Not that you can just go around crashing into people and things constantly, as your car takes damage from most interactions - a fully destroyed car is penalized with precious race time, offering a risk/reward twist to the game's, um, twist. This effect was compounded when boost came into play, either assisting me to nudge someone out of the way (and into an abutment) or allowing me to straight up blast through designated areas. Around turns, I found myself repeatedly fired into a corner or spun around, often due to my lack of foresight. In Unbounded, other players come after you. The demo build was unfortunately locked in the automatic transmission setting, but the assistance of a drift button allowed me to characteristically slide around turns and past other cars. It combines elements of both Split/Second and Need for Speed to concoct a hybrid Ridge Racer experience like none before, and - at least thus far - creates a surprisingly refined experience as a result.%Gallery-130924%I wasn't given a chance to check out Unbounded's craziest addition to the Ridge Racer series, track creation, but was instead offered a brief playthrough of one of the game's Bugbear Entertainment-developed levels. Sure, Unbounded's driving still leans heavily on drifting, and the soundtrack is still composed of bouncy, synthetic beats, but Unbounded is an entirely different beast from previous entries in the series. You know Ridge Racer, right? It's that arcade racing stalwart that occasionally revives itself for a new platform launch or awkward update, but consistently delivers drift-heavy, if not somewhat stale, racing mechanics? Or maybe you know it like I do, as a game to occasionally obsess over, to replay over and over while its electronica soundtrack bounces along in the background.Įither way, Ridge Racer Unbounded is none of those things.
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