Race Driver: GRID Multiplayer
Competitive.
Playing Race Driver: GRID online with eleven of Codemasters' finest developers, QA testers and PR people, we find something unfamiliar running through our head. It's a Dodge Viper. This happens quite a lot, and this particular one has just knocked off our bumper, but more immediately worrying is that it's flipped our car onto its back and crippled the engine. Thanks for that.
GRID isn't the first online racing game to include measurable car damage, but it is the first to do it this extensively. Damage is modelled for individual wheels and various key areas of the car, with icons in the bottom-right of the HUD to indicate damage levels, and Codemasters has spent a lot of time making sure damage synchronises properly between consoles connected over the Internet, so that when you bang into someone's passenger door, they veer off-course into a tyre wall at exactly the right time. Nothing's been lost in translation. In fact, the only discernible difference between what happens when a computer-controlled Dodge Viper lands on your head and when a human one does is that the host had the option to disable damage modelling before the game began.
More significant even than that for the game overall, though, is that GRID's emerging with full damage on PS3, Xbox 360 and PC just as Polyphony Digital makes its first fumbling steps online in Gran Turismo 5 Prologue (which will introduce damage-modelling at some undetermined point in the future), and just as enthusiasm wanes for last year's Xbox 360 duo of Forza Motorsport 2 (number ten in the last Xbox Live chart) and, unquestionably GRID's most direct rival, Project Gotham Racing 4. Unlike our friend with the flying Viper, then, GRID's is a timely intervention.

We only watch racing for the crashes. Now we only race for the crashes. The circle is complete.
So it's no surprise to see the team really going for it online. Every single-player event and discipline will be accessible, for a total of 32 events across 80 circuits in 15 different locations, including Milan, San Francisco and Tokyo. You can create and search for Ranked and Player Matches specifying region (Europe/Japan/USA/Global) and event, whether damage or catch-up are enabled, and how long the race goes on for. If you're setting up a Private Match, you can also specify racetracks and even particular routes around those racetracks before inviting your friends to join in, and complete wimps can allow for driver assists like traction control. When you first gather in the lobby, grid position is determined by who makes themselves ready first, with subsequent grids in the series determined by the finishing order of the first race.
We begin our session with damage disabled in a straight race around a small Milanese circuit that skirts the front of that handsome cathedral we mentioned last time we went hands-on with GRID. This doesn't go smoothly (I knocked the 360 off the table - don't tell anyone), but it's interesting to compare the experience to what happens when we resume in a muscle car tussle around San Francisco. As a procession of Mustangs pile toward the first corner, we brace ourselves for the inevitable; good, competitive online races are seldom decided at the first corner, but the tone of what follows and the layout of the pack often is, as everyone smashes into each other, aware of the random factor. But, in GRID's case, while a handful of us at the back obliterate one another, it's a short-lived thrill. Two cars are completely totalled, and those drivers have no option but to sit and watch for the next three laps, jabbering into their headsets. Those at the front of the pack, however, have borne the threat of destruction in mind and fought one another fairly for position. Over the course of the races we take part in, the players who are best at the actual game are the most frequent victors.
This bodes well. And to keep track of those genuine successes, GRID has a ranking system that keeps track of your performance. Starting as a Junior Rookie, you get points for finishing races online (so don't drop out, eh?), points for winning and points for beating people who have a higher ranking than you. Each rank has three subdivisions (one-, two- and three-star) and those who play long enough and well enough can hope to become Legend. Codemasters obviously uses rankings to assist with matchmaking, and it's a handy badge to wear online; Xbox 360 owners can also expect to unlock certain Achievements and gamer pictures specific to these ranks.
And while Codemasters won't be teaming up with Microsoft or Sony in special Internet Death Squads to hunt down people playing before the street date, it will be collecting your lap-time data for every race completed on a car class basis for every track in the game, and uploading ghost laps for world records so that you can download the best and race against them in Test Drive mode.
