Gran Turismo 2000
SCEA
Ridge Racer V
Namco
Both games due Fall 2000 for PS2.
As soon as the PS2 was announced, it was a foregone conclusion that the two racing powerhouse franchises would make the transition, probably as launch titles. And both are slated to get to the system as early as possible—RRV is a definite launch title, with GT2000 still a possibility. Despite their eventual release dates, the American versions were both fully functional (and thoroughly mobbed) at this year’s E3. Sony, in fact, demoed GT2000 at its PS2 press conference, which only fueled the deep need to experience the game first hand for those of us who haven’t played the Japanese version due to lack of funds. Consequently, the game was pretty inaccessible for the first couple of days, as was Ridge Racer V.
It will come as no surprise to anyone that both games are basically the same in every important way as their progenitors, except, of course, for the graphics and some minor gameplay tweaks. But if that sounds like a halfhearted statement about the games, it isn’t. GT2 and RR4 pretty much represented the high end of 32-bit driving graphics and game design. For first generation titles, the updates look to do the same for the new 128 bit set. As you would expect, everything in the visual department is improved in both games—light sources, framerate fluidity, roadside and background detail, high-polygon car models, lens flare (especially on Laguna Seca at dusk), replay camera quality—you know, the works. GT2000 features heat waves that make you swear to god you smell asphalt and rubber (and who knows, maybe you will be able to, someday…), and RRV has the expected supercool brightly lit city-scapes. On the down side—if there is one—there was some debate as to whether RRV’s fog and draw-in problems (which I thought were incredibly minor) were enough to mar an otherwise fabulous looking game. There was, however no disagreement about about GT2000—a sexy, sexy game.
Gameplay" Personally, I’ve always been more of a RR-style game engine fan. I get sort of impatient with simulation style control that forces you to fully memorize the tracks before you can just peel it around like a badass. For those out there who enjoy a surreal and fairly unrealistic driver, RRV certain stays in that tradition—the speed is definitely there, and the breakneck sort of powerslide arcadism is back, although integrated into a crisper, sharper looking environment. GT2000 is still somewhat sim-heavy, with your standard compliment of spin-outs and touchy turning. However, both games now operate on a different, more intuitive acc/deceleration system that is sensitive to how much pressure you apply to the gas and brake buttons, giving you a greater feeling of control and making the brake/gas combos less of a frustrating experience. Both games have also now (successfully) fully integrated the analog sticks, so that, combined with the gas/brake enhancements, you can virtually play the thing in a satisfying joystick mode.
RRV is again devoid of actual car licenses, but the majority of them bear striking and occasionally suspicious resemblances to Porsche, Lamborghini, Toyota and Honda models—much more so than in previous versions. As in previous editions, there are a number of hidden and secret vehicles—unlockable through various means—including a hidden cart-style race mode starring Pac-Man and the ghosts that occurs after you log in a certain number of miles…er, kilometers. As in GT2 for the PSX, RRV now features Endurance races (why anyone would voluntarily do that to themselves is beyond me), and a Duel, Career, Versus, and other expected game modes.
GT2000 was originally announced as a fairly straightforward port of its PSX cousin GT2. But, as surprised no one, it in fact features new car models and backgrounds. The overall setup is almost exactly the same, but with the new braking system and the incredible new graphics, the entire experience will feel new again—trust me.
As far as any possible problems, word is that RRV will force you to complete the Career mode with every single damn car to unlock everything the game has to offer. Of course, driving fans have shown great tenacity in this department in the past, so it really shouldn’t be that big of a gripe. As far as GT2000 goes, the control system that I called intuitive a few paragraphs earlier actually only started working for me after I forced myself to stop playing the way I was used to. Old habits die hard. And still no word on whether you can upload data from GT2.
Basically, if you are a fan of the two franchises on the PSX, you are undoubtedly already planning to buy them for your PS2. I’m here to tell you that you won’t be disappointed. If you haven’t played either one, and want to investigate the driving genre on your new system, these two titles are the ones to try. Although I’m a little more excited about RRV for the simple reason that I love the series, GT2000 has my early vote (as safe as it is) for PS2 driving game of the year.