
85
It's the best Ridge Racer yet... If all you're looking for is a fast, fun, and highly replayable racer, you're getting a solid, full-featured package in Ridge Racer 6. But if you're looking for slightly more meat on the bone, "Project Gotham Racing 3" is a bit more filling.
70
For what RR6 is trying to do, it succeeds -- it's just not trying to do too much.
81
The drift-crazy driving action is intact, as fast as ever, and comes along with a robust online ranking and racing system that breathes new life into the long-running franchise.
8
Though Ridge Racer 6 is objectively a step up from its handheld predecessors in terms of gameplay, its graphics and soundtrack leave quite a bit to be desired. Not to mention, the AI in this game feels annoying rather than challenging in a fun way. Aside from some hiccups, anyone looking for an arcade racer on the Xbox 360 won't be disappointed with this one.
4
Gorgeous graphics, great soundtrack, and with unbelievably tightclean racing controls, Ridge Racer 6 does nearly everything necessary to bring the series to the heights it needed to except having confidence in the series itself. The first mainline entry with drifting causing a boost to charge after RR PSP introduced the idea. I preferred the pure focus on the core driving in the earlier entries like type 4 and 5 but didn't mind letting a drift rip here and there in the more modern games until I got to the end of this one and understood that the rate at which the AI were getting their boosts refilled were almost certainly impossible. Dealing with it in the late game challenge races required optimizing not my ability to maneuver my car through the turns as quickly as possible but rather getting ideal drift charges (which feels arbitrary, inconsistent, and often divorced from any connection with what would have been the best way todo the corner sans drift charge). In addition to the unreliability of the charging mechanic, you need to know that drifts pulled right as/after a boost ends charge the boost at a ridiculous rate. The game became a test of learning where I could start boosts so that I'd end on turns, and figuring out where turns were that I could consistently hit for good charges. Ridge Racer is fun because its drift controls, first person view, and tight but simple racing gameplay creates a stylish and engaging racing game where the feeling of pulling the perfect line out of tight drift through a corner to squeak by your opponent cleanly was perfected to a level on the ps1 with RR Type 4 that is unmatched by any other franchise or developer. Idk if sales went down with RR 5, and they thought the average gamer wanted a boring passive boost charging mechanic to a game already about drifting because then they could hit a button and go faster every once in a while. Maybe they really thought this was the best way to evolve the series (I hope not), but the decision to balance the difficulty of late game challenges around at least somewhat optimized use of boost charging mechanics which is a mechanic I preferred to largely ignore except to activate my boost whenever it happened to come. The challenge races unlocked after reaching the end of the standard tree and some of the last few normal races suddenly made me have to move away from what I actually liked and focus on optimal boost charging while still racing competently. Nothing about optimally charging boost is even remotely enjoyable. Drifting is satisfying enough that doing it well enough is plenty a reward, and boost charge earned has very little to do directly with what's actually fun and nuanced about the drift mechanic (the actual control over movement during turns the mechanic allows, NOT the boost meter filling up super quick because I started my boost at a specific place on the map I've learned set me up well post boost to Ultimate Charge). I haven't played much of 7 but maybe it handles it better. Ridge Racer Vita kind of does once you unlock all the potential modifiers there's some methods of making boost way more interesting and improvisational, but RR vita has many many much larger issues. However, realizing that the developers had chosen to force proper boost charging to be the focus of what skill is tested rather than actually driving the courses as well as possible. Passing is now, more often than not, done in a single quick burst of speed since out boosting the AIs is how I was being forced to play it. Once I realized that they had spent the series last few entries potentially ever ingraining and iterating on a mechanic which has no business anywhere near the series, and that the design of the games (type 4 and 5) I had really fallen in love with were abandoned in favor of more homogenized car handling and the beautiful simplicity of RR drifting marred by the imaginary complexity of optimizing drift charge I became depressed and haven't touch 6 since. Instead of using the simple to learn but hard to fully master mechanic the series was built on to focus on shaving as much time off the corners and otherwise implausible precise maneuvering, RR 6 ends up being a game about holding your self back from boosting liberally and knowing if your speed is going to be enough to get a sizable charge off a drift. In becoming this it loses the appeal it had for me while adding boosting attracted approximately 12 new fans of Ridge Racer. All 12 have since tragically passed due to advanced lead poisoning from 11 unique cases. This game also puts the first nail in the coffin of the now long forgotten once titan of a series. I can't help but feel a focus on core gameplay wouldn't have lost much in sales from not having boost, and it would've been more likely to leave an impression if it was a well designed game. Tldr I really really really hate charging boost. One of the worst designed mechanics in any game. (not proof reading, apologies for typos)
10
This one is the best in my opinion. Even better than RR7. What's shine ?