Sadly, GRID hasn't had to worry about any of our ghost laps at the time of writing, but some of the most interesting will probably come from the game's drift races. As we reported the very first time we saw GRID, Codemasters is using a drift system similar to the Japanese D1 series, distilled into a pair of disciplines: a score attack mode, recalling PGR4's efforts, and a competitive racing mode that balances your achievements in terms of angle, speed and flair - and combinations of the above - against track position. Having experienced a couple of these, we can see them becoming firm favourites online. Peering into the rear-view mirror and discovering a school of fishtailing opponents at your back as you approach a corner is a palpable sense of pressure.

The in-car view is all the better for Detroit muscle punching through the windscreen.
On a purely technical level, GRID also performs well. The damage is synchronised, as promised, lag is intermittent but more to do with our shonky office Internet connection than anything the game's doing poorly, and there are sensible touches like a user-friendly spectator mode, a system for voting for upcoming events, and host migration so that big groups aren't dumped back to the menus just because one person's cat clawed at the DSL micro-filter out of desperation and neglect.
Fittingly, we finish our multiplayer play-test with a stock car race on a figure-of-eight circuit; 12 cut-down bangers slipping and sliding past and into one another, and colliding in mid-air at the crossroads, which is met on one side by a ramp. It's by far and away not our first upside-down moment of the afternoon, but it does the trick, and leaves us to flick between perspectives of the other racers crashing into one another. We look forward to smashing into you with meaning when the full game comes out on PS3, 360 and PC on 30th May, because damage matters, and on this evidence Codemasters is doing it right.
As mentioned, Race Driver: GRID is due out on 30th May for PS3, 360 and PC, with a DS version "to follow".
You may also like...
-
Motorola Xoom 2 Tablet Reviews
-
Happy Action Theater Review
-
ModNation Racers: Road Trip Review
-
Call of Duty: Black Ops has best game ending ever, says Guinness World Records
-
Why Devs Owe You Nothing
-
Sony confirms PS Vita 1st Party digital only game prices
-
Sony explains PlayStation Vita game price strategy
-
Rockstar mulling LA Noire 2 development
-
Dear Esther Review
-
Face-Off: Final Fantasy 13-2
-
Halo 4 Master Chief action figure flaunts new suit design
-
Mojang: no plans for Minecraft on Vita
-
DICE working on multiple Battlefield 3 fixes
-
3DS Ambassador Super Mario Bros. game updated
-
The Witcher 2: Enhanced Edition Xbox 360 trailer
-
Who Killed Rare?
-
Digital Foundry: PS3 Skyrim Lag Fixed?
-
Mass Effect 3 Demo: The First 20 Minutes
-
Kingdoms of Amalur: Reckoning Review
-
EGTV: Eurogamer playtests PlayStation Vita
-
Gotham City Impostors Review
-
Tim Schafer: publishers aren't evil
-
App of the Day: Monkey Bump
-
Apple begins Foxconn factories inspections
-
Ridge Racer Unbounded delayed by four weeks









Comments (41) Latest comment 8 months ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
Comment below viewing threshold Show
Comment below viewing threshold Show
Note - I am a huge Forza 2 fan and recognise that this is an arcade game and not a sim. When are Codemasters going to anything for the hardcore racing sim fans?????
Comment below viewing threshold Show
I really liked the way the handling changed, pulling to the side when damaged etc. Over all I was impressed.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
It will probably drive a lot better with the steering wheel (which I ordered at the weekend...). Will let you know... somehow.
Comment below viewing threshold Show
[link url=http://www.eurogamer.net/article.php?article_id=139270
]http://ww w.eurogamer.net/article.php?art...[/link]
Comment below viewing threshold Show
Comment below viewing threshold Show
Have they actually played it with the assists off? Somehow I doubt it.
Comment below viewing threshold Show
Comment below viewing threshold Show
The twitch/sliding round corners gameplay together with the one mess up once and your out damage system really works for me.
The only thing that will stop me getting this at the end of the month is if I give in to Rockband's amazingly high price tag next week!
Comment below viewing threshold Show
Comment below viewing threshold Show
Best wheel implementation is still Forza 2 for sim"ish" racing and Flatout for arcade/destruction fun driving.
