Even Sega's formidable Dreamcast would have trouble pulling off some of the effects seen here. Sure, the graphics will amaze, but it's all about the realism here. The physics engine continues to be the series' most realistic asset with every car reacting and handling the way it should. And what good are real-car physics if they can't be toyed with? Anything from a hi-flow intake to increasing engine displacement or racing slicks is in here. Even real nitty-gritty stuff like camber angle is at your disposal. It's a racer's dream-and it's a lot cheaper than the real thing, too.
Polyphony hopes to have some new '01 vehicles in the mix before GT2000 launches this fall. Besides Nissan, Toyota, Honda, and every Japanese automaker, GT2000 will also have Bavarians like BMW and Audi, as well a few more exotics. Sadly, it's been reported that some older, less popular models may have gotten the axe. Let's hope that's not true. Although I shouldn't complain, a stable of 400+ cars ain't bad by any means. More cars don't mean much, if they're all on the same tracks; a few more may be added if time permits. It doesn't get much better than this. GT2000 is slated for a fall release. If you need one reason to buy a PS2, forget that it's a DVD Player and that it plays existing games, and forget that it has Electronic Arts ready to ship a dozen games at launch. Just remember that GT2000 will be available before Christmas and will kick some serious ass.
Ridge Racer VPublisher: NamcoDeveloper: NamcoNumber of Players: 1-2Available: Fall 2000
Ridge Racer has always been synonymous with the PlayStation. Way back in '95 (and '94 in Japan) when the first PlayStation came out, it was initially successful. I'd wager that the PlayStation's initial success wasn't because of great marketing on Sony's part, but because there were two games that were incredible, Ridge Racer and Toshinden. One was a near-perfect arcade conversion, the other was a fast-paced 3D fighting game.
The Ridge Racer series is now in its fifth generation (not including arcade or Nintendo 64 versions). Ridge Racer V (RRV) proved to be the most important launch title in PS2's lineup. It sold more than any other game and by a lot, with good reason. It's a fantastic game, and the remaining PS2 lineup was pretty foul. Mahjong anyone?
Ridge Racer Type 4 was impressive at the time, but Ridge Racer V blows it out of the water, setting a new high-water mark. From its presentation to the actual game, Ridge Racer is a tour de force. The shell screen menus are bustling with activity. Highly stylized artwork that seems too good to be in a video game is everywhere. Namco has taken the liberty of including engine designation, and Honda and Nissan fans alike will notice some harmless plagiarism like a KA30FR engine or R16C. While I'm at it, I should also mention Namco's liberal use of existing vehicle design. Four different car manufacturers in RRV each have various vehicles available for race. Kamata's Fortune is a Civic Hatchback, no doubts about it. Other designs are more discreet with only moderate similarities to real two-door rockets.
To unlock more cars, tracks, and engines, it's necessary to beat Ridge Racer's multiple modes. A few secret cars, namely Pac-Man and the Ghosts, can't be unlocked until 3,000 total laps have been completed-that's a lot of racing. GT2000 may be more realistic, but some players will enjoy Ridge Racer's seat-of-the-pants gameplay more. Whipping around a corner in excess of 200 miles while power sliding is awesome. Since this is a Namco racer, it will support all existing controllers like Namco's NeGCon and JogCon. No matter what controller is used, RRV is a rush. If only real-life physics could mimic Ridge Racer, everyone would watch racing on TV. High-speed on-screen antics are accompanied by some of the best techno/rave/DJ music around; it's that good.