Well i'm on Series S and texture filtering in this game is like Anisotropic Filtering 16x where RR7 on PS3 got 2x maybe. Loadings in RR6 on Series S are about 2 seconds where my PS3 RR7 version running from SSD takes like 6 or 7 seconds to get to race. But the the most important thing is joypad, its far better to play RR on Series S controller than DS3 in my opinion at least.
Get this one it is shining !
Ridge Racer 6
Released On:
Nov 17, 2005
Metascore
Mixed or Average
74
User score
Generally Favorable
7.8
My Score
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All Platforms
Metascore
Mixed or Average
48% Positive
31 Reviews
31 Reviews
51% Mixed
33 Reviews
33 Reviews
2% Negative
1 Review
1 Review
92
Due to great track design, 60 FPS, high res support and ability to go online the added benefits of RR6 cannot be ignored.
83
Realistically, very little of the series’ gameplay dynamics were changed for Ridge Racer 6. The nitrous system is an evolved form of the one found in the PSP version, but beyond that, it is still a good old-fashioned Ridge Racer at heart.
User score
Generally Favorable
70% Positive
19 Ratings
19 Ratings
15% Mixed
4 Ratings
4 Ratings
15% Negative
4 Ratings
4 Ratings
Jun 10, 2024
10
This one is the best in my opinion. Even better than RR7. What's shine ?
Well i'm on Series S and texture filtering in this game is like Anisotropic Filtering 16x where RR7 on PS3 got 2x maybe. Loadings in RR6 on Series S are about 2 seconds where my PS3 RR7 version running from SSD takes like 6 or 7 seconds to get to race. But the the most important thing is joypad, its far better to play RR on Series S controller than DS3 in my opinion at least.
Get this one it is shining !
Jan 7, 2015
10
Six years after the release of its underwhelming predecessor, six months before Kaz Hirai unjustly left the series' reputation in tatters forever and six years prior to the franchise dying a painful death at the hands of Bugbear Entertainment, there was Ridge Racer 6. Namco's Xbox 360 launch title was my welcome to the current generation of HD-enabled consoles. It was the game that convinced me that online multiplayer was something I should care about. It was the first non-RPG I lost hundreds of hours to. And my god, it was, and remains, just the most perfect racing game ever created. The key to victory in RR6 is fairly straightforward. Firstly, you must learn the mechanics of drifting, something that should pose no problem to anyone who has played a previous game in the series to a reasonable degree. Next, become familiar with the nitrous/boost system and the concept of "ultimate charge" - the means by which you maximise your nitrous gauge recovery via drifting at the precise correct moment during the conclusion of a boost. Lastly, thoroughly study each circuit through practice and apply the knowledge of nitrous and ultimate charge to each one, determining the optimum points to boost in order that you make the most of your temporary speed increase and your opportunity to recharge nitrous. Using this as a base, the game's complexity blossoms massively due to the differences in approach required on each track depending on the speed class and/or car/drift type you're playing as. Some of the special cars later on in the game have their own totally unique ways of handling and charging nitrous, and mastering some of these deserves the greatest respect. This is to say nothing of the thirteen other cars you must carve your way through in order to get to the front of the field in most of the races. While their AI might seem, with a little observation, to be quite limited and predictable (they tend to cluster together in packs of three or four, jostling with each other for position as you struggle to barge past), this is the nature of the game and is to be accepted. The randomness of each race is perhaps diminished to some degree by this setup but it's totally intentional, a challenge laid out before you with a clear objective and a method of attaining your goal. Ridge Racer has never claimed to be an accurate representation of real-world street racing. At its heart it's a videogame you can either win or lose at, and that's why I love it. Everything that's crucial to success is present and correct in Ridge Racer 6. A large selection of fantastically-designed and memorable circuits which are a delight to learn and conquer. Sublime handling and depth - try bouncing off the wall on the left-hand side of the apex of the first jump in Rave City Riverfront, just after unleashing your nitrous, in order to minimise time flying through the air, which is less effective than the acceleration gained from staying in contact with the road surface during a boost. An inspired main singleplayer mode, laid out as a 2D "web" with races which feature higher class cars further to the right on the x-axis and races with more challenging AI higher on the y-axis, containing secret routes galore to discover. An immaculately-judged difficulty curve, which culminates in some potentially infuriating but, with