Software:Rage Racer

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Short description: 1996 video game
Rage Racer
Japanese cover art
Developer(s)Namco
Publisher(s)
Director(s)Motomi Katayama
Producer(s)Shigeru Yokoyama
Designer(s)Motomi Katayama, Yasuhito Nagaoka
Composer(s)Tetsukazu Nakanishi
Hiroshi Okubo
SeriesRidge Racer
Platform(s)PlayStation
Release
Genre(s)Racing
Mode(s)Single-player

Lua error in Module:Lang/utilities at line 332: attempt to call field '_transl' (a nil value). is a racing video game developed and published by Namco for the PlayStation. It is the fifth installment in the Ridge Racer series and the third on the PlayStation following Ridge Racer Revolution (1995). It was released in Japan on December 3, 1996, with releases elsewhere following in 1997. It was the first game in the series to feature a CGI animated introduction, and introduced a new "mascot", Reiko Nagase.[4]

The game introduced a new class-based Grand Prix on which the player must progress, and, in an aesthetic change, Rage Racer had darker colors and visuals. The game received a positive critical reception, with its graphics and gameplay praised, although received criticism for its crash mechanics, relatively drab visual style and shortage of tracks. Its impact was limited due to being not as groundbreaking as its predecessors, but nevertheless it sold well. Rage Racer was followed by a sequel, Software:R4: Ridge Racer Type 4 in 1998.

Gameplay

Gameplay screenshot (Yokohama Rubber Company billboard can be seen.)

Visually the game takes graphical cues from Rave Racer, Ridge Racer's arcade successor, with a more realistic and darker color scheme. The game utilises a credits system, the first in the series, whereby the player tries to earn credits by winning races, which can be used to buy and upgrade cars.[5]

Cars from four manufacturers can be purchased, each favoring a different attribute (e.g., handling, acceleration, speed). All manufacturers offer a 'standard' car and a 'secret' car, which is locked until the top racing class has been reached. Rage Racer also offers a truck as an unlockable vehicle. All of the 'standard' cars can be upgraded, in several stages of increasing cost.

The racing is separated into five numbered classes, named 'Class 1' through to 'Class 5'. The player has three attempts to place in the top three of each class's events, before progressing to the next class. When the player has completed the five 'Normal GP' events, the 'Extra GP' is unlocked.[5] This allows the player to race the same classes on reversed courses. As well as unlocking the Extra GP, the player receives 999,999,999 e.g. in Normal GP - more than enough to purchase all of the cars and upgrade them to Grade 5.

Development

In an interview with the Namco development team, Nobuhisa Mikoda (Rage Racer game designer and project director) admitted that the game was "somewhat off series and aimed to pursue enjoyment in shift controlling". Rage Racer's introduction introduced "mascot girl" Reiko Nagase.[4] Composed by Tetsukazu Nakanishi and Hiroshi Okubo, it marked the beginning of Namco's new primary sound team after their former members began working with other companies doing production on games such as Street Fighter EX (1996) and Driving Emotion Type-S (2000). The former had previously worked on Ridge Racer Revolution.{{Citation needed|date=October 20 The game was unveiled at the August 1996 Tokyo Game Show, at which point it had yet to be titled.[6]

Reception

Reception
Aggregate score
AggregatorScore
GameRankings83%[7]
Review scores
PublicationScore
CVGStarStarStarStarStar[9]
Edge8/10[10]
EGM9/10[11]
Famitsu31/40[12]
Game Informer8.25/10[13]
GameFan97%[14][lower-alpha 1]
GameRevolutionB[15]
IGN7/10[16]
Next GenerationStarStarStar[17][18]
OPM (UK)9/10[19]

Reviews for Rage Racer were positive, though generally mild. Critics widely approved of the use of more photo-realistic visuals than the previous games in the series,[11][20][16][17] though some complained that they were comparatively drab and lacking in color.[20][21]

Comments on the game varied widely, but criticisms tended to focus on a lack of improvement over the previous games in what the reviewers saw as key areas. For example, a Next Generation critic summed up, "Ridge Racer games have never been deficient in gameplay or graphics, and Rage Racer is the best of the lot, but this third incarnation still lacks the depth and replay value that can only be satisfied by finally knuckling down and giving players more tracks."[17] IGN concluded, "It's not a bad game, we've just seen it all before (and before that even)."[16] Jeff Gerstmann of GameSpot criticized it for failing to improve upon the unrealistic crashes seen in previous installments, though he nonetheless described it as "an outstanding sequel".[20]

