[by Jim Sterling, Destrucoid.com]
Excerpts:
Ridge Racer 3D is one of two racing games available for the 3DS at launch, and since the other one is part of GameLoft’s Asphalt series, there’s really only one choice.
Ridge Racer 3D‘s overall goal seems quite clear — to use the visual perspective of the racing genre to be the prime example of the 3DS’ 3D gimmickry. It almost seems like creating a decent racing game is a secondary goal, so it’s quite some pleasant surprise that Ridge Racer is quite fun, too.
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At least efforts have been made in the audio/visual department — but then, that seems to be the main point of the game, so it ought to be good. As expected, the 3D visuals work really well. With 3D turned on, everything has a strange sheen to it, like the cars and environments are made out of glass, but the graphics are still very appealing, with bright, colorful tracks and cars that can be lightly customized with a range of cool paint jobs.
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Ridge Racer 3D demonstrates how effective the 3DS’ visual effects can be, as rival cars appear in the distance with a deep sense of perspective and passing trees impressively zoom past the camera. A few extra tricks, such as ticker tape hitting the screen before fading away, adds to the visual magic. As impressive as it looks, however, Ridge Racer 3D seems to have a problem with blurriness, moreso than other titles. It’s a lot harder to keep the game in focus with 3D turned on, and even when you find your optimum distance and position, there seems to be ghostly images subtly appearing around vehicles and objects. While caught up in a busy race, it’s hard to spot, but you will spot it eventually.
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See the full story with pictures here: http://www.destructoid.com/review-ridge-racer-3d-198037.phtml