the right strategy, perfectly winnable duel races. A hugely-enjoyable online mode which had me hooked for months; there were no circuits that got ignored, everything ended up in rotation because there are no weak links in the track lineup. The ability to upload ghosts and time trial replays. A stunning soundtrack which, at its peak, almost matched anything in Ridge Racer Type 4's electrojazz repertoire. Oh, and the original Pac-Man arcade game is featured as an unlockable. Not bad at all for a minigame. The PS3 follow-up, released a year or so later, was in many ways a kind of "Ridge Racer 6.5". It contained all the circuits from the sixth game in addition to a few new ones and, although these were by no means poor, it was obvious that they were the ones left on the cutting room floor when 6's selection was being finalised. Ridge Racer 7 also introduced a couple of features which didn't enhance the experience, and if anything, detracted from it. Chief among these was the addition of customisation in terms of engine parts, tyres, boost kits, etc. This just got in the way of the action and served no justifiable purpose. There was also the ability to slipstream, which I didn't feel added much, and indeed just disturbed the delicate boost, charge, boost, charge ethos of the gameplay. RR7 also didn't quite have the style, and certainly not the soundtrack, that the sixth game had. I spent six years striving to get the "win a race on every combination of class and circuit with no collisions" achievement (300 races without bashing into a wall or an AI car), and when I managed it I felt like a total hero. And Reiko was pleased.
80
Its visuals aren’t even as breathtaking as those found in "Project Gotham Racing 3" but if it’s wild racing action you seek then this one won’t let you down.
74
There’s a ridiculous amount of replayability and for those looking for a good deal in the length department you won’t be disappointed. Honestly it does grow on you and can turn out to be a great purchase or rental if look past all its many shortcomings.
70
Anyone buying a Ridge Racer game knows exactly what they’re getting and won’t be disappointed with this shiny and seemingly unending racing bonanza. [Christmas 2005, p.129]
65
Ridge Racer is just too basic when compared to the competition. Its fun for the first while, but it grows old quick.
44
Ultimately, Ridge Racer 6 is a lame duck racer. It comes off as far too simplistic and far too easy to ever be of any fun.
Mar 20, 2012
10
Amazing title, this sequel of Ridge Racer is really amazing, the cars, graphics, all are amazing, the control, music, wow. Ridge Racer 6 is one of the most incredible racing titles ever.
Oct 18, 2020
6
Ridge Racer 6is fun, stylish, and quite challenging - but not the best racing game ever. I loved playing this game when I was younger, but looking at this game ****’s kind of bad.
Aug 13, 2011
6
This game came out right around the time the series was making its turning point into what it is today. I would argue for the worst but that hasn't stopped me from enjoying entries in the later half of the franchise's life. The problem with this game, is that it just FEELS rushed. And indeed, if you play the Playstation 3 version (Ridge Racer 7) you will see that the tracks feel much more lively. One instance that sticks out to me in particular is in Ridge Racer 6 when you are driving down a bland tunnel. Nothing spectacular, just brown walls. But in Ridge Racer 7 there are lights and all kinds of neat effects around you. Even without this knowledge though, the game feels hastily put together, the bare bones interface, the lack of any... thing really. You have intro and ending movies, and menus to select races, and that is about the extent of it. Also, the movies do not have the personality or originality of past cutscenes in the series, even the attraction mode on the arcade cabinets is better. Another complaint I have is the blatantly cheating artificial intelligence opponents in the hidden races. Giving your opponents infinite nitrous is not fair in the least. Eventually I was able to 100% the entire â
Mar 2, 2025
4
Gorgeous graphics, great soundtrack, and with unbelievably tightclean racing controls, Ridge Racer 6 does nearly everything necessary to bring the series to the heights it needed to except having confidence in the series itself. The first mainline entry with drifting causing a boost to charge after RR PSP introduced the idea. I preferred the pure focus on the core driving in the earlier entries like type 4 and 5 but didn't mind letting a drift rip here and there in the more modern games until I got to the end of this one and understood that the rate at which the AI were getting their boosts refilled were almost certainly impossible. Dealing with it in the late game challenge races required optimizing not my ability to maneuver my car through the turns as quickly as possible but rather getting ideal drift charges (which feels arbitrary, inconsistent, and often divorced from any connection with what would