Gamescom: Ridge Racer Unbounded Taking On TrackMania

17.08.2011
It was quite refreshing to talk to Namco about . One of the first things they said regarding Ridge Racer Unbounded and how they wanted to extend its replayability was "the audience has already paid to be entertained." This is a marked shift away from the increasingly DLC-heavy approach that many developers are taking, and a move towards a more community-driven approach giving the game a much longer lifespan.

Chief among the features that will drive (no pun intended) Ridge Racer Unbounded's future is the addition of the City Creator functionality. During development, the team wanted to experiment with different ways of building tracks that would allow them to create a more expansive range of urban environments in which to set the game. Eventually, they settled on a "template" approach that used prefabricated city blocks, each 250mx250m in surface area, and slotting these together to build the game. Indeed, the whole of the game's campaign is built using these blocks -- but after thinking about the way they worked, their simplicity but flexibility, the decision was made to put them in the hands of the player.

Thus, the City Creator was born. It was designed as a response to players impressed with the myriad possibilities of user generated content but daunted by where to begin using the tools. It's simple, easy to use and intuitive, but that doesn't mean it lacks depth. Indeed, Namco claims the rest of the game was built with the same tools -- and makes the bold boast that it's possible for anyone to create a retail-quality track in under one minute.

Having watched it in action, it might not be such a ridiculous boast after all -- it really is very simple. Offering the player an 8x8 grid (64 tiles), the editor allows players to choose from a selection of interlocking blocks from 12 different city environments (two of which are currently implemented) and fit them together as they please. City backdrops are then generated in the blank squares, though players are free to insert specific landmarks into the backdrop as they please. Once a track has been completed with a start and finish line, players can choose the lighting for the circuit and set up special rules, such as what type of races the track will play host to and any restrictions on cars.

The interesting possibility of a puzzle mode was raised when the possibility of arranging those 64 potential blocks into non-grid configurations came up. Namco was keen to stress it wasn't confirming or denying anything, but the example of a map with a river running through the middle of it and the player being challenged to create a circuit with the available pieces was certainly raised as a possibility. Namco also didn't confirm or deny whether advanced editing and customization of individual tiles would be available beyond simply slapping down 64 tiles, but it was again raised as a possibility.

If this all sounds a bit like TrackMania, you'd be right -- Ubisoft's game even includes a puzzle mode with its track editor -- though Ridge Racer Unbounded's circuits are more grounded in reality than its potential rival's gravity-defying setups. It's the on-track action that's chaotic in Namco's title, with over the top crashes and destructible scenery giving the game a touch of insanity a step beyond taking corners sideways.