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Days in Journal

1 day

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December 17, 2021

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POST-MILLENNIUM RACING. type 4 is for your worldly mensch, the racing connoisseurs and aficionados. the final legs of real racing roots '99 ushered in the new millennium on new year's eve, signalling celebration of what came before and eager anticipation of what was to come. the future arrived in V, a title with sensibilities that cut deeper than expression.

competitive sports (and more particularly mixed martial arts/combat sports) over the past few decades have long reckoned with and compulsively obsessed over the perfect distillation of instinct and science; they have subsequently raced toward achieving idealized equilibriums of the two to sharpen emerging talent, and in no ridge racer is this competitive element more clearly expressed than in V. V is for the drifting junkies, the highway savants, the people who communicate in shifting gears. ridge racer's humble offerings have long skewed towards quality over quantity, and V remains no exception with only seven tracks, but they're by far the best tracks in the entire franchise - the perfect intersection between high-octane enjoyment and intense opportunity for replayability and mastery. even at normal difficulty this is a significant degree more demanding than any ridge racer prior to it. not only is the general tempo of a racing bout faster, but success (and lack thereof) can be determined in the first lap depending on whether or not you have demonstrated the prerequisite driving IQ. without a consummate level of control and without the ability to read flow, you're going to be almost immediately outclassed by the enemy AI which has now been retooled to be far more aggressive than in prior entries. at a minimum, you'll need to configure every single corner and stretch of the track into an equation to be solved and make an effort to intimately understand their nuances, which is compounded by the handling of the default six cars feeling more distinct than ever before. no two vehicles are ever going to approach a situation the exact same way anymore, with routes on a map feeling tailored to each of their advantages and disadvantages. one vehicle might be able to get away with gripping asphalt til their rubber is chafed and raw; another might find that shifting gears down temporarily is the only option for success. it was the first time in the franchise i felt like all the minutiae of a match really mattered and if i wasnt countersteering appropriately, looking for opportunities to shunt out trailing cars behind me, and committing terrain to memory i'd be done for. the relentless difficulty coalesced into probably the most intense racing game i have ever played, but it felt alien at first; more than ever, drifting, seemingly built on new physics, appears to factor in gear, weight, speed, acceleration undertaken during the drift, countersteering input, proximity to other vehicles, and terrain, so it almost evokes ace combat's core appeal of a constant set of calculations to be undertaken. aesthetically it's really impressive for one of the first games launched on the PS2: muted winter-blue skies, sunsets on the hills of ridge city, darkened city apartment blocks as if to suggest no life exists outside of the competition on the streets. strong art direction has really allowed it to stand the test of time in a similar capacity to type 4. drifting into the warm and heightened glow of the sun at dusk is everything in this game. once again the soundtrack just does not miss a beat, this time incorporating more diversity in the tracks that really perfectly encapsulate the game's identity as an early aughts project. fogbound serving as the game's lo-fi grungy breakbeat anthem is just perfect for immersing you into the hyper-vigilance required for a race and euphoria is pretty much one of the all-time great VGM tracks. really didn't expect this but i think i have to give V the edge over type 4, with its gorgeous menus and evocative soundtrack it genuinely goes blow for blow with type 4's accomplished aesthetic while simultaneously offering the in-depth and transformative qualities i tend to look for in racing games. i think there's something to be said for type 4's aesthetic idealization for driving versus V's gesturings at reality that games of its generation would later become obsessed with, expressed through an air of practicality that emphasizes function over form, a less flashy yet sleek UI combined with more in-depth mechanics. to put it a different way: never did the characteristic racing game lean in type 4, did it unconsciously in almost every race in V. gonna be playing this one for a looong time. the only real problem i have here is that going for a grip class vehicle with automatic transmission is unquestionably the easiest way to play which is unfortunate for people like me who prefer the exact opposite

also ai fukami is a much hotter race queen than reiko nagase is, it's insane. earnestly upset she never came back because people thought she wasnt as iconic as reiko. once again tenure has sabotaged the prospects of a promising young lady and all you fools have deprived her of a JOB! sorry your 3D waifish mascot lady who only appears in pre-rendered CG to fawn over you and your big [engine] can't compare to the brazen edge of realtime animated ai fukami!!!! as if to say 'show me what you're made of, first!' well, i pledge this grand prix to you, fukami! drift-class danver toreador, manual transmission, i know what im about