In fact just had a mate overplaying Flatout - Rockstar could do to buy the rendering engine from it as it seems to manage cities at high speed with ease - with thousands of objects flying all over and no dithering to be seen!
[link url=http://gamez-vault.com/wp-content/ uploads/2007/05/flatout-ultimate-carnage.jpg
]http://ga mez-vault.com/wp-content/upload...[/link]
http://ga mez-vault.com/wp-content/upload...
Comment below viewing threshold Show
I've tried it on the wheel and it not good. Like I said in my post above, I accept its and arcade game and thats fine for the majority.
@UltimateWarrior
Er, I actually did try every setting the game possess and its still handles like a dog compared to the default on Forza 2. I'm guessing you don't own a wheel.....
Comment below viewing threshold Show
Racing games have been doing that for years.
Anyway, never has my opinion varied so wildly over a video game
1st lap hated it, thought the handling was rubbish in the BMW
After 20min turned all the driving aids off and started to enjoy the races, doing laps of about 1:20 ish.
Then turned to the Time trail competition, couldn't get anywhere near the 1:17.8 qualify time so turned all the aids back on but stayed in manual gears and soon realised you have to drive like an absolute loon, take every inch of available surface on the inside of corners (basically cheating) and barely dab the brakes on all but the 1st corner. Managed a 1:15.8 which was still nearly 2 seconds slower that the world record last time I checked.
So now back to disliking it again.
I was hoping for it to be a bit more like racing in TOCA with a proper braking zone at least. I’ll not be getting my hopes up for next years F1 game.
Anyone else tried the Euro challenge? Or got anywhere near a 1:14.00 lap because I just cant find a way of cheating the course any more.
Comment below viewing threshold Show
If formula 1 is developed as an arcade game, I'll drive up to Codemasters and put em all in the ground.
Comment below viewing threshold Show
Ever heard of FlatOut?
Comment below viewing threshold Show
same here - f1 on the ps3 was great and still good for a quick blast online
Comment below viewing threshold Show
I tried the demo again last night, and hated it again (and then I tried the drifting and hated it even more
I don't think I'll really know how I feel about this game until I'm playing the full version.
The actual racing is fun, no doubt it - and the damage modelling is spectacular. My biggest problem is the driving physics. I'm perfectly fine with arcade physics - I enjoy a wide range of racing games from hardcore sims on the PC to console arcade racers like Burnout and PGR - but I really feel that the arcade physics in GRID have a particularly shoddy feel to them, and I think it's the pivot point physics that's threatening to ruin it for me.
I think that particular problem is much more pronounced here than it's been in any of the previous Codemasters game (and they've obviously entirely forgotten - a long time ago - how to code a proper physics engine like they did for the excellent original TOCA games). Cornering (after braking from 200 to 20 in a few meters) just feels plain wrong to me in this game. Not arcadey - just wrong.
I'm just hoping the thrill of the racing in the full game can make me overlook the severe shortcomings in the driving model.
Edit: Oh, and since other people have brought it up - obviously I've been playing with all the driving aids off and manual gears. And I tried them on as well just to see if that might actually make things better. It didn't.
Comment below viewing threshold Show
Comment below viewing threshold Show
Arcady with driving aids on, that's true.
But pretty real and hard when you turn all that stuff off.
Can't wait for the release.
Comment below viewing threshold Show
Man, we could really do with a new track pack for that game. It's been out for almost a year, so fingers crossed they celebrate the anniversary with a little gift for the faithful...
Comment below viewing threshold Show
you'll have a BMW and end up with a cooper at the end of the bloody race
Comment below viewing threshold Show
It's nowhere near real with the aids off - but arguably somewhat hard. Hard doesn't always equal real though - driving the race cars in GTR2 (a full blown PC sim) is rather easy in fact, supposedly even for beginners, driving them fast and consistent on the limit of their performance and traction is not.
The most obvious comparison would be the 320si touring car in GRID (without any aids on) against the same car in RACE 07 (based on the same game engine as GTR2, as a number of other PC racing sims).