Next Generation re-reviewed the game three months later, saying, "Rage Racer has all the classic elements of Namco's series - the pounding techno music, cheesy but encouraging vocal soundbites, slick power slides - but it ultimately leaves you with the uneasy feeling of déjà vu. Sure, it's a good series, but let's see something new next time."[18]

Kraig Kujawa and Dean Hager of Electronic Gaming Monthly both described Rage Racer as a dramatic improvement over the original Ridge Racer.[11] GamePro concluded that "Once you get over the game's initial lull, you will have plenty to rage about with this cool new Racer."[21][lower-alpha 2] Official UK PlayStation Magazine said that Namco had succeeded in developing their game even further, and praised the track and car count, before concluding: "The pick-up-and-play experience of the original remains, only now there is more longevity because of the incentive to progress through the classes and upgrade to the fastest cars."[19]

Alex Ward, creator of Criterion Games's Burnout series, said in a 2004 interview that he thought Rage Racer was the best title in the Ridge Racer series. He added: "Although Phanto Mile [from Software:R4: Ridge Racer Type 4] was strong, it doesn't beat the Extreme Oval from Rage Racer".[22]

Accolades

Rage Racer was a runner-up for "Racing Game of the Year" (behind Diddy Kong Racing) at Electronic Gaming Monthly's 1997 Editors' Choice Awards.[23]

Notes

  1. In GameFan's viewpoint, two critics gave it each a score of 98, and the other gave it 95.
  2. GamePro gave the game 4.0/5 for graphics, 4.5/5 for fun factor, 4.5/5 for control, and 4.0/5 for sound.

References

  1. Johnston, Chris (May 9, 1997). "Namco Set to Rage [date mislabeled as "April 26, 2000""]. CBS Interactive. https://www.gamespot.com/articles/namco-set-to-rage/1100-2466406/. 
  2. jp.playstation.com staff , Wikidata Q130682011
  3. "Get on track for a wild race game". Western Daily Press: pp. 7. June 6, 1997. https://www.newspapers.com/image/921376187/?terms=%22Rage%20Racer%22&match=1. "Rage Racer (Sony Computer Entertainment)//For: PlayStation//Price: £39.99, Release date: June 13" 
  4. 4.0 4.1 Mielke, James (September 14, 2006). "Reiko Nagase Feature". Ziff Davis. http://www.1up.com/do/feature?cId=3153582. Retrieved May 15, 2007. 
  5. 5.0 5.1 "Rage Racer: Namco's Long-awaited Sequel is Raging Along the Right Track". Electronic Gaming Monthly (Ziff Davis) (92): 108. March 1997. 
  6. "Tokyo Game Show '96: Japan Shows Off". Next Generation (Imagine Media) (24): 14–17. December 1996. https://archive.org/details/NEXT_Generation_24/page/n15/mode/2up. Retrieved July 25, 2021. 
  7. "Rage Racer for PlayStation". CBS Interactive. https://www.gamerankings.com/ps/198393-rage-racer/index.html. 
  8. Ham, Tom (May 30, 1997). "Rage Racer". CNET. http://www.gamecenter.com/Consoles/Sony/Rageracer/. 
  9. Hey, Steve (June 1997). "Rage Racer". Computer and Video Games (187): 56–57. https://archive.org/details/Computer_and_Video_Games_Issue_187_1997-06_EMAP_Images_GB/page/n55/mode/2up. Retrieved November 28, 2021. 
  10. Edge staff (February 1997). "Rage Racer [JP Import"]. Edge (Future Publishing) (42): 84–85. https://retrocdn.net/images/7/75/Edge_UK_042.pdf. Retrieved July 25, 2021. 
  11. 11.0 11.1 11.2 Kujawa, Kraig; Hager, Dean (May 1997). "Team EGM Sports: Rage Racer". Electronic Gaming Monthly (Ziff Davis) (94): 116. 
  12. "レイジレーサー [PS"] (in ja). Famitsu (Enterbrain). https://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=16502&redirect=no. Retrieved July 25, 2021. 
  13. McNamara, Andy; Storm, Jon; Anderson, Paul (February 1997). "Rage Racer [JP Import"]. Game Informer (FuncoLand) (46). http://www.gameinformer.com/feb97/rage.htm. Retrieved July 26, 2021. 
  14. Des Barres, Nicholas Dean "Nick Rox"; Hodgson, David "Chief Hambleton"; Halverson, Dave "E. Storm" (February 1997). "Rage Racer [Import"]. GameFan (Metropolis Media) 5 (2): 29. https://archive.org/details/Gamefan_Vol_5_Issue_02/page/n29/mode/2up. Retrieved July 26, 2021. 
  15. Dr. Moo (July 1997). "Rage Racer Review". CraveOnline. https://www.gamerevolution.com/review/33930-rage-racer-review. 
  16. 16.0 16.1 16.2 IGN staff (May 19, 1997). "Rage Racer". Ziff Davis. https://www.ign.com/articles/1997/05/20/rage-racer. 
  17. 17.0 17.1 17.2 "Rage Racer (JP Import)". Next Generation (Imagine Media) (29): 148. May 1997. https://archive.org/details/NEXT_Generation_29/page/n149/mode/2up. Retrieved July 25, 2021. 
  18. 18.0 18.1 "Finals: Rage Racer". Next Generation (Imagine Media) (32): 116–17. August 1997. https://archive.org/details/NEXT_Generation_32/page/n117/mode/2up. Retrieved July 25, 2021. 
  19. 19.0 19.1 "Rage Racer". Official UK PlayStation Magazine (Future Publishing) (27): 99. July 1997. 
  20. 20.0 20.1 20.2 Cite error: Invalid <ref> tag; no text was provided for refs named GSrev
  21. 21.0 21.1 Major Mike (April 1997). "PlayStation ProReview: Rage Racer". GamePro (IDG) (103): 78. 
  22. Reed, Kristan (2004-07-28). "The Burning Issue" (in en). https://www.eurogamer.net/i-burnout3-eahsn. 
  23. "Editors' Choice Awards". Electronic Gaming Monthly (Ziff Davis) (104): 88. March 1998. 
  • MobyGames is a commercial database website that catalogs information on video games and the people and companies behind them via crowdsourcing. This includes over 300,000 games for hundreds of platforms.[1] Founded in 1999, ownership of the site has changed hands several times. It has been owned by Atari SA since 2022.

