Reviewed by Barry Little -
August 11, 2008
ESRB Rating: E (Everyone)
Fans of racing simulators have got a
lot to crow about these days, with plenty of cool
current and upcoming titles for all gaming
platforms. It’s a different story for arcade racing
games though, where things have been rather
disappointing for awhile. Codemasters, the
makers of the ToCA, Race Driver and Colin
McRae series have recently changed that, with a
hot new title featuring some of the world’s premier
performance cars and tracks; gorgeous visuals, and a
damage system that has to experienced to be
believed. Racing just got exciting again.
Welcome to GRID.
GRID places
you in some of the world’s hottest cars on the most
challenging tracks on the planet. Starting as a rookie
driver, you’ll progress through numerous racing
disciplines in a wide range of vehicles from demolition
derby cars to exotic multi-million dollar prototypes,
against fierce competition (and some well-known
real-world racing teams). Your racing career will span
the globe from circuit tracks in Long Beach, San
Francisco, Detroit, the Spa Francorchamps in
Paris and Istanbul Park in Turkey. Sprint and
Grand Prix tracks in Nüburgring. Touge racing
down the narrow, treacherous mountain roads of Japan’s
Mount Haruna, Pro Tuned racing through the
nighttime streets of Shibuya, and Drift battles
on the Yokohama Docks. You’ll even race in the
prestigious 24 Hours of Le Mans. Your goal:
become the world’s best race car driver with the world’s
best racing team.
Although
it is also known as Race Driver: GRID,
GRID is not a sequel to Codemaster’s
well-known Race Driver series of games, which had
a greater emphasis on simulation (one of the Race Driver
titles even had a storyline). GRID’s emphasis is
more on fast-paced, “action-oriented” racing. And
GRID delivers that in spades.
Like many racing games, GRID has a
single and multiplayer component. Race Day is
GRID’s equivalent of the “Quick Race” option. Here,
you can select any of GRID’s racing disciplines;
the cars specific to that discipline, the location,
route, number of laps and Livery (racing team).
Make your choices, jump in and race! This mode is a good
way to get familiar with the cars and tracks without the
pressures associated with competing in GRID’s
campaign mode.
GRID World
is where the real single-player action takes place in
the game, and where your career begins. GRID World is
where you and your racing team will face increasingly
tougher challenges over three international podiums
(regions)—the United States, Europe and Japan, on your
way to becoming Number One. As with any campaign,
you’ll need to start at the bottom to work your way up
to that lofty position. You begin by creating your
profile and selecting an in-game first name or nickname
that your business manager and crew chief will use to
address you throughout your career. Codemasters offers a
good mix of male and female first names, and the usual
nicknames you’d expect in a racing game. A small detail
to be sure, but one that adds a nice bit of personalized
immersion to GRID—one that I could particularly
appreciate, as it’s not often that I get to hear in-game
characters address me by my name while playing.
Customized controller settings are saved with every
profile you create, so if you start a new profile,
you’ll have to re-create your settings for your
controller again. Once you’ve created your profile, it’s
time to go racing!
Your first race is in a Dodge Viper owned
by Team Ravenwest (remember that name, as you’ll
definitely cross paths with them again). The goal is to
win your rookie racing license. If you’re more
comfortable with jumping right into the meat ‘n potatoes
of the game rather than going through some or all of
Race Day races to get more of a feel for the ins and
outs of
GRID, this
first race will serve as a trainer of sorts that will
acclimate you to the world of GRID competition.
Winning this first race isn’t as
important as finishing it—a task that you may
find easier said than done. With one exception, there
are no penalties for drivers “trading paint” in GRID.
And unlike some racing games, the damage system
Codemasters has implemented isn’t just for show. Engine
and suspension damage from an impact can cripple the
car’s performance or put it completely out of the race.
Fortunately, you won’t be entirely alone out there. You
crew chief will stay in contact with you throughout each
race and your entire career, advising you over your
helmet’s headset on how you’re doing during a race, the
current health of your car and how serious any damage
is; warning you of accidents on the track that could
potentially trip you up, and basically keeping you out
of trouble as much as possible. Of course, the
responsibility for that last part primarily falls into
your lap, but you’ve probably already figured
that part out.
