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new Ridge Racer 6 screens

Bigger pics at GameWatch

rr6_79.jpg

rr6_80.jpg

rr6_11.jpg

rr6_14.jpg

rr6_19.jpg

rr6_23.jpg

rr6_66.jpg

rr6_77.jpg

rr6_61.jpg

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and so on...

http://www.watch.impress.co.jp/game/docs/20051028/rr6.htm
 
oh man, look at that, i can seriously just taste that. 100% namco right there. i think i just budged on 360 just for this game alone.

oh, and why did they make Reiko look like some Frog lizard thing.

oh, and as far as soundtrack goes, based on what namco did with katamari, menu music in racing evolution, and ridge racers, im definitely expecting one of namco's best soundtracks ever.

some of the cars look a bit iffy still, im not too sure about their designs. those levels just look like way to much fun to race in though.
 
I will not pick up a 360 just for this, I will wait for the PS3 version. I will not pick up a 360 just for this, I will wait for the PS3 version. I will not pick up a 360 just for this, I will wait for the PS3 version. I will ... argh!
 
callous said:
I will not pick up a 360 just for this, I will wait for the PS3 version. I will not pick up a 360 just for this, I will wait for the PS3 version. I will not pick up a 360 just for this, I will wait for the PS3 version. I will ... argh!

Yeah I'm starting to feel the pull on this on myself after this latest round of shots...
 
callous said:
I will not pick up a 360 just for this, I will wait for the PS3 version. I will not pick up a 360 just for this, I will wait for the PS3 version. I will not pick up a 360 just for this, I will wait for the PS3 version. I will ... argh!

and its been sighted in age certification in Germany already, so it'll be out for launch in Europe, probably US too!
 
I liked the PSP version, the only problem was the lack in variety in cars, anyone know if there's a lot more new cars in RR6? Can't really read Japanese just yet :)
 
Elios83 said:

Wait... There's a new PSP version?

Really, being that this is a NAMCO game, it doesn't give me that warm fuzzy feeling in regards to the machine's graphical muscle. I lean on them to show me what a console can do. I'm excited because I know the game'll be fun, but I expected much more of a leap in visuals.
 
Xellotah said:
Did anybody notice a pacman maze in the corner of one of screenshots.

Thats normal, it just tells you the timing of your current lap compared to your previous, or how far behind you are from first etc, can't remember exactly.
 
flipswitch said:
Has this got something to do with the Z- Buffer?

edit: now in english

You said it in the first post of yours. Cars are probably poly starved or a simple case of bad modeling. A Z-buffer algorithm will not fix issues like this, a z-buffer algorithm is a hidden surface removal algorithm and hides/removes stuff that should not be visible to the camera.
 
Someone asked about how many cars, and I found these blurbs on Namco's US sites Ridge Racer 6 page:

THE ULTIMATE RACING CHALLENGE: Ridge Racer 6 offers the widest selection of cars and courses to date featuring over 130 new machines (including over 8 Special Machines), 30 challenging courses, and a classic mini-game at the start-up screen.
NEW WORLD EXPLORER MODE: This brand new mode matches the player's gaming style offering over 230 races.
EVOLVED NITROUS SYSTEM: Punch the nitrous and experience the intensity of new levels of speed.
XBOX LIVE COMPATIBILITY: Compete head-to-head in online races. Challenge the worldwide unified time attack ranking in Global Time Attack. Upload/download Ghost Data for more challenges. Players may also download new content via the Xbox Live Marketplace.
 
A few screens seem taken from the PSP version.....

Nope, the PSP has the HUD elements arranged differently (map on the right, position and nitrous on the left). Your second screen (the one with HUD) has the elements in the correct place for the 360 version.
 
Looks like they are using anisotropic filtering, must be the first game or something, scarce indeed for whatever bizarre reason. aliasing is has not been cleaned though, hopefully they will implement that 4x FSAA.
 
Shompola said:
Looks like they are using anisotropic filtering, must be the first game or something, scarce indeed for whatever bizarre reason. aliasing is has not been cleaned though, hopefully they will implement that 4x FSAA.
I certainly see antialiasing. Or have my eyes gone blurry on me?
 
There is a lot of aliasing artifacts in the screenshots you posted. Look at the bg details, the cars also have a lot of jaggies.
 
look where the left wheel well meets the road on the right car, you can see it, i mean its crap but its there

as blims image pointed out, jaggies still exist at 2x aa, like i said
 
crunker99 said:
look where the left wheel well meets the road on the right car, you can see it, i mean its crap but its there

as blims image pointed out, jaggies still exist at 2x aa, like i said

Jaggies should be there even at 4x FSAA, but not this kind, that is my point.
 
looks ok in these shots, pretty dissaponting actually... but like doa4, seeing the crisp graphics at 60fps makes the game look quite nice (judgng solely from the empty demo and blim's 60fps videos).

of course the ridge series has always had killer music and presentation, so i'm pretty stoked for this one... shame they havent thrown together any trailer videos of awesome replay footage of some more exciting circuits to build up anticipation. really seems as if namco doesnt give a shit if it fails (sales wise)

90.jpg


HOT
 
i dunno those on the car maybe but on the wheel well look pretty good

check this:

55.jpg


there is some there too but not as much, maybe thats a better illustration, i guess we wont know for sure till we see it in motion but im with blim on this
 
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