Ridge Racer V
Ridge Racer V was among the titles that launched PlayStation 2 sales in both Europe and America in 2000, and for many players it was the very first proof of what the new console generation could do. Namco stuck to its tried-and-tested recipe – no simulation, no body damage, just pure drift racing where score and the smoothness of the slide matter more than realistic physics. The tracks run through fictional seaside and mountain settings, the cars belong to made-up manufacturers like Terrazi or Assoluto, and that's intentional: the series has long avoided licensed brands so it can afford its own, exaggeratedly stylized car and track designs without having to deal with real car makers.
Compared to the previous entries on the PSone, it was a noticeable leap – a smoother sixty frames per second, sharper textures, and new track lighting turned every race into a showcase that new console owners loved to boot up as a demonstration of the hardware's power. In terms of gameplay, the game builds on drift points that fill a nitro gauge for temporary boosts, turning the whole race structure into a constant balancing act between safe driving and aggressive cornering slides. It's accompanied by the Namco Sound Team's characteristic electronic soundtrack and short animated sequences between cups, which gave an unusually polished sense of presentation at the time and set the game apart from the competition's more austere racing titles. Game modes include a series of cups of rising difficulty as well as a free race for two players on a split screen.
Why play it: Ridge Racer V will appeal to players who want to experience what the launch of PlayStation 2 looked like through the eyes of arcade racing – fast, uncomplicated driving with no tutorials and no need to worry about anything other than the ideal line and drift timing.
Game 226 of 269 for Sony PlayStation 2