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R: Racing Evolution review
Car racing games are meant to do...what? It's not like they can simulate the oil and grit flying into a driver's face when driving an open cockpit racer, or the menacing growl of a throaty-engined beast as it overtakes at high speed, or even the inevitable physical mess after a 100mph collision whilst trying to navigate a poorly signposted ditch/hedge combination. No, all car racing games can really reproduce is location and control.

Car racing games fall between two extremes: at one end are arcade racers, where going slow is considered cheating and the only lasting consequence of hitting a tree is embarrassment. The other end, the simulation, is more about the apex, threading the accelerator and sector times. R: Racing Evolution parks itself somewhere near the middle, being neither so stupefyingly unrealistic as to make you wonder why the cars have wheels, or hideously beardy that the only way the play the game is in fire proof overalls.

What R:RE tries to do, as many have tried before, is to combine the instant thrills of arcade with the more calculated nuances of simulation, without alienating either fan. Compromise isn't really a fair way to put it, but that's always going to be the case when trying to recreate something that really exists and is possible to do with a couple of thousand quid and a race track.

To bridge the gap R:RE has quite a nice driving mechanic, in fact it is probably the best driving engine of risk and reward since LeMans24 on the Dreamcast. It's neither so mundane as to make each race a tiresome yawnfest with the only skill involved the ability to squash the accelerator for as long as possible, but then it is not quite as quadratic as to have the player question the true meaning of self discipline and have to summon the spirit of Ayrton Senna to successfully tackle one turn.

R:RE employs serious use of the analogue triggers, so much so that there is a visual indicator as to how much pressure is being applied, like Xenia Onatopp: squeeze too hard and you are dead. Jamming the accelerator after a swift right-hander will be rewarded with a close inspection of the nearest barrier, and unlike other games the barrier is not the key to success. The only way to win is knowing the track, knowing the car and knowing the opposition.

Pressure meters are called on again, not for buttons on the pad, but the buttons in the opposition's mind. Drafting or following a leading car causes a little gauge to appear above them. Filling the meter causes the car ahead to make an heinous error on the next turn through running wide or spinning. Unfortunately the pressure meter detracts from the experience, as to quantify stress is a bit naff. When was the last time David Coulthard was seen spinning into the gravel with a red bar flashing above his car? These things should be more natural, more personal, like the radio banter that goes on in a race. Not only are there helpful hints and tips during the race from the pit crew, but also malicious, bizarre and potentially repetitive remarks from the other drivers.

The other drivers not only offer verbal abuse, but physical intimidation too. Track races can be a furious affair. The five other cars jostle, give way and block with convincing flair. What global power in the gaming universe decided that only six cars total in a race was ok? LeMans24 on the DreamCast was excellent, a twenty four car race and finishing 10th was a thrill, six though just seems a bit cheap. Although each driver's name appears above their car, drivers do not have any real different driving personalities; this is only put across in the radio communications.

Racing life is another intriguing feature of R:RE. Accessed through the consistently slick user interface, this mode is the story of a talented young female driver and her struggle to get to the top... yes, that's right - over a series of racing events young ambulance driver Rena Hayami is discovered and is pitted against the racing establishment, all explained via sexy, cleavage-packed cut scenes. Other than the flagrant disregard for safety, or that the zips don't work on her suit, in reality this mode really acts as a disguised training mode, introducing the player to the differing racing modes, be it GT, Rally or Drag racing, with a quirky story.

During Racing Life, Reward Points are earned, every act on the race course is digested and quantified, ranging from taking corners well to never using the brakes. It is possible to buy cars and upgrades using the RP in the Event Challenge mode. Event Challenge is really the meat of the game, providing rather unstructured groups and a series of events, ranging from simple racing to tournaments to racing challenges against tracks infested with traffic cones. Any event can be tried at any time as long as the correct car has been acquired, events are scored with a medal system. A victory acquired by using a super fast car may only see a Bronze, but winning with an equal or lesser powered car will bring home the Gold, and maybe even some new wheels. There are over one hundred and seventy racing events to test the the most seasoned racer over the many racing disciplines.

Staples such as Time Attack, Arcade and the typically limited two player Versus are also contained within this already comprehensive package. The number of tracks might have a few scratching their heads: statistically, at least, the game has over ten tracks, real and otherwise. Fictional tracks range from the entirely uncomplex drag strip, to rally stages and familiar yet unfamiliar traditional tracks. The real tracks have beautiful recreations of Suzuka and the absolutely fantastical Monaco. In fact the ability to race the tight turns and barricaded streets of sublimely recreated Monaco is, to some, probably worth the price of admission alone.

The models and their detail is pretty darn stunning, and that goes for the cars too. Each car is very competently put together. The tracks have a high amount of trackside detailing and animations, including working theme park rides. The image quality, for whatever reason isn't exactly crisp, though. It looks like the curse of the multi format game strikes hard for the graphical connoisseur. R:RE contains a medley of good and bad graphics, which can also be applied to the music: some very, very nice techno and inspiring songs grace the game along with the fashionable broken record tracks, which bring to mind fluffy needles.

R:RE is a real alternative to the other car racing games out there, it isn't perfect, it isn't new, but what it does do is bring together ideas from MSR, Gran Turismo, LeMans24....in fact pretty much any 3D racing game. R:RE exudes a quiet confidence in it's own driving engine, racing, rally and drag are all delivered seamlessly.

Feedback via Forum ntsc-uk score 7/10
System: Nintendo GameCube
Genre: Racing
Developer: Namco
Publisher: Namco
Players: 1-2
Version: United States
Writer: Robert J. White
Pros:
- Great driving engine (flip the car!)
- Loads to do and unlock
- Beautiful presentation
Cons:
- No damage
- Grainy graphics
- No auto save
R: Racing Evolution Video: 3.9MB RRacingEvo Video
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RRacingEvo 6
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