Features

Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]

Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

History

Logo used until March 2014

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]

In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]

On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]

In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]

See also

  • IGDB – game database used by Twitch for its search and discovery functions

References

  1. 1.0 1.1 Sheehan, Gavin (2023-02-22). "Atari Relaunches The Fully Rebuilt & Optimized MobyGames Website". https://bleedingcool.com/games/atari-relaunches-the-fully-rebuilt-optimized-mobygames-website/. 
  2. Litchfield, Ted (2021-11-26). "Zombie company Atari to devour MobyGames". https://www.pcgamer.com/zombie-company-atari-to-devour-mobygames/. 
  3. "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1. 
  4. "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards. 
  5. 5.0 5.1 5.2 Miller, Stanley A. (2003-04-22). "People's choice awards honor favorite Web sites". Milwaukee Journal Sentinel. 
  6. "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/. 
  7. 7.0 7.1 7.2 Plunkett, Luke (2022-03-10). "Atari Buys MobyGames For $1.5 Million". https://kotaku.com/mobygames-retro-credits-database-imdb-atari-freyholtz-b-1848638521. 
  8. "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. https://www.gamedeveloper.com/game-platforms/report-mobygames-acquired-by-gamefly-media. 
  9. Corriea, Alexa Ray (December 31, 2013). "MobyGames purchased from GameFly, improvements planned". http://www.polygon.com/2013/12/31/5261414/mobygames-purchased-from-gamefly-improvements-planned. 
  10. Wawro, Alex (31 December 2013). "Game dev database MobyGames getting some TLC under new owner". Gamasutra. https://www.gamedeveloper.com/business/game-dev-database-mobygames-getting-some-tlc-under-new-owner. 
  11. "Atari invests in Anstream, may buy MobyGames". November 24, 2021. https://www.gamesindustry.biz/articles/2021-11-24-atari-invests-in-anstream-may-buy-mobygames. 
  12. Rousseau, Jeffrey (2022-03-09). "Atari purchases Moby Games". https://www.gamesindustry.biz/atari-purchases-moby-games. 
  13. "Atari Completes MobyGames Acquisition, Details Plans for the Site's Continued Support". March 8, 2022. https://www.atari.com/atari-completes-mobygames-acquisition-details-plans-for-the-sites-continued-support/. 
  14. "Atari has acquired game database MobyGames for $1.5 million" (in en-GB). 2022-03-09. https://www.videogameschronicle.com/news/atari-has-acquired-game-database-mobygames-for-1-5-million/. 
  15. Stanton, Rich (2022-03-10). "Atari buys videogame database MobyGames for $1.5 million". https://www.pcgamer.com/atari-buys-videogame-database-mobygames-for-dollar15-million/. 
  16. Harris, John (2024-03-09). "MobyGames Offering “Pro” Membership". https://setsideb.com/mobygames-offering-pro-membership/. 
  17. "MobyGames on Patreon". http://www.patreon.com/mobygames. 
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