Originally posted by IGN
In 2008, Codemasters released one of the best received racing games of all time, Race Driver: Grid. Keenly balancing driving simulation and pure racing elements, Grid did much to re-invigorate the genre, most notably with its oft-imitated Flashback feature. Then, nothing. In the four years since, there have been three DiRT releases and two F1 titles from the developer, but not so much as a whiff of burning rubber from Grid. Until last week, when Codies salaciously teased a new entry. Panning over a gorgeously modelled car and capped with a flash of the logo, the hint was a mere 20 seconds long – but still enough to get gamers’ engines revving.
Understandably, the foremost question on most players’ minds was ‘what took so long?’ Clive Moody, Executive Producer on Grid 2 and a mainstay on the series since its earliest ToCa days, explained that gaming technology played a large part. “Grid 1 came out relatively early in the console life-cycle, and our technology at the time reflected that; it wasn’t as polished or mature as it is now. A lot of the ambition, the things we knew we wanted to introduce in that game; we just couldn’t make it happen. As time moved on, we’ve refined and evolved how we make games and we’re at the point where we can do justice to the experience we wanted to produce.”
Casting eyes on the game in action confirms the series has made immense strides while it’s been away. Footage rendered in-game shows the tiring console hardware being pushed to its absolute graphical limits by a glorious array of lighting and reflection effects. Even at this early stage, Grid 2 is breathtaking to behold. Rival drivers have been sent to AI cram school, now boasting over 60 distinct abilities which will allow personal grudges and race styles to evolve. Dynamic vehicle damage – already one of the finest points of Grid 1, with cars’ handling changing based on impacts – is similarly enhanced, each dent or knock causing unique effects.
More importantly, Grid 2 remains all about the pure experience of the race itself. In fact, the core game philosophy being bandied about Codemasters’ Southam studio is ‘total race day immersion’. “What we’ve tried to do over the years, and even more in Grid 2, is broaden the experience; dirt racing, street racing, open road racing,” said Moody. “Elements get tied together into a much, much wider experience for the gamer, giving them something fresh to experience at every level of the game. I think that’s really important.”
“From the view of tech, art, design, audio – everything really, we’ve actively sought out areas where we can improve,” Associate Producer Iain Smith adds. “It all comes together to crystallise that immersion. The race feels tangible. You feel like you’re in a tactile world and all those things have been coming together.”
Getting hands on with Grid 2 proves captivating. Zooming around the urban sprawl of Chicago, one of the earlier tracks in the game, is an exhilarating experience. Sunbeams crack through towering buildings as the tarmac speeds beneath you, while the audio authentically bounces between buildings and creates roaring sound funnels as you tear through tunnels.
Moving to the California stage and placed behind the wheels of a beefy Ford Mustang Boss 302, the experience changes. A lush forest track with hairpin turns threads between the trees, the challenge as much to avoid careening off cliff edges as you speed through each curve as it is to overtake your opponents. Professional race drivers, including Formula 2 wunderkind Jordan King, assisted in getting the feel of the cars right, particularly for trickier circuits such as this one, ensuring vehicles’ acceleration out of corners and braking times are appropriate.
The immediate impression is that handling seems much improved from the first Grid outing and while it still demands your focus, it’s not so punishing as its predecessor could be at times. Codemasters are calling it ‘TrueFeel’ handling, trying to capture the character of driving these vehicles, yet remaining accessible for newcomers. It seems like one for the win column, so far.
While the full garage is still to be announced, petrolheads can at least look forward to taking the likes of the BMW E30 M3 Sport Evo. Nissan Skyline GTR R34, Chevrolet Camaro SS, McLaren MP4-12C and even the UK’s own BAC Mono out for a spin. You’ll even be able to race some of these against each other out of class, as the cars are spread across four competitive tiers ranked by performance.
“It’s not classed based on engine size or BHP, but on which cars realistically give each other a run for their money,” explains Toby Evan-Jones, also an Associate Producer. “Each tier will have balance within each level in that tier. You’ll start off with an entry tier-1 car that won’t be quite as good as the cars at the end of tier 1, but it’ll still be competitive.”