Once you’ve survived and successfully
competed your first GRID trial-of-fire, you’ll
get your rookie license for all three podiums and will
have earned just enough cash for your first garage and
your first car—a classic 1970 Mustang Boss 302.
You’ve just taken the first step in establishing your
own racing team. But you’ll need $80,000 to make the car
track worthy and cover other team-related expenses.
That’s where your business manager comes in.
She’ll handle the finances while you focus on winning
races. First though, she’ll give you the 411 on the two
most important factors in advancing through and
succeeding in the GRID World: Money and
Reputation. To earn that first eighty-grand, you’re
going to have to race for other teams via the Driver
Offers option on the Main Menu. Driving for other
teams is the fastest way to fill your bank account
(though you won’t increase your reputation as much or as
quickly as you would racing for your own team). In
addition to a money-in-the-bank appearance fee, you are
paid a bonus for completing the objective of a
race. For example, some races require that you finish no
lower than 3rd in you class. Others may
require a first-place win, or that you finish the race
without any damage to your car (these are some of
the toughest races to win in GRID). Successfully
completing the objective adds to your reputation. Driver
Offers are always available at any point in the GRID
World campaign, so you never have to face the potential
problem of “running out of cash” and hindering your
progress, as in some other games.
Increasing your reputation allows you to
unlock new licenses in each podium, and compete in more
lucrative (and challenging) events that will bring you
closer to competing in the final Global Racing League
podium, once you’ve proven yourself in all the others.
In exchange for having their logos on your cars,
sponsors will also pay you for completing specific
objectives during a race. As your career in GRID
moves forward, you’ll receive offers from a wider range
of sponsors, though you can only select eight sponsors
at a time (which includes one major sponsor of your
choice that pays double the objective bonus). To
raise cash, you can also sell cars in your garage that
you no longer want or need. Cars can be sold privately
or through eBay Motors. Both have their
advantages and disadvantages. Selling privately puts a
nice chunk of change in your bank account and clears the
car from your inventory slot immediately. The downside
is that you probably won’t get full value for the car.
Selling on eBay takes longer, which also means the car
occupies an inventory slot until its actually sold.
However, you stand a better chance of getting more money
for it.
Many
arcade-oriented racing games lock you in at a fixed
difficulty level that increases exponentially as you
progress. GRID has five difficulty levels that
you can choose from, which can be adjusted as desired
before each race. Higher difficulty levels reward you
with more reputation points, challenges you with AI
opponents that are more aggressive and skilled in their
driving techniques and make fewer mistakes, and reduces
the number of Flashbacks available (more on that
later). Turning off Pro Mode prevents you from
restarting the race from the Pause Menu, and turning on
the Locked To Head Camera forces your racing
session to the Helmet Cam (interior) view. Both
of those setting adjustments will also bolster your
reputation points.
Once your Mustang is ready and you’ve got
some wins under your team’s belt, you’ll eventually be
able to hire another driver who will compete
alongside you in events and bring in additional cash for
the team, provided he meets or exceeds sponsor
objectives. Each driver-for-hire has his own area of
expertise with a specific racing discipline and car. His
overall skills as a race car driver however, are
more important than the discipline and car that is his
forte (which is reflected by the amount of his signing
bonus). If your team mate doesn’t work out, you can fire
him and hire another. Once you fire a driver, you cannot
hire him back. Win a podium championship (first place in
all the podium events), and not only will you be
given the opportunity to compete in the prestigious
24 Hours of Le Mans for a huge cash and reputation
points pay-out. You’ll be challenged to an equally
lucrative one-on-one race between yourself and a driver
from GRID’s most elite racing team. Bet you can’t
guess who that is…
GRID has five
racing disciplines. Grip Racing, Drift, Touge,
Endurance and Demolition Derby. Though the
list sounds a little short, several classes have
multiple classes covering a wide range of race car
types, or what could be considered “sub-disciplines.”
