Skip to main content

PlayStation Basement #5 - Ray Tracers

This review was originally published on the Console Purist Facebook group on September 29th, 2018. It has been edited slightly for formatting.

It’s Saturday, and here is PlayStation Basement! Every Saturday, I’m reviewing obscure, weird, and unknown games for the original PlayStation. My reviews use a nine-point rating system: 9-7 is Good, 6-4 is Neutral, and 3-1 is Bad.


Today, let’s talk about Taito’s Ray Tracers. This driving/car combat game came out on New Year’s Eve of 1997 in the US and earlier in Japan (January 17, 1997) and Europe (September 1997). It was published by THQ in the US, Taito in Japan, and Sony in Europe. This is a game in the Chase H.Q. series, arguably more of a spiritual successor. It’s time to start the car and check it out.


The cover to Ray Tracers is… okay. I like seeing the lights of the car shining in the darkness, and the color scheme is overall pretty nice. I don’t like that they just threw all the player character cars on the front in an awkward display of colors and composition. It’s kind of all jumbled. I see why they want to show the player characters, but I’d rather see the cool driver designs or a more constructed scene with the cars. They could have even done a comic book style image with both.



Graphically, Ray Tracers can handle its speed. Though there is some popup for background items in a few levels, this does not impact the gameplay at all, as these things are things like houses outside of the track or hot air balloons in the sky. The levels are varied, with dark forests, icy tundra, river towns, and a few different cityscapes. There are many different car designs, both to pick from and to encounter, and the large bosses at the end of each level are all different and unique, weird futuristic weapons. Finally, the human characters have a nice 90s anime style that reminds me of stuff like Riding Bean given the setting and themes.



Speaking of themes, Ray Tracers has some very nice music in an electronic, rock style. Unfortunately, the music is overpowered by the engine sound effects on the default settings, but it works fine once adjusted. The sound effects are good - I especially like the screeching wheels and the collision effects.



If you have played any of the Chase H.Q. games, you know what to expect here. You play as one of four characters on the Ray Tracer Team set out to destroy the evil Black Kaiser Gang. This covert operation is conducted by racing through the streets and ramming into everything that moves, especially the big bosses at the end of each level. Each character varies in speed, acceleration, handling, and damage, and they each drive a different car (color-coded like in a Super Sentai show). The bosses range from helicopters to tanks and more, sometimes utilizing missiles and other weapons.



The player character is invincible, so time is the obstacle here. You have so long to get to various checkpoints in each level and then so much time to defeat the boss. Crashing or getting hit by an attack will cause you to spin out and crash. Every second matters during the fights. I never had any trouble getting through the checkpoints, but some of the bosses are tough to destroy in the time allowed. They can move fast and hit hard. Thankfully you have a limited amount of nitro to boost and bring the pain. There are some cheesy cutscenes once you win.


Ray Tracers is a ridiculous and awesome game. It’s so fun to drive through the city and smash through everything like the later Burnout series. I really enjoy the anime OVA aesthetic, wishing they utilized the drivers a bit more, and the futuristic designs. The game was challenging, but I was able to get through it once I started using the green car and only when I was taking these screenshots actually. Ray Tracers is worth every penny. I highly recommend it. I really wish Taito had made a sequel.

Ray Tracers receives a rating of Good (9).

Follow EfreetEater on Facebook

Comments

Popular posts from this blog

The Convention Dimension: 3 Rivers Comicon

DISCLAIMER: I received a press pass to attend this event. The opinions here are still mine. Also, please consider reading this brief article about my various illnesses and such over the last several months. This article is very late, but things have been difficult. Originally, I had also planned to publish these pfotos to Instagram, again, in a more timely manner. Here we are though! At the beginning of June, I attended 3 Rivers Comicon at the David L. Lawrence Convention Center in downtown Pittsburgh. I was surprised to see this event at the convention center, as I couldn't recall seeing it advertised in years past (I later heard that it was held at the Century III and Waterfront Malls in previous years). American comic book stuff is really not a huge thing on my radar, so it's not a surprise that I missed out on the earlier events. My friend Tyler wanted to check out this convention, so I decided to check it out as well. Anyway, 3 Rivers Comicon is held by local chain New Di...

PlayStation Basement #49 - RayStorm

This review was originally published on the Console Purist Facebook group on August 3rd, 2019. The initial review missed the paragraph about the game's sound design, but it has been re-added here. Good evening and welcome to another PlayStation Basement! PlayStation Basement runs every Saturday with a review of an obscure or odd game for PS1. I don't like numerical reviews too much, so the games are rated Good, Neutral, or Bad. Let's go! Thinking about the anniversary of Apollo 11, today we're talking about RayStorm (aka Layer Section II ), an epic shmup from Taito. A sequel of sorts to 1994's RayForce / Galactic Attack (the games share the same gameplay but have a seemingly unrelated storyline), RayStorm was released to arcades in 1996. It was ported to the PlayStation January, June, and September of 1997 in Japan, North America, and Europe respectively. The excellent Working Designs did the North American port under their Spaz label. RayStorm was also re...

The Slightly Fabricated Story of How Nintendo Conquered America

I finished a book called Super Mario: How Nintendo Conquered America  at the end of February. I expected good things from it. I expected a breezy but analytical approach to Nintendo and Mario's history. I got something that sails with a heavy anchor and a damaged rudder. First things first: the cover art is pretty cool. It's minimal, but I like the blue color and the little Mario jumping above the title. It's like he can leap over any obstacle! Unfortunately, the text is not free of such things. At under 300 pages,  Super Mario: How Nintendo Conquered America  goes for a brief history of Nintendo through the years. Each chapter is themed around a console, peripheral, or major event. It was nice to see the whole history, from hanafuda to Wii, the latest console at the time of publishing, however, I wish that Jeff Ryan, the author, had covered a bit more topics and more thoroughly. Even adding a few pages to each chapter could have added a lot more inf...