Race Driver: GRID
Project go team!
On our visit to Codemasters' HQ to see the reboot of the track racing series formally known as TOCA, one other game keeps coming up in conversation. That game is Project Gotham Racing 4, and it's not just the journos bringing it up. Codies developers are generous enough to praise PGR4's beauty, its structure, its weather effects, its difficulty balancing. Watching an Aston DBR9 tear around sunlit Milan esplanades and neon-lit Shibuya alleyways - and, later, feeling a certain credible but forgiving slide in the handling, when we go hands-on - it seems that the influence of Bizarre's brilliant series runs deep and wide in GRID.
"I think that's fair," says chief game designer Ralph Fulton of the certainly quite flattering comparison. "In terms of the arcade-to-simulation spectrum, I guess we're inhabiting a fairly similar space at the moment. And we're comfortable with that, because that's where we set out to go in the first place."
Seeing Race Driver close in on PGR gives rise to genuinely mixed feelings. Codies' admiration for Gotham is easy to share: its effortless poise, rich variety and note-perfect pitch between stern sim challenge and arcade thrill make it close to the perfect racer, so why not emulate that? But we also had a deep fondness for TOCA's real motorsport setting and tight, aggressive, wheel-to-wheel touring car racing. Sadly, Fulton reveals that Codemasters felt that TOCA was, conceptually, on a hiding to nothing.

Touring cars battle it out on Spa's Eau Rouge, most feared corner in motorsport.
"We reached a stage with the TOCA franchise where we'd hit a ceiling with the number of people to whom we could sell that type of content. It certainly does not appeal broadly in the United States, hence unit sales in single digits for previous TOCA games over there," he confesses. "We make no bones about it, corporately, that we want to make the American market as important as our European market. If that sounds clinical, then I guess that's just the way the games industry is at the moment. But I don't think the people who traditionally love touring cars and open-wheel racing will be disappointed, because you can still do those things in this game as well. And we still use the AI and the physics which have made those games really successful."
The result is an edgy new title and look, a smattering of glamorous city tracks, the complete removal of any setup, modification or tuning from the game, and a move to mostly fictional, unlicensed motorsport series. This is still a game about racing cars, though - with the exception of a hands-on session with a classic Boss Mustang, we don't see a single production model. And it's very much a game about racing. Once you squeeze past the Gotham-sized elephant in the room, you'll discover that GRID is a game with a lot of interesting and unique tricks up its sleeve - especially with regard to its team system.
The career mode is based around racing in three regions - America, Europe and Asia (Japan) - through three tiers of competition, and across a number of different disciplines: stock muscle cars, GTs, touring cars, Le Mans series sports cars, open-wheel racing and, intriguingly, the Japanese drift scene. You begin as a driver for hire, but you'll eventually be spending your winnings on setting up your own team - buying cars, establishing a racing livery (a simple one - no Forza paint editors here), seeking sponsorship from real brands to stick on your car, and, most crucially, hiring an AI team mate. Progress is earned through a combination of money and reputation, with your sponsors setting specific goals for each race.

The black and grey livery belongs to your bitterest rivals.
It's all about bringing the racing experience to the fore, says Fulton. "The team idea is a way of getting the player to feel involved at a really basic level - by making him buy the cars, by making him hire the team-mate that races with him, by leading him to forge rivalries with other drivers.
"So a crash isn't just a crash, it's a crash that involved his worthless team-mate. I'm not ashamed that there's a little bit of soap opera in that, because there is in real life. For me, last year's Formula One season was the first one for a decade where it had all those things." There's even a pit radio system (although there are no pit stops), and recordings of hundreds of first names and nicknames, so you could quite easily have your own name shouted at you when you take the lead.
Alongside Milan and the stunningly-lit Shibuya - the Neon engine used in Colin McRae DiRT is really flexing its muscles now, and there's no doubt that GRID is a gorgeous game - Washington and San Francisco will appear in the US section. The Asian tracks include a fictional Grand Prix circuit, and a couple of locations that reflect the illegal street-racing scene - a drift track at the deserted Yokohama docks, and the famous Haruna mountain road from the Initial D film (complete with oncoming traffic).
Europe, Milan aside, is all about real race tracks: Castle Donington, the brand-new Istanbul Park, Jarama (a little-known but wonderfully fast and sweeping Spanish circuit), the new F1 track at the Nurburgring (but not the Nordschleife, which is good, because we're almost bored of it now), and Belgium's mighty Spa-Francorchamps, which is the greatest race track in the world - fact. If that weren't enough, the terrifying Le Mans 24-hour race appears under official licence, as a special even at the end of each 'season' of your career. It takes 24 minutes in the game, and is a chance for Codemasters to show off their lovely dynamic time-of-day changes. If you were worried about Race Driver losing its motorsport pedigree with its change of direction, you ought to be feeling a bit better now.