have been the best way todo the corner sans drift charge). In addition to the unreliability of the charging mechanic, you need to know that drifts pulled right as/after a boost ends charge the boost at a ridiculous rate. The game became a test of learning where I could start boosts so that I'd end on turns, and figuring out where turns were that I could consistently hit for good charges. Ridge Racer is fun because its drift controls, first person view, and tight but simple racing gameplay creates a stylish and engaging racing game where the feeling of pulling the perfect line out of tight drift through a corner to squeak by your opponent cleanly was perfected to a level on the ps1 with RR Type 4 that is unmatched by any other franchise or developer. Idk if sales went down with RR 5, and they thought the average gamer wanted a boring passive boost charging mechanic to a game already about drifting because then they could hit a button and go faster every once in a while. Maybe they really thought this was the best way to evolve the series (I hope not), but the decision to balance the difficulty of late game challenges around at least somewhat optimized use of boost charging mechanics which is a mechanic I preferred to largely ignore except to activate my boost whenever it happened to come. The challenge races unlocked after reaching the end of the standard tree and some of the last few normal races suddenly made me have to move away from what I actually liked and focus on optimal boost charging while still racing competently. Nothing about optimally charging boost is even remotely enjoyable. Drifting is satisfying enough that doing it well enough is plenty a reward, and boost charge earned has very little to do directly with what's actually fun and nuanced about the drift mechanic (the actual control over movement during turns the mechanic allows, NOT the boost meter filling up super quick because I started my boost at a specific place on the map I've learned set me up well post boost to Ultimate Charge). I haven't played much of 7 but maybe it handles it better. Ridge Racer Vita kind of does once you unlock all the potential modifiers there's some methods of making boost way more interesting and improvisational, but RR vita has many many much larger issues. However, realizing that the developers had chosen to force proper boost charging to be the focus of what skill is tested rather than actually driving the courses as well as possible. Passing is now, more often than not, done in a single quick burst of speed since out boosting the AIs is how I was being forced to play it. Once I realized that they had spent the series last few entries potentially ever ingraining and iterating on a mechanic which has no business anywhere near the series, and that the design of the games (type 4 and 5) I had really fallen in love with were abandoned in favor of more homogenized car handling and the beautiful simplicity of RR drifting marred by the imaginary complexity of optimizing drift charge I became depressed and haven't touch 6 since. Instead of using the simple to learn but hard to fully master mechanic the series was built on to focus on shaving as much time off the corners and otherwise implausible precise maneuvering, RR 6 ends up being a game about holding your self back from boosting liberally and knowing if your speed is going to be enough to get a sizable charge off a drift. In becoming this it loses the appeal it had for me while adding boosting attracted approximately 12 new fans of Ridge Racer. All 12 have since tragically passed due to advanced lead poisoning from 11 unique cases. This game also puts the first nail in the coffin of the now long forgotten once titan of a series. I can't help but feel a focus on core gameplay wouldn't have lost much in sales from not having boost, and it would've been more likely to leave an impression if it was a well designed game. Tldr I really really really hate charging boost. One of the worst designed mechanics in any game. (not proof reading, apologies for typos)
Sep 26, 2016
2
Ridge Racer 6 is a diabolical racer from Namco that is riddled with problems. The cars are near impossible to control,and the AI is cheap as **** game isn't fun at all,just really frustrating. The graphics are decent,and the framerate blazes at 60 fps and never drops,about the only thing in this game that doesn't ****. Sound design and soundtrack are terrible,and the in-game announcer drove me crazy with how annoying she **** can't every in-game announcer be like the one from Crackdown. Overall,Ridge Racer 6 is terrible,one of the worst racers on 360.
SummaryIn Ridge Racer 6, the classic Namco franchise returns with more speed, excitement and gameplay variety than ever before. Players enter a world of high-definition, high-speed races and can choose to challenge others or take control of the wheel alone in a variety of on and offline modes. Online compatibility lends to features such as Vs.... Read More
Rated Efor Everyone





























