Grid Autosport: Difference between revisions
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In the case of the tracks, the main emphasis is on real-world circuits which make up the majority of the courses in the game. These range from classics, such as [[Circuit de Spa-Francorchamps|Spa]], [[Brands Hatch]], [[Mount Panorama Circuit|Mount Panorama]] and [[Indianapolis Motor Speedway|Indianapolis]], to more modern facilities, like the [[Circuit of the Americas]], [[Sepang International Circuit|Sepang]] and the [[Yas Marina Circuit]] in Abu Dhabi. City locations with fictionally lined, but mostly real-world streets of San Francisco, Paris, Dubai etc., and - as DLCs - fictional point-to-point tracks complete the picture.<ref name="track list">{{cite web |url=http://blog.codemasters.com/grid/06/grid-autosport-track-list/ |title=GRID Autosport Track List |publisher=Codies Blog |accessdate=4 November 2014}}</ref><ref name="sprint dlc">{{cite web |url=http://blog.codemasters.com/grid/08/grid-autosport-sprint-pack/ |title=GRID Autosport // Sprint Pack |publisher=Codies Blog |accessdate=4 November 2014}}</ref> In all, players are able to race on 15 real-world circuits, 2 fictional circuits, 7 city courses, and 4 point-to-point tracks, including additional content, for a total of 28 locations with over 130 configurations. |
In the case of the tracks, the main emphasis is on real-world circuits which make up the majority of the courses in the game. These range from classics, such as [[Circuit de Spa-Francorchamps|Spa]], [[Brands Hatch]], [[Mount Panorama Circuit|Mount Panorama]] and [[Indianapolis Motor Speedway|Indianapolis]], to more modern facilities, like the [[Circuit of the Americas]], [[Sepang International Circuit|Sepang]] and the [[Yas Marina Circuit]] in Abu Dhabi. City locations with fictionally lined, but mostly real-world streets of San Francisco, Paris, Dubai etc., and - as DLCs - fictional point-to-point tracks complete the picture.<ref name="track list">{{cite web |url=http://blog.codemasters.com/grid/06/grid-autosport-track-list/ |title=GRID Autosport Track List |publisher=Codies Blog |accessdate=4 November 2014}}</ref><ref name="sprint dlc">{{cite web |url=http://blog.codemasters.com/grid/08/grid-autosport-sprint-pack/ |title=GRID Autosport // Sprint Pack |publisher=Codies Blog |accessdate=4 November 2014}}</ref> In all, players are able to race on 15 real-world circuits, 2 fictional circuits, 7 city courses, and 4 point-to-point tracks, including additional content, for a total of 28 locations with over 130 configurations. |
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Focusing on providing a more realistic driving experience, the studio added new damage elements to its roster, such as a wear and tear system, which means car parts lose performance through general use, and a suspension damage system. It also introduced a new team radio system in which the player him or hersel can request information on car damage, gaps, rival position and teammate position.<ref name="damage">{{cite web |url=http://blog.codemasters.com/grid/05/the-damage-of-grid-autosport/ |title=The Damage of GRID Autosport |publisher=Codies Blog |accessdate=5 November 2014}}</ref> The player can also ask his engineer to instruct his or her teammate to attack, defend or hold his or her position.<ref name="announcement"/> By popular demand, Codemasters retained its unique Flashback feature from previous Grid installments with which the player can rewind his or her race a few seconds and resume it earlier, if needed.<ref name="assists">{{cite web |url=http://blog.codemasters.com/grid/04/your-race-your-rules-your-options/ |title=Your Race, Your Rules, Your Options |publisher=Codies Blog |accessdate=4 November 2014}}</ref> |
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Aside from the latter, the developers generally decided to strip the game down and do away with everything that standed in the way of raw racing. These features included Grid 2’s narrator-driven career mode and superfluous menus. The latter received a more simplistic look. |
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==Development== |
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''Grid Autosport'' was announced on 22 April, 2014 via the official Codemasters Blog, less than a year after the release of its predecessor, ''Grid 2''. Producer Toby Evan-Jones revealed in an interview that the development of the new title actually began when patch and content support for ''Grid 2'' came close to a finish. This occurred at the end of 2013. Evan-Jones had this to say on the short development cycle between the two games and the general intent with ''Grid Autosport'': |
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{{quote |text=Historically we've kind of alternated between [the Dirt and the Grid series, but] when we put [Grid 2] out we stood back and took stock and there was a lot of stuff the dev team wanted to have in there in terms of optimisation, new features and generally improving things. At the same time there was a fair amount of feedback from the fans with regards to what they wanted, so additional touring care content, the return of cockpit cam and more of a nudge back to simulation rather than arcade. We though (…) we'd keep it rolling. |sign=Codemasters producer Toby Evan-Jones}} |
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The game eliminated the so-called TrueFeel handling of ''Grid 2'', but it did not simply return to the handling of ''Race Driver: Grid''. Codemasters used a new, improved version of its previous model, better simulating how grip falls away, when the player approaches the slip angle of the tyres. Decision to use the new model, which was tested by [[Autosport|Autosport magazine]] experts and racing drivers, was made on 23 January, 2014, which was followed by applying it to each car’s grip falloff graph and re-tuning their individual handling characteristics. According to the company, the change caused the most difficulties in modeling the behaviour of open wheelers and American muscle cars. It also necessitated re-doing the AI benchmarking work, which was well-underway by then, using the old model. The game was built using Codemasters’ in-house [[EGO (game engine)|EGO 3.0 engine]]. |
