There’s some merit to that, but I would argue that 2000-2010 was a far more brutal time. Plenty of gaming journalists and video essayists have pointed to the transition to 3D as a cutthroat time for long-standing developers and series’, with many failing to effectively translate their gameplay to the land of the Z axis. After spending the last decade getting to grips with 3D spaces and how to interact with them, the next decade would see huge leaps in game design, solidifying a lot of the trends and maturing into the stable gaming landscape we have today. The millennium marked a crucial turning point for gaming history. So, the cars and car mechanics are a lot more detailed, the backgrounds are more realistic and we could manage 60fps in real-time to bring out the ‘emotion’ of the game.’Įiichi Saita, Ridge Racer V Senior Project Director (Official UK Playstation 2 Magazine - Issue 1)Įiichi Saita, if only you knew how damaging this philosophy would become. At the same time we've put a lot of new things into the game which only the PS2 can allow. I would highly recommend reading part 1 if you are also interested in Ridge Racer’s golden era.) I think the main thing we wanted to achieve was a game that brought out the same emotions that the original Ridge Racer provoked on the PSone.
(This article is the second part of a two-part series.