Grip covers GT, Open Wheel, Pro Muscle
and Touring class cars where you engage in a
multiple-lap race against up to 20 cars. The first one
over the finish line wins the race. Drift has four
different categories. Drift GP pairs you against
another opponent where you get one chance to outscore
him to win and progress to the next round. Drift
Battle combines drifting and street racing where you
must not only rack up more points for speed, angle and
duration of your drifts, you’ve got to cross the finish
line first as well to score the most points.
Freestyle Drift gives you and your opponent two
timed runs in an open area to score the most points,
with the win going to the driver with the most points at
the end of the two runs. The treacherous, downhill roads
of Mount Haruna in Japan is the battleground for
the Downhill Drift competition.
GRID
features two types of Touge racing. Pro Touge
events take place in the daytime on Japan’s narrow
mountain roads, which are closed to the public during
the event. Each race is made up of a single run. You
have the lead going downhill, and your opponent has the
lead going back on the uphill run. Pro Touge is the
only racing discipline in GRID where contact
between cars is strictly forbidden and punishable by
penalties. Midnight Touge takes place at night.
Once again, you have the lead downhill and your opponent
has the lead uphill. Only this time, the roads are open
and you have oncoming traffic to deal with. Also, the
no-contact penalty when attempting to pass your opponent
goes out the window (or over the cliff, if you will).
Endurance
races involve four different classes racing on the same
track. You only have to worry about beating the cars in
your class. The most notable is the 24 Hours of Le Mans.
In GRID, the 24 hour period is compressed into 24
minutes of the most challenging racing in the game. The
day-to-night transitions are simply beautiful to behold.
Going ballistic over a long straight at speeds in excess
of 175 MPH, then having to slow enough to negotiate a
series of chicanes and hairpins while trying to keep the
competition riding your rear bumper from overtaking you
in the blink of an eye, is challenging enough during the
day. At night where the claustrophobic, tunnel-vision
effect of traveling at triple-digit speeds is magnified,
it becomes an entirely different challenge and exercise
in sheer concentration altogether. As you might imagine,
Demolition Derby (there is only one such event in the
game) has a single objective: get over the finish line
first by any means necessary—including bashing the hell
out of your opponents with your car.
Secure your place in the Global Racing
League, and you and your team will be the
best of the best!
GRID’s
Multiplayer is powered by Demonware’s hosting
service and allows up to 12 plays online or over a LAN.
All the cars and tracks in the GRID’s single
player campaign are automatically unlocked for
multiplayer. While the 24 Hours of Le Mans race is
condensed to 24 minutes in the single player campaign,
it can be set to run for a maximum of 2 hours in
multiplayer. For online play, you’ll need to create a
user name and password first. Once you’re connected, you
can compete as a Ranked or Unranked player
in a Quick Race, Custom Match, Create Session Match
or a Private Session Match. Quick Race is the
fastest and easiest way to get into a GRID
multiplayer race online, by finding the first available
game that you can join and placing you in it. If you
want more control over what type of match you want to
join, you can select Custom Match and apply the
following criteria:
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Region |
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Event |
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Damage |
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Catch-Up |
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Race Length |
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Collisions |
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Driver Assists |
If a game based on your criteria
selections can’t be found, you’ll be prompted to create
your own session where you can wait for other GRID
players online to join.
To keep things fair and interesting, all
online public multiplayer session in GRID are
determined through GRID’s two-round Online
Voting System, which gives all players an
opportunity to determine what the next racing event will
be. Each round of voting has a time limit. In the first
round, players vote on the region they want to race in.
Once the time limit is up, the region with the most
votes is selected, and everyone is automatically taken
to round two. Now players vote on the type of event from
the winning region to compete against each other in. At
the end of the time limit, the event with the most votes
is the one the players will race in. Players are then
taken to GRID’s lobby where they can choose their
car and livery before starting the race.
GRID’s
Online Point System determines how many points
are on offer based on the number of players
participating in a race. More players equals more
points. This gives you the opportunity to win even if
you are late joining a session. The Experience System
awards points to players who compete as Ranked Players.
The more races you compete in and win, the more points
you earn and the higher you rise in rank. If you win
against a player whose rank is higher than yours or
score a podium finish, you’ll be awarded bonus points.