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Graphically, ''Grid Autosport'' benefitted heavily from optimisation and fine-tuning of said long-standing engine to achieve better performance on low-end machines, while on the other end, support for [[DirectX|DirectX 11]] features enabled the programmers to improve renderings, especially grass and light, from ''Grid 2''. |
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The online multiplayer system was also among the areas where Codemasters decided to overhaul things compared to ''Grid 2'', based on fan feedback. The framework of earning XP and cash to purchase own vehicles and garage slots was a result of community criticism to the previous framework in which the player had a pre-planned ladder to complete to unlock cars. Feedback deemed the old approach too easy to “complete.” |
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As for the extremely tight development schedule, involving less than six months, lead designer James Nicholls said: |
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{{quote |text=Many developers will tell you that the toughest bit of making any game is that initial phase – getting the technology and the tools to the point where a whole team are really moving through the gears and producing at full speed. […] GRID Autosport already had the team and the technology ready to go. |sign=Codemaster lead designer James Nicholls}} |
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==Reception== |
==Reception== |
Revision as of 00:55, 5 November 2014
This article may require cleanup to meet Wikipedia's quality standards. The specific problem is: does not meet project guidelines. (April 2014) |
Grid Autosport | |
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Developer(s) | Codemasters |
Publisher(s) | Codemasters |
Engine | EGO 3 |
Platform(s) | Microsoft Windows PlayStation 3 Xbox 360[1] |
Genre(s) | Racing |
Mode(s) | Single-player, multiplayer |
Grid Autosport (styled as GRID Autosport) is a racing video game released by Codemasters for Microsoft Windows, PlayStation 3 and Xbox 360 on June 24, 2014 in North America and June 27, 2014 in Europe. It is the sequel to 2008's Race Driver: Grid and 2013's Grid 2. The game aims to move the series back towards the "more authentic racing games" following the release of Grid 2, which Codemasters felt was not as well-received by the core fanbase as it was hoped for.[2] The developers consequently introduced major modifications to the handling model and built a lean, race-first oriented design for this title.[3]
Grid Autosport has been strongly likened to previous Codemasters titles from the popular TOCA Touring Car series, and is said to be one of the best racing video titles for PC in 2014.[4][5]
Gameplay
In Grid Autosport, the player acts as a racing driver with opportunities to start and build their own racing career via the single-player Career mode, enter competitions with fellow players on the web via the multiplayer Online mode, greatly customise their racing experience (vehicle, circuit, race type, difficulty, etc.) via the single-player Custom Cup mode, and play on one screen via the multiplayer Splitscreen mode.[6]
The Career mode is divided into seasons before which the player each time has to choose between offers from the game's racing teams. The teams, including the best-in-the-business Ravenwest, making a return from Race Driver: Grid, each have different season objectives and sponsor objectives, the achievement of which earns extra experience points (XP) for the player besides those received for his or her results.[7] Online racing is conducted via RaceNet, Codemasters' own community hub, on which players can form racing clubs, earn XP and cash as they race and fulfill sponsor objectives, then use their earnings to purchase and upgrade vehicles. They are also often presented with sets of specific challenges, announced by Codemasters.[8]
Grid Autosport introduces the concept of racing disciplines, Touring, Endurance, Open Wheel, Tuner and Street, and during Career mode, the player can start seasons in any of them while also being able to switch between them at will between seasons.[6] Each discipline features markedly different cars and race types. The latter include Endurance races with tyre wear enabled, Time Attack events, Drift events, and - as downloadable content (DLC) - Time Trials, Drag and point-to-point Sprint races besides the standard Races. These are accessible in Custom Cup mode as well, in which the player can also choose to participate in less serious events, such as Checkpoint, Eliminator and Demolition Derby.[9]
The cars in the disciplines of Grid Autosport are further divided into tiers and classes of various strength. Some of the highlights of the vehicles on offer are the contemporary WTCC, BTCC and V8 Supercars of the Touring discipline (e. g. Chevrolet Cruze, Honda Civic, Holden VF Commodore), the present-day and classic GT cars of the Endurance discipline, like the Mercedes-Benz SLS AMG GT3 and the Ford GT40 Mk I, the Dallara DW12 chassis of the IndyCar series from the Open Wheel discipline, American muscle cars (e. g. the Ford Mustang Boss 302), among others, representing the Tuner discipline and the likes of the Bugatti Veyron 16.4 Super Sport and the Koenigsegg Agera R hypercars representing the Street discipline.[10] In total, including DLCs, the game features 103 cars.
