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R:racing Evolution

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Namco adds a role-playing twist to the world of racing-inspired video games with R:Racing Evolution (RRE). Rather than simply engage a series of generic heats, RRE allows the player to take on the role of an actual character and become immersed in a motorsports world. The game is a cross between Gran Turismo 3 and Need for Speed Underground, boasting graphics on par with the former, and bundling the modifications, ease of use, and fun-factor of the latter.

RRE serves up two handfuls of fun with a pinch of role-playing. It's not a soap opera, but the game puts you in the shoes of a female racer's life, Rena Hayama, aka "Number 76." The storyline is realistic enough, with refreshing originality. Rivalries are always good motivation, and in the game's Racing Life mode, Rena can be [OR NOT?] labeled the hero, with her foe Gina Cavalli taking on the role of her archrival. Win a race, and you're treated to a mini-movie that leads you into the next competitions, driving the story along. The game also employs the use of a reward-based system that grants Reward Points (RP) redeemable for modifications and even purchasing new vehicles).

 

RRE gives you the option of racing in multiple classes, which include GT, Rally, and Drag Racing. The GT segment struck an entertaining balance of realism and fun. Many times, the complicated layouts of video games can deter new gamers due the difficulty of usage. The GT segment employs fun-biased arcade feel: Some may say that the realism takes a backseat here, but it also makes the game fun to play.

 

We were drawn to the Rally segment, with promise of tail-sliding, multi-terrain excitement. Game control was typical for the genre, though we wish the cars tore a more dramatic, environment-stirring path through the stunning landscapes.

 

Each car launches differently, with its own unique powerband and character, making head-to-head battles quite addicting. Thanks to online gameplay, up to four people can drag race. We found it disappointing that quarter-mile times are displayed, yet trap speeds are absent.

The realism in RRE is enhanced while accelerating up hills. The climb does "feel" more difficult as the car ascends, as seen in slowed tachometer needle movement. Though the acceleration seems in tune with that of the real McCoy, the steering accuracy and speed feel a bit off. Initial turn in could be best described as either on or off, leading us to ponder why the game was labeled "pressure sensitive" (as in GT3). Trying to set the car up for "S" turns could be a challenge. The cars would feel twitchy--pressing the left or right keypad turns the wheel a full lock. Some more time behind the control pad of RRE will prove beneficial. Again, RRE is more "arcade-y" then the true simulator-based games, but we feel that was Namco's goal.

Officially licensed cars from Acura, BMW, Dodge, Ford, General Motors, Honda, and Lotus should satisfy most enthusiasts. Traditional progression sees more enticing cars become available as the player progresses. Along with the distinctive exhaust note, the graphics and bodywork of each car lend well to the real-life version. It is refreshing to actually see the real-life specs on each vehicle.

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