground up into one of the most subversive, sublime street-racing games ever made. [9]

Re: Ridge Racer Unbounded

Verfasst: 28 Mär 2012 08:22
von Master(G)
ich has hüt becho. bin gspannt!

Re: Ridge Racer Unbounded

Verfasst: 28 Mär 2012 08:35
von ritschi
Bejita hat geschrieben:Ou lueg, its hei si Ridge Racer ou zerstört :lol:
wo isch eigentlech de bejitler ane?

Re: Ridge Racer Unbounded

Verfasst: 28 Mär 2012 09:05
von PlanetHarrieR
Bündner Racer

Re: Ridge Racer Unbounded

Verfasst: 29 Mär 2012 13:32
von Trunks
Und sascha?

Re: Ridge Racer Unbounded

Verfasst: 29 Mär 2012 14:16
von mr.raw
Wertungen der EDGE

28.03.12 - Hier sind neue Wertungen der britischen EDGE. Maximal werden 10 Punkte vergeben.

Ridge Racer Unbounded (PS3/Xbox 360, Namco Bandai): 9

ES nüüüüni??????????'

Re: Ridge Racer Unbounded

Verfasst: 29 Mär 2012 14:17
von Trunks
Bild

Re: Ridge Racer Unbounded

Verfasst: 29 Mär 2012 15:05
von PlanetHarrieR
le lulz, typisch etsch eben

wobei, vielleicht ist ja doch was dran

Re: Ridge Racer Unbounded

Verfasst: 29 Mär 2012 18:56
von Master(G)
aaalso, ob ich am schluss es nüni wärd gäh chani noni säge, ha erscht 15 ränne gmacht. ABER: es macht laune!

es gseht us wie burnout paradise
fahrverhalte isch aber flatout mit ere priise ridge racer. also völlig unrealistisch, defür halt fun!
drifte isch nöd eso eifach wie i alte RR. muesch rächt fiin mache, je nach auto. gfallt mer aber. muesch richtig lerne fahre.
events sind abwächsligsriich (race, domination, zerstörung, stunt, timetrial). jede event erforderet anders fahre und en andere wage.

dumm findi, dass mer nöd weiss welli wänd kabutt gönd und welli nöd. guet evtl. lernt mer das no zdifferenziere irgendwie lol.

speedfeeling isch wahnsinn. boostenergie dur drifte uflade und bäm... super. isch scho no ridge racer irgendwo. mit triibendem tekknosound. und extrem 'neon'.
eifach mit komplett neuem händling und meh abwächslig.

Re: Ridge Racer Unbounded

Verfasst: 29 Mär 2012 19:35
von randy
do isch no es 1 stüdnigs gameplay fideo http://youtu.be/1RjQpXVstxk?hd=1" onclick="window.open(this.href);return false;

Re: Ridge Racer Unbounded

Verfasst: 29 Mär 2012 20:51
von PlanetHarrieR
Ein Spielspielvideo ^^

Re: Ridge Racer Unbounded

Verfasst: 30 Mär 2012 06:45
von Master(G)
es isch also no rächt happig! teilwiis muess ich scho 5-6x probiere, bis ich ändlich es ränne schaffe (d.h. nöd gwünne, sondern 3te werde LOL).

Re: Ridge Racer Unbounded

Verfasst: 30 Mär 2012 07:32
von Trunks
Aber machts fön?

Eurogamer git es 8ti!

Re: Ridge Racer Unbounded

Verfasst: 30 Mär 2012 07:59
von Master(G)
total. suchtspiel! nur no eimal!
guet isch au, dass mer xp bechunt zum freischalte vo neue wäge.
de fahrt mer jedes ränne fertig und bricht nöd ide mitti ab, wenn mer grad hine lieht...
ladeziit bime restart vome ränne wäre zwar 0. aber egal.