Your progress is tracked and displayed on GRID’s
Leaderboard, which also allows you to download
and race against the Ghost Cars of the fastest
player from each track in Test Drive Mode offline. The
Private Session option allows you to join or
create a private GRID match. The creator of a
Private Session sets a password that is necessary for
others to join. After each race, the Private Session
creator selects the options for the next race at his or
her discretion. Online Voting is not available. Playing
GRID over a LAN is identical to participating in
an online private session.
GRID supports
chat communications between players. Although the Xbox
360 and PS3 versions of the game gets the benefit of
voice chat, the PC version only supports text chat.
There are 43 different cars in GRID,
a good cross-section of vehicles representing the three
different regions in the game, and its unique racing
disciplines. Chevrolet’s Camaro Concept, the
Dodge Challenger Concept, Dodge Viper SRT10, Ford
Mustang GT-R Concept, and the rare Plymouth AAR
Barracuda, are just some of the cars heading up the
American Muscle Car A-List. The BMW 320si, Aston
Martin DBR9, Porsche 911 GT3 RSR, Lamborghini Murcielago
RGT, and Koenigsegg CCXR make up part of the
list of GRID’s best-of-breed European Sports and
Exotic Supercars. Not forgetting fans of Open-Wheel
racing, Codemasters have included the JRC FJ100, Ford
Doran JE4, Courage C65, and the Audi R10 TDI,
to name a few. You’ll have some of the hottest cars in
Japan at your disposal as you battle your way through
GRID’s J-Speed tiers: the Mazda RX-7 FD3s,
Toyota’s Supra, Subaru Impreza, and of course,
Nissan’s finest: the legendary 350Z, Skyline GT-R
Z-Tune and Silvia. And then there’s those insanely
fast and incredibly sexy Prototypes like the Nissan
R390 GT-1 and Mazda 787B...
When it’s time to purchase a new car, you
can buy it brand new, or used from a selection of racing
teams on eBay. The advantage of a new car, is that you
know it’s in pristine condition. Of course, being
a new car, you’ll have to pay top dollar for it, which
might put a serious dent in your team’s budget. The same
car on eBay will usually cost a lot less. And it has the
benefit of being tuned to perfection by the racing team
that has it up for sale. Along with the asking price,
the car’s mileage, the number of events it entered and
won, and the number of times it was totaled, will be
listed.
Here’s where you can get yourself a real
bargain and a winning car—or a real headache. Obviously,
you will want a car for the lowest possible price that
has won the majority of events it has entered. Generally
speaking, it will usually out-handle and perform a car
with a lower percentage of wins, and will give you just
the edge you need on the track against upper-tier
opponents on GRID’s more challenging tracks. But
be warned: a car that has won 20 races and has been
totaled 10 times is not a bargain, no matter how
tempting the price tag.
Whether it’s for technical or financial
reasons—or both— in-game replays usually top of
the list of features to omit from many racing games.
Using the replay in GRID is pretty
straightforward with your keyboard’s function and arrow
keys for switching between in-car and outside views, and
rewinding and slowing down the action. The only thing
better that viewing those spectacular crashes,
close-calls and by-the-skin-of-your teeth wins, is
admiring your handy-work in designing the branding for
your racing team. Best of all, you get to view and
appreciate many of the above-average details Codemasters
placed into the world of GRID that you won’t find
in similar racing games. Things you aren’t likely to
notice while dodging over 3,000 pounds of steel flipping
end-over-end and shedding debris like shrapnel and
trying to prevent the guy in your rearview mirror
from plowing into you and forcing you to meet a similar
fate. Like the spectators who are not just a bunch of
bland, cardboard cutouts in clothes, but a wide variety
of 3D animated models that sound, behave and react as
real spectators would during the events of a race. Or
the impressive high resolution detail in the environment
and buildings around the track. And the spectacular HDR
lighting during day and night racing that has a quality
you could almost reach out and touch.
There
is another reason for GRID’s replay—Flashback.