In the case of the tracks, the main emphasis is on real-world circuits which make up the majority of the courses in the game. These range from classics, such as Spa, Brands Hatch, Mount Panorama and Indianapolis, to more modern facilities, like the Circuit of the Americas, Sepang and the Yas Marina Circuit in Abu Dhabi. City locations with fictionally lined, but mostly real-world streets of San Francisco, Paris, Dubai etc., and - as DLCs - fictional point-to-point tracks complete the picture.[11][12] In all, players are able to race on 15 real-world circuits, 2 fictional circuits, 7 city courses, and 4 point-to-point tracks, including additional content, for a total of 28 locations with over 130 configurations.
Focusing on providing a more realistic driving experience, the studio added new damage elements to its roster, such as a wear and tear system, which means car parts lose performance through general use, and a suspension damage system. It also introduced a new team radio system in which the player him or hersel can request information on car damage, gaps, rival position and teammate position.[13] The player can also ask his engineer to instruct his or her teammate to attack, defend or hold his or her position.[2] By popular demand, Codemasters retained its unique Flashback feature from previous Grid installments with which the player can rewind his or her race a few seconds and resume it earlier, if needed.[14]
Aside from the latter, the developers generally decided to strip the game down and do away with everything that standed in the way of raw racing. These features included Grid 2’s narrator-driven career mode and superfluous menus. The latter received a more simplistic look.
Development
Grid Autosport was announced on 22 April, 2014 via the official Codemasters Blog, less than a year after the release of its predecessor, Grid 2. Producer Toby Evan-Jones revealed in an interview that the development of the new title actually began when patch and content support for Grid 2 came close to a finish. This occurred at the end of 2013. Evan-Jones had this to say on the short development cycle between the two games and the general intent with Grid Autosport:
Historically we've kind of alternated between [the Dirt and the Grid series, but] when we put [Grid 2] out we stood back and took stock and there was a lot of stuff the dev team wanted to have in there in terms of optimisation, new features and generally improving things. At the same time there was a fair amount of feedback from the fans with regards to what they wanted, so additional touring care content, the return of cockpit cam and more of a nudge back to simulation rather than arcade. We though (…) we'd keep it rolling.
— Codemasters producer Toby Evan-Jones
The game eliminated the so-called TrueFeel handling of Grid 2, but it did not simply return to the handling of Race Driver: Grid. Codemasters used a new, improved version of its previous model, better simulating how grip falls away, when the player approaches the slip angle of the tyres. Decision to use the new model, which was tested by Autosport magazine experts and racing drivers, was made on 23 January, 2014, which was followed by applying it to each car’s grip falloff graph and re-tuning their individual handling characteristics. According to the company, the change caused the most difficulties in modeling the behaviour of open wheelers and American muscle cars. It also necessitated re-doing the AI benchmarking work, which was well-underway by then, using the old model. The game was built using Codemasters’ in-house EGO 3.0 engine.
Graphically, Grid Autosport benefitted heavily from optimisation and fine-tuning of said long-standing engine to achieve better performance on low-end machines, while on the other end, support for DirectX 11 features enabled the programmers to improve renderings, especially grass and light, from Grid 2.