With all this and a unique online mode, wholly independent of the single player career, that Moody hopes will “redefine multiplayer” and “show the racing genre what can be done,” an evolved Flashback feature refining those all-important mid-race saves, and full integration with the increasingly important RaceNet service, and Grid 2 is already looking like a must-have. It’s been a long four years, but clearly a case of time well spent.
Understandably, the foremost question on most players’ minds was ‘what took so long?’ Clive Moody, Executive Producer on Grid 2 and a mainstay on the series since its earliest ToCa days, explained that gaming technology played a large part. “Grid 1 came out relatively early in the console life-cycle, and our technology at the time reflected that; it wasn’t as polished or mature as it is now. A lot of the ambition, the things we knew we wanted to introduce in that game; we just couldn’t make it happen. As time moved on, we’ve refined and evolved how we make games and we’re at the point where we can do justice to the experience we wanted to produce.”
Casting eyes on the game in action confirms the series has made immense strides while it’s been away. Footage rendered in-game shows the tiring console hardware being pushed to its absolute graphical limits by a glorious array of lighting and reflection effects. Even at this early stage, Grid 2 is breathtaking to behold. Rival drivers have been sent to AI cram school, now boasting over 60 distinct abilities which will allow personal grudges and race styles to evolve. Dynamic vehicle damage – already one of the finest points of Grid 1, with cars’ handling changing based on impacts – is similarly enhanced, each dent or knock causing unique effects.
More importantly, Grid 2 remains all about the pure experience of the race itself. In fact, the core game philosophy being bandied about Codemasters’ Southam studio is ‘total race day immersion’. “What we’ve tried to do over the years, and even more in Grid 2, is broaden the experience; dirt racing, street racing, open road racing,” said Moody. “Elements get tied together into a much, much wider experience for the gamer, giving them something fresh to experience at every level of the game. I think that’s really important.”
“From the view of tech, art, design, audio – everything really, we’ve actively sought out areas where we can improve,” Associate Producer Iain Smith adds. “It all comes together to crystallise that immersion. The race feels tangible. You feel like you’re in a tactile world and all those things have been coming together.”
Getting hands on with Grid 2 proves captivating. Zooming around the urban sprawl of Chicago, one of the earlier tracks in the game, is an exhilarating experience. Sunbeams crack through towering buildings as the tarmac speeds beneath you, while the audio authentically bounces between buildings and creates roaring sound funnels as you tear through tunnels.
Moving to the California stage and placed behind the wheels of a beefy Ford Mustang Boss 302, the experience changes. A lush forest track with hairpin turns threads between the trees, the challenge as much to avoid careening off cliff edges as you speed through each curve as it is to overtake your opponents. Professional race drivers, including Formula 2 wunderkind Jordan King, assisted in getting the feel of the cars right, particularly for trickier circuits such as this one, ensuring vehicles’ acceleration out of corners and braking times are appropriate.
The immediate impression is that handling seems much improved from the first Grid outing and while it still demands your focus, it’s not so punishing as its predecessor could be at times. Codemasters are calling it ‘TrueFeel’ handling, trying to capture the character of driving these vehicles, yet remaining accessible for newcomers. It seems like one for the win column, so far.
While the full garage is still to be announced, petrolheads can at least look forward to taking the likes of the BMW E30 M3 Sport Evo. Nissan Skyline GTR R34, Chevrolet Camaro SS, McLaren MP4-12C and even the UK’s own BAC Mono out for a spin. You’ll even be able to race some of these against each other out of class, as the cars are spread across four competitive tiers ranked by performance.
“It’s not classed based on engine size or BHP, but on which cars realistically give each other a run for their money,” explains Toby Evan-Jones, also an Associate Producer. “Each tier will have balance within each level in that tier. You’ll start off with an entry tier-1 car that won’t be quite as good as the cars at the end of tier 1, but it’ll still be competitive.”
With all this and a unique online mode, wholly independent of the single player career, that Moody hopes will “redefine multiplayer” and “show the racing genre what can be done,” an evolved Flashback feature refining those all-important mid-race saves, and full integration with the increasingly important RaceNet service, and Grid 2 is already looking like a must-have. It’s been a long four years, but clearly a case of time well spent.
Comment