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It's totally hit-or-miss on races, like the outcome is based 100% on luck. I can come in 9th on one and then win the next by 6 seconds. The race class cars seem to work much better than the street class. I'm getting way tired of exploding because an AI player touched my car though. Will try levelling up on some custom tracks, and then using the cars in single-player.
There are dependancies on luck too, but nothing's out of your control or completely avoidable.
The game's complete lack of tutorial as of some other things seem to have led to it's demise - it tanked at retail, but it's still enjoyable if you get pass the few quirks.
There are few things though:
1) The drift button is meant to be held down. What it basically does is allowing you to retain your speed while moving around the corner. You can drift without it, but you lose speed and you can't make as agressive a turn. I don't know exactly how it works deep down, but that's the sort of picture I've gotten.
2) It doesn't allow you to drift all_the_way_around_of_every_ corner, only the most spacious ones where you have the space. Drift only when you have to or only when you need to fill up the powermeter, if you can turn around a corner while pressing the gas and just by turning with the stick, it's better to do so.
Some cars with crappy handling cannot get through every corner with max speed, they'll spin around. If it happens, reset car immediately, turning around takes more time than that.
3) Ideally you go into a corner from the outside, start drifting early and try your best in making it clean. This excludes shortcuts. Basically what you need for drifting is space, and the traditional corners offer this the most if you cut in from the outside of the corner.
4) Awards give you full boost, but only once. If you get "trasher" award, you get full boost. If you do something that would award it again, you won't get full boost. This is especially notable when you jump over something for airtime, or drift a lot, or when you know you're going to do some award-worthy - know when you get a turbo next so you know not to hoard the turbo if you get it again in 2 seconds.
5) Shindo Races don't award you for destruction, frags cannot be done in normal way. Turbo meter fills up fast. Demolition awards for destruction, destroying the smaller objects can fill the power meter fast.
6) Drift races are quite different, getting a long drift combo is pretty much required for the time boost. And don't stress about them, it's mostly about pick the right car sort of thing. Cars with the best handling and speed might not be the best, since those attributes interfere with the goals of acquiring a long drift or then the car is "back in total control" all too early....
7) Frag races, resetting car, not going too fast etc. are quite important factors. When the cards swarm around try to get into the inside so that you just pinball around the cars. Also disable the cinematic reel after frags (final note b) ).
Final notes:
a) Get a gamepad or don't play at all.
b) Options menu is accessable... but only ingame. I don't know who the genius was. There you can at least disable the cinematic camera when you go through a building, or score a frag. It is both good and bad, sometimes the AI driver will save you from an impossible scenario, but sometimes you lose frags or shortcuts because of the cinematic.
The worst part is that the game doesn't bring out any effort in explaining any of this. Well, Namco didn't bother marketing either so I don't exactly know what their deal was, the game tanked at retail very hard (80k retail sales versus million plus of RR7) and BugBear claims to be happy with the game, they probably made a good deal too considering that they're not going under or anything. I'd say it's a good game, but a bad product.
[OFFTOPIC]
As a sidenote I cannot understand how in the hell does anyone like the standard Ridge Racer. If I want play a racing cars with spaceship physics, I play WipeOut, not Ridge Racer.
http://www.youtube.com/watch?v=JlKTEmcj5Vg
[/offtopic]
The other thing is the lack of splitscreen, but I'm not sure if the consoles could have handled both destructive gameplay and splitscreen. I doubt they would've managed that all too well. Split screen is especially important for a certain segment of the arcade racers, though I don't think the younger people playing burnout (Burnouts are good games - I loved the third installment - so don't get me wrong, but it also fits for a wider audience which RRU doesn't accomplish) would really want to learn a drifting mechanic.
It wouldn't hurt them a bit if they would've managed to copy the ideal driving line feature from forza and some short tutorial cutscenes to tell people what the hell is going on with the game. There are some other, smaller things too but the game was delayed and the release was needed.
Rather have a bit unfinished game labeled as failured experiment rather than go all-out with finished game and a marketing campaign... if the game was delayed any further, they would've had people waiting for Forza Horizon and NFS: Most Wanted instead. It's a fight you wouldn't be able to win, really... having RIIIIIIIDGE RACERRRRRR the die-hard fans would doom to hell against the current flagships of the genre.
I say it again, good game, bad product. I feel a bit ashamed for grabbing this for such a cheap price.