The former feels almost weightless, it brakes from high speeds in an utterly unrealistic instant - without the tires locking or a loss of grip of you're turning into a corner at the same time - and it generally has very little grip and slides around corners in a completely unrealistic fashion, punctuated even further by the pivot point physics that not just makes it feel unrealistic but also in my opinion, plain odd.
The 320si in RACE 07 has weight, you don't brake from 200 km/h to cornering speed in a few meters, and it doesn't slide around corners, because its racing tires give a lot of grip - and on top of that it's obviously using a proper physics model, so even if road tires were used instead (as in the small freeware M3 Challenge game based on the same game engine), it would still behave in an entirely different and much more realistic way than the cars in GRID, it would just break traction much easier than a race car.
This wasn't a post to say that one type of game is better than the other (they are vastly different anyway, and as already mentioned, I actually enjoy many arcade racers as well), but I'm most definately saying that the car physics in GRID - with or without aids - are not even remotely close to simulating the feel of a real race car (or any kind of car). It's a pure arcade racer - and unfortunately one with a physics model I personally don't seem to like very much, as to me it seems more strange than entertaining.
I'm still gonna give the full game a shot though.
Comment below viewing threshold Show
I turned them all of straight away, which is what I always do. I think most people that play a lot of racing games (especially semi-sim Forza style racers) would do that too.
And still I hated it! I think those used to Arcade racers (nothing wrong with that at all) think Hard=realistic. I tend not to agree.
Sorry
Comment below viewing threshold Show
GRID doesnt claim to be a sim but an easy pick up and play racer - and it delivers on that. Racing is intense, fun and players will experience dramatic crashes - something missing from current racers out there. Its a case of having to re-adjust away from the mundane racer to something close to real racing again.
Comment below viewing threshold Show
Comment below viewing threshold Show
Are you kidding? It seems like many of us are complaining about the physics in GRID being too arcadey - and if there's anything you need to use consistently and often with a great deal of care in particularly proper PC sims, but also console "pseudo sims", it's the brakes.
And along with the pivot point turning, the brakes is definately one of the most unrealistic things in GRID, as you go from high speed to cornering speed in an instant, a bit like you were deploying an anchor rather than stepping on the brake pedal
Comment below viewing threshold Show
AND PLEASE PLEASE PLEASE CODIES >>>fucking road test ALL the tracks so that its not quicker for ppl to straightline chicanes and drive over huge areas of grass taking short cuts than proper races using the racing line etc. (on tarmac grippy stuff)
Comment below viewing threshold Show
Thought the demo was great, the handling is pretty damn perfect for what i want in a racing game. I'm not a fan of Forza or PGR, I was a big fan of MSR however which PGR never matched.
The drift mode is awesome, and knocks spots off PGRs style kudos gameplay. Nothing better than swinging the car side on into a 90 degree corner at stupid speeds, hitting the handbrake, and fighting successfully for some grip to avoid smashing into the barriers as you accelerate towards the next corner. Great fun!!
The instant replay / flashback feature is dare i say it, revolutionary in a racing game and will save so many fastest laps from disintegrating into that 120mph crash into that barrier!!
This game will not sell on how realistic the driving is, it will sell on how exciting the racing is and from the demo it's sold me
Comment below viewing threshold Show
I think you're being a little harsh there.
Yes, I like sims like forza but I'm constantly looking for something that can supplement my games library. Grid looks fantastic but it's got the same central pivot system they used in Dirt and its completely unrealistic. I would love to see you play Forza back to back with either of these titles and then reiterate your previous statement.
You want arcade and thats fine. Some of us would like something with realistic physics.
Comment below viewing threshold Show
Comment below viewing threshold Show
Graphics - amazingly smooth. Running at 2560x1600 on an 8800 GTX and it is the smoothest I have seen at that resolution
Handling. Pants. Absolute and utter pants. The cars inertia is all wrong so you just dont get a feel for the it. Now I own and love Gran Turismo Prologue, Forza 2, RR6 and 7 PGR4, Burnout etc so I can adapt to a wide range of handling but this just feels wrong.
Such a shame, this has gone from must buy to ignore
Comment below viewing threshold Show
Even though it's not my cup of tea, I even thought the drift race was fun - if a little hard at first...
Comment below viewing threshold Show