Posts Tagged ‘grid’

Fleet Streets: GRID Autosport

GRID Autosport is Codemasters back to basics attempt to recapture the glory days of multi-disciplinary racing. It will include innovations such as decent handling, a lack of overarching social media narrative and in-car camera views. The latest trailer shows street racing events, with the landmarks of various cities popping on screen as orientation guides. It’s attractive and the cars really are going very fast indeed. The editor of motoring website PistonHeads.com provides commentary, telling us that “racing is exciting and if you can accurately replicate that in a game…it’s gonna be exciting.” His t-shirt displays a list of dire warnings.

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Interview: Kicking The Tyres Of GRID Autosport

Race Driver GRID still stands as a benchmark for racing games. Way back in 2008 it drove a path between sim and arcade, offering powerful, weighted cars in a structure that was approachable and accessible.

GRID 2 skidded off that path. It pushed too far into accessibility and bundled weak handling with a tedious structure. Now GRID Autosport is out at the end of June – barely a year after GRID 2 – and it comes with a promise of going back to the magic of 2008, but leaning even further to the “sim” side. Being an avid sim racer, I caught up with Clive Moody (Senior Executive Producer) and James Nicholson (Chief Game Designer) to talk in-depth about tyre simulation, ride heights, commanding teammates in endurance races and more.

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Tour The Merrier: GRID Autosport

GRID Autosport wants you to know something. It isn’t like the other GRID games, with menus more finely engineered than their car handling and plots about automotive megalomaniacs. Autosport has no truck with that sort of thing – in fact, I have the feeling it won’t have any trucks at all. There will be a variety of cars though, all with handling ‘one or two steps further towards simulation than Race Driver: GRID’. Touring Cars are one of the vehicle types included and to show how serious the implementation is, actual men of motorsport talk about the game in the trailer below.

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Back To TOCA: GRID Autosport Announced

I liked GRID 2 quite a lot but I’m some kind of racing simulation heathen who has no qualms incorporating a little bump and grind into the art of the automobile. Codemasters manage to avoid the phrase ‘going back to our roots’ when describing the newly announced follow-up, GRID Autosport, but a lengthy and informative blogpost suggests that’s exactly what they aim to do.

On release of GRID 2, I think it’s fair to say that through listening to you guys and a after a substantial amount of reflection, we hadn’t quite achieved everything we set out to do…we’re not above admitting that we made a few decisions that perhaps we shouldn’t have, and perhaps moved some of the aspects of the game too far away from our core fanbase.

What does it all mean? A flashy teaser, an enticingly close June 27th release date and a pile of information to wrap your head around.

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Continental Drift: GRID 2’s European Tracks

I hadn’t realised that GRID 2 is a game about global domination disguised as a competitive automobile racing simulation but, following an Americar trailer, there’s now a video of European tracks and vehicles narrated by fictional Racing Lord and Man of Business, Patrick Callahan. He is an entrepreneur who dreams of recruiting drivers for a global, multi-discipline Cars Wot Go Fast Championship and he is particularly attracted to Europe because, in his own words, “that desire to race is in the blood here”. I can’t speak for the rest of Europe, but given how much of an average Brit’s blood is taken up by ‘the desire to queue’, I don’t know how much room is left for racing.

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Gird Your Loins For GRID 2

but will there be Dukes of Hazzard DLC?

I haven’t played a car game for aaaaages. Much like my real-world driving, I’ve always been rubbish at them but secretly enjoyed them, and Codemasters’ original GRID, with its subtle silliness and invaluable rewind mechanic, very much hit the sweetspot of pandering to incompetence without chucking out all vestiges of believability. I’ll probably be driving into walls and accelerating into rather than out of corners in the upcoming sequel, which we now have in-game footage of to look at.
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Off To The Races – Breaking Into Driving Sims, Part 1

17% of all RPS images are now vintage black and white photographs

Mr Craig Lager of GamingDaily fame takes to the podium to present a two-part guide to getting started in – and ultimately mastering – racing games. You can do it!

“You’re not braking to slow down here, you’re braking to put weight at the front of the car so it’s easier to turn in” – my driving instructor shouts to be heard over the Lotus’s engine. “Pull it in here. No, more! I want to feel it rumbling over the curb”. I’m driving a Lotus Exige around a short circuit at Silverstone – part of a track day I got invited to. Earlier I’d taken a Megane touring car around, and next they were putting me in a Ferrari 430 and at some point on this day, something clicked and I wanted to race cars forever.

I‘ve always liked racing games, sure. I played the popular stuff where you can happily fling a car around a track with the expectation of winning if not on the first go, then at least in a couple of tries – but that day opened my eyes. Racing isn’t about burying the accelerator as much as possible and power-sliding around corners.

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