Races sport fields of between twelve and twenty cars - a good sign that the busy tracks we loved in TOCA will return - and a mixture of fictional and real-world racing teams to compete against, including a "boss" team who will be rivals throughout the game. As is Codemasters racing tradition, there's full damage: "I wouldn't like to insinuate that others are too lazy to do it," says Fulton, who feels that licensing issues are too often used as an excuse. "If you're going to do it, you have to do it properly, and I think that's probably a decision that a lot of people don't want to take."
Damage can be deeply frustrating to the player though, as anyone who's crashed on the last lap of a Forza endurance race will know. Hence GRID's most radical and controversial feature: Flashback. It's a one-button rewind (available only in single-player, naturally) that allows you to unspool your crash, similar to the Sands of Time in recent Prince of Persia games. Codemasters is still considering very carefully how to ration use of Flashback (indeed, whether to ration it at all). We hope they get it right, because it will have an enormous impact on the game's balance, and could quite easily make or break it.

Ridiculous next-gen detail #89: bunting flutters in the wake of passing cars.
The most striking new racing class is a fairly serious recreation of real-world drifting competition, with a simplified version of the scoring system used by the famous D1 championship series in Japan, that judges you on angle, speed and flair. Specific cars with drifting set-ups are used - including many famous D1 vehicles - and they drift easily without using a different handling engine, which was a point of honour for Fulton.
"I don't think it's all that controversial to say it: drift has not been done well in a videogame," he states. "We're kind of battling against gamers' perceptions, particularly those who aren't that aware of what drift is in real life, of drift in videogames as being generally overwhelmingly poor. Traditionally developers do one of two things - go super-simmy and involve things most gamers don't understand, like clutch kicks... or the absolute opposite end of the spectrum where you almost seem to have a completely different physics engine for your drift. We've done neither of those things."
Drifting will come in two flavours, a straightforward score attack, and a racing game that balances position against score. Drifting around the Yokohama docks is certainly hypnotically compelling, the huge slides and ticking score multipliers making it feel like a simultaneously more extravagant and focused version of PGR4's drift kudos challenges.

Drifting at the docks. We thought that was a Sprinter Trueno, but it has a boot. Help!
We also get to try out the DBR9 in Milan, a BMW M5 touring car at Jarama, and a Dodge Challenger in a muscle car race in San Francisco. With all three driving aids (steering, brakes and traction control) turned on, the handling is direct and surprisingly easy-going, with controllable slides. Turning the aids off changes things of course, but not as much as you might think; we weren't expecting Forza's overwhelmingly detailed realism, but the gritty bite of TOCAs of old seems to have been lost in translation somewhere.
There are plenty of compensations, though. The opponent AI is entertaining - aggressive and credibly accident-prone - the physicality that the damage brings to the game is immense, and there's a proper in-car view, too. Surprisingly, GRID finds its best expression in the muscle car class in San Francisco, as the V8 monsters scrape and squabble through wide corners and make camera-wobbling crash landings from jumps. Sitting down with one of the handling engineers later, we spent ten happy laps just chucking the vintage Mustang around, with all driver aids off. The more basic and brutal a car is, the better GRID seems to get. (Which is not to say we aren't looking forward to getting our hands on the just-confirmed Koenigsegg CC GT.)
Concerns about handling depth and the implementation of Flashback aside, Race Driver GRID already looks like a phenomenally well-polished and entertaining game that brings a number of interesting ideas to a crowded genre. Codemasters is one of the best racing developers in the world, and out of all of them it has maybe the clearest sense of what makes for exciting track action. A change in style for the US market doesn't change that, and Codemasters absolutely deserves this shot at playing with the big boys.
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Comments (46) Latest comment 4 years ago
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Oh well.
Note: *If* it's as good as PGR4 however, will pick this up. Just disappointed they've chosen to go down this route with the series.
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hurrah!
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I thought that was LittleBigPlanet.
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Project got 'em! would sound most like Project Gotham.
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/Awaits Forza/GT peeps to explain why i am wrong...
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I heard this before, but this time i really want to see it done properly!
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Other than that I'm still looking forward to it, because as the article says, few developers get the feeling of racing against a bunch of other cars around a track, nailed down quite so well as codemasters.