The online multiplayer system was also among the areas where Codemasters decided to overhaul things compared to Grid 2, based on fan feedback. The framework of earning XP and cash to purchase own vehicles and garage slots was a result of community criticism to the previous framework in which the player had a pre-planned ladder to complete to unlock cars. Feedback deemed the old approach too easy to “complete.”
As for the extremely tight development schedule, involving less than six months, lead designer James Nicholls said:
Many developers will tell you that the toughest bit of making any game is that initial phase – getting the technology and the tools to the point where a whole team are really moving through the gears and producing at full speed. […] GRID Autosport already had the team and the technology ready to go.
— Codemaster lead designer James Nicholls
Reception
Aggregator | Score |
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Metacritic | 78/100[15] |
Publication | Score |
---|---|
Edge | 9/10 |
Electronic Gaming Monthly | 7/10 |
Eurogamer | 70% |
Game Informer | 78% |
GamesTM | 70% |
GameTrailers | 7.9/10 |
IGN | 8.3/10 |
Play | 67% |
The game received generally positive reviews.
IGN noted its handling model improved from Grid 2, saying "it still straddles the line between simulation and arcade, but it does ask us to take things a little more seriously than Grid 2 ever did."[16] GameTrailers said that it "definitely leans a little further on the side of realism."[17]
On the other hand, GamesTM magazine complained about the length of the game.[18] EGM said that "it’s a just shame that the promising on-track action is hampered by less-than-capable AI."[19] IGN criticised the graphics, and said that the lack of pit stops was "a bizarre omission".[20] Game Informer said of the career mode: "the all-encompassing structure of sponsorships gives the player no control over choosing cars and prevents the creation of liveries. These kinds of restrictions give the game a closed-off feel."[21]
It made number 7 in the UK sales charts,[22] and had fallen out of the top ten by the following week.[23]
References
- ^ a b "Game Information Page". Codemasters. 22 April 2014. Retrieved 22 April 2014.
- ^ a b "Introducing GRID Autosport". Codies Blog. Retrieved 4 November 2014.
- ^ "Grid Autosport review". Digital Trends. Retrieved 4 November 2014.
- ^ "Grid Autosport - Review". IGN. Retrieved 4 November 2014.
- ^ "Grid Autosport review: the best PC racer we've played in 2014". PC Advisor. Retrieved 4 November 2014.
- ^ a b "The FAQ - Read Me First!". Steam. Retrieved 4 November 2014.
- ^ "GRID Autosport Review". GameSpot. Retrieved 4 November 2014.
- ^ "Online Discipline Progression & Game Modes". Codies Blog. Retrieved 4 November 2014.
- ^ "GRID Autosport: The Kotaku Review". Kotaku. Retrieved 4 November 2014.
- ^ "The Cars of GRID Autosport". Codies Blog. Retrieved 4 November 2014.
- ^ "GRID Autosport Track List". Codies Blog. Retrieved 4 November 2014.
- ^ "GRID Autosport // Sprint Pack". Codies Blog. Retrieved 4 November 2014.
- ^ "The Damage of GRID Autosport". Codies Blog. Retrieved 5 November 2014.
- ^ "Your Race, Your Rules, Your Options". Codies Blog. Retrieved 4 November 2014.
- ^ http://www.metacritic.com/game/playstation-3/grid-autosport/critic-reviews
- ^ http://www.ign.com/articles/2014/06/24/grid-autosport-review
- ^ http://www.gametrailers.com/reviews/6ge2i5/grid-autosport-review
- ^ http://www.gamestm.co.uk/reviews/grid-autosport-review/
- ^ http://www.egmnow.com/articles/reviews/egm-review-grid-autosport/#
- ^ http://uk.ign.com/articles/2014/06/24/grid-autosport-review
- ^ http://www.gameinformer.com/games/grid_autosport/b/ps3/archive/2014/06/26/game-informer-grid-autosport-review.aspx
- ^ http://metro.co.uk/2014/06/30/sniper-elite-iii-beats-grid-autosport-to-uk-number-one-4781237/
- ^ http://metro.co.uk/2014/07/07/sniper-elite-iii-camps-out-at-uk-number-one-games-charts-5-july-4789506/
External links
- 2014 video games
- Codemasters games
- Racing video games
- EGO (game engine) games
- PlayStation 3 games
- Sports video games with career mode
- ToCA
- Video games developed in the United Kingdom
- Video game sequels
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- Xbox 360 games
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