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So what are these alledged games with clutch kicks etc, and is there a controller to match?
"PGR4 is the best racer yet made, so any comparisons to that are most favourable
/Awaits Forza/GT peeps to explain why i am wrong..."
Because apples aren't better than oranges, nor vice-versa. (I'm a Forza guy, but I know it's a subjective thing. Besides, I own and enjoy them both. Each has its strengths and weaknesses IMO.)
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Getting rather excited by this, and Flatout Ultimate which is just around the corner.
The flashback thing could be quite nice infact.
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But I would like an arcade racer in vain of PGR4, where developers wouldn't bother with real cities and race tracks but instead give us very nice imaginary tracks in different settings, like those NFS' of old.
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I'm sure at some point the game will force me into playing something I'd rather not, but as long as it feels right I'm still keen on getting my hands on this.
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Glad to see it's not just me
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Don't be silly, PC gamers don't have IRL friends!
Or: Is there room on the desk for both keyboards?
You get the idea.
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Yeah, to that. Seems like it's fortunately - and finally - starting to become the expected standard for "pseudo sims" even on consoles. The lack of in-car view seriously detracts from the supposed sim experience of Forza 2.
I'm also extremely pleased to hear this game isn't making a move to city tracks only and production cars, but actually sticks to race cars and a number of real race tracks. Spa in particular has always been one of my favourites in PC sims like the GTR series.
Of course this could all still turn out to be a disaster if they mess up the physics model and the AI. Personally I hope the former ends up as really good mix of arcade and "sim light", just like PGR, and it sounds like that could very well happen (which isn't to say that they couldn't still end up getting the "feel" wrong, but at least I think they did a pretty good job with Dirt).
I loved the original Toca 2 myself, but I gotta admit that as my living room arrangement doesn't really allow me to hook up my Logitech G25 in front of my TV anyway, without some major redirection and new furniture purchases, I really don't mind sticking to pad friendly arcade racers on console, while occasionally getting my proper sim racing fix on my PC (unfortunately my recent furniture purchases aren't even too well suited for hooking up wheels and pedals in front of my PC monitor, so I think I'm in danger of ending up as a purebred arcade racer fan
That one thing that sounds iffy to me is that rewind function.
"I hate PGR (I've played 2 and 3). I hate the whole kudos thing, and would much rather have a genuine race around a real track than be poncing around with that drifting nonsense."
You don't actually have to drift at all in the career mode in PGR4. You can still get more than enough kudos points by taking the proper racing line cleanly, which is also rewarded.
I really not fond of drifting myself either - aside from around the odd inviting corner now and then. I tried a few of the drift races in arcade mode and I couldn't figure out what the hell I was doing wrong as I couldn't even make it around the track in time on the lowest difficulty (drifting gives you extra time). I was flooring it between corners and then drifting around those.
I finally ended up downloading a couple of online ghosts and could barely believe my own eyes. These guys (with extremely high scores) were crawling around the track, sliding (drifting) from side to side like a snake as they inched forwards, piling on the bonus seconds, but taking probably somewhere between twenty to fifty times as long to get around the track as they would have with a regular straight lap.
That's not drifting, that's just plain silly - and apparantly by design.
So basically, if you want proper racing there's plenty of it to be had in PGR4 - in the career mode and perhaps half or so of the arcade events. It's definately one of if not the best console racer I've ever played.
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When you're driving a real car, the dash and roof and pillar are only in your peripheral vision, you're not looking *at* them. You're barely even aware of them, whereas you do look at everything that's on the screen. Unless you have a 50" TV and sit 2 feet away, of course.
The only usable one I've found was in the DiRT demo--there's two in-car views, one of which pushes the cockpit right to the edge of the frame. But then you're wasting most of the work that the artists put into modelling the cabin.
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I agree I think the flashback sounds great. As long as it's severely rationed of course.
I think the dumbing down of these racers is a shame, but then Forza has the sim market more or less covered.
If there are any publishers out there, give Simbin a ring please, I need GTR on my Xbox NOW!
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Pretty much exactly what I was going to write.
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Fucking hell!Another dumbed-down franchise!
Why do they make a next-gen TOCA with arcadish handling???
DIRT had great graphics and in-car view,but the driving was terrible.
Come on,there is only one sim for the 360 and at least a dozen arcade racers.If people enjoy Burnout,fine-as said apples and oranges.But arcade racers are more profitable(although the Gran Turismo series appear to prove otherwise) and cheaper/easier to make than sim with complex physics.
Forza doesn't cover the sim market,another sim with GRID's features wouldn't be redundant.In fact most of the arcade racers are
the same game.
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The weather and variety of tracks (particularly, the frequent opportunities to catch air) make it a lot of fun. I had to experiment with some custom races to sell myself on it though. If you just jump into a career, the beginning of the game is frankly dull, and might put you off.
I'd like to see a marriage of Forza 2 and PGR 4: the weather and variety of the latter, the damage modeling and physics of the former. GRID might get some of this, but I will miss the tuning and upgrades. For me, these made Forza something like an RPG. Which is a good thing.
In-car view: I used to feel strongly about the value of this, now I think it's mainly a tech demo to drool over for a few minutes before switching back to bonnet view. (Odd typing "bonnet" for an american LOL.) Yes, in real life there is a dashboard in front of you, but it's not what you're seeing when you drive, unless you're a very bad driver who fiddles too much with his radio. Your attention is on the road, and so the cockpit is in the periphery. Rendered on screen, and several feet away, it's just too much. (Especially if there's also a physical wheel on your desk/ lap.)
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Removes from 'buy' list.
FFS not another arcade racer
PGR is arse (hate the Kudos system) and I'm not interested in drifting. I had high hopes for this game and they've just been dashed.
Bollox.
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edit: another pic from the right angle.
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I really really wanted to play TOCA on 360. Is it not possible to add some kind of Pro setting in GRID ???
The least Codies can do is push MS to make TOCA 3 backwards compatible on 360.
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They may be saying that, but unless I'm much mistaken, that's a BMW M3 GTR in that first screenshot. Even the car livery looks like one of the official ones used in the GTR1 and 2 PC sims (FIA GT 2003 and 2004 seasons if I recall correctly).
If "no licensed series" simply means no faithful adaption of this and that racing series from seasons x and y, I don't really care all that much - as long they've got licensed real world race cars battling against others with similar performance.
But of course if it means something entirely different that doesn't make much sense or seems particularly well planned, then you can add me to the list of complainers as well
For now I'll give them the benefit of the doubt, as I actually rather enjoyed Dirt (including the physics model, which I thought was half decent for an arcade rally/offroad game) - though I could have done without the annoying presenter and several of the car classes.
But of course for those of you still waiting for more console sims (well, just any really - Forza and GT hardly qualify for that label), I can understand your frustration and disappointment. If I actually had a furniture setup that allowed me to hook that G25 up in front of the TV, I certainly wouldn't mind taking even my sim racing from the PC to consoles.
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not a truer thing said =)
i hope that flashback thing can only be used once or maybe twice per race, as you said for late race crashes. otherwise people will just end up using it for every crash which negates the whole idea of watching how you drive so you don't damage your car.
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Sold!
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I hope the American and asian markets make up for the lost sales in Europe....COCKS
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Why do we need another PGR/NFS? The TOCA games on the PS/PC were great. The Race Driver games were pretty decent.
This is poor. The game might turn out to be OK but I'm so disappointed they have gone the generic racer route in an attempt to brake the US market.
Shall be giving this a miss and hoping for a BTCC mod for one of the PC sims then.
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Well, if you can settle for WTCC, there's always RACE and RACE 07 from SimBin, but if you're no stranger to PC racing sims I imagine you've probably already played them (otherwise I would go for the latter, some improvements in in the WTCC part of the game, including physics and engine sounds, plus the addition of several support classes - my favourites being the Radicals, Caterhams and to a lesser extent, the Formula 3000's).
There's also an ETCC mod for rFactor, but I definately prefer RACE 07 if I want touring cars.
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Spa is indeed one of the best racetracks in the world and so is le-mans. I would sincerly rather have more realworld tracks than city tracks. The only game to have successfully made good use of citytracks is PGR. And even in PGR there are quite a few tracks that just utterly crap from a racing point of view.
All in all I think and hope that Grid will take off from where PGR left and push us further with better AI, slightly better graphics (maybe) better damage and lots of more cars on the tracks. Seems like a good deal to me.
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the old colin RALLY games were brilliant so was TOCA, with a good racing wheel these games were amazing!
oh well another good racing franchise gone.
First TOCA then Colin then PGR then BURNOUT its getting to the point where i might as well bin my racing wheel!
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For the Gotham record, I liked PGR3 but after Forza 2 I couldn't go back to PGR4, which had the handling somewhat dumbed down from PGR3. PGR4 didn't sell well, I think?
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