Some arcade racing games rely on a slow motion feature
to bail the player out of a bad situation that can cost
them the car and the race. It’s a good idea. But it
doesn’t always work as well as expected. Codemasters
takes more of a “time machine” approach with GRID’s
Flashback, which allows you engage an in-race replay
to “rewind” or roll back the race to that moment before
your car was wrecked in a crash, or spun out of control
off the track on the last lap seconds away from the
finish line, giving the race to your opponent. Even
though it’s not as “proactive” as a slow-motion feature,
my personal experience with both player “fail-safes” is
that GRID’s Flashback is more reliable and
predictable.
While some would consider Flashback a
“crutch for n00bs” keep in mind that at higher
difficulty levels, you’ll have fewer or no Flashbacks at
your disposal. And then there’s the incentive in the
form of a cash bonus at the end of each race that
GRID rewards you with for not using the
Flashback feature. So you can let your ego, conscience
and your team’s current financial status be your guide
when it comes to GRID’s Flashbacks.
Codemasters focus for
GRID is “All
About The Racing,” nothing more or less. Consequently,
you won’t find any pre-set or custom performance
profiles you can load for your cars to maximize their
performance on specific tracks as in another
Codemaster’s title—ToCA
Race Driver 3. Nor will you be
able to purchase performance upgrades to install and
fine-tune as in Forza Motorsport 2. GRID’s cars
are rated by Top Speed, Acceleration, Grip and
Brakes and of course, some are stronger in some
areas than others. Since the cards dealt to you in
GRID are the ones you have to play in terms of a
car’s overall track performance, the process of choosing
the best possible car for a particular race becomes a
balancing act between the car’s inherent
capabilities—and your own personal level of skill and
driving style. In GRID, you can carve
through an apex with more speed and precision in the
Nissan Skyline GT-R Z-Tune than the Dodge Viper
SRT10, which has a tendency of shaking its ass
through corners like a stripper doing a lap dance. But
by the time you move up to the tougher podiums, the
distinction between the faster, more powerful cars will
most likely blur any perceived differences in their
characteristics.
If you’re used to all the customization
options made popular in the Need For Speed, Forza,
and Juiced racing games, no doubt you will
probably find GRID’s “no-frills” livery customization
sorely lacking, if not disappointing. Still, there is
some merit in how Codemaster’s
“keep-it-simple-focus-on-racing” approach for GRID
works out when it’s time to come up with a look for your
team’s cars—or Team Branding as it’s referred to
in the game. GRID
provides you with a number of graphical designs, racing
number and a color scheme that consists of a base,
primary and secondary color of your choosing. You can
also take pot luck and select a randomized pattern,
color scheme and numbers for your car. When it’s time to
choose sponsor decals, you’ll have eight placement slots
to play with, with the primary sponsor taking up the
most visual real estate on your car. Decals can easily
be swapped among the eight pre-set positions. You can
also choose between the individual decal’s available
colors, and though most of them are monochrome, some of
them are in color. Patterns range from racing stripes
and flames, to splashes and tribal patterns. Although
the selection isn’t as extensive as you’d find in games
where customization is one of the main selling points,
you should be able to find something to suit your
tastes. If not, you can always leave your car a single
color. The biggest plus of GRID’s car livery
customization is not just its speed and ease of use.
Once you’ve settled on your team branding, it is
automatically applied to every car you currently own,
and every car your purchase in the future, for your
team. And it’s just as easy to change later on in your
career if you choose to do so.
One
area where many arcade racing games come up short, is
the interior view. Either the view is omitted
altogether, or you get some lame, generic
“one-car-fits-all” view. That’s not how they roll at
Codemasters. GRID include a detailed and
realistic view of the inside of the car with a
representation of the player as the driver operating the
wheel and shifter. The interior of each car is unique to
the vehicle and authentically reproduced right down to
the logo on the steering wheel. And yes, all of the
gauges on the instrument panels work, as do the Drift
Angle LED meters and rear-view TV cameras on the cars
that are equipped with them.
Other racing games may have more cars,
but few of them have cars that are as beautifully and
fanatically detailed as the ones in
GRID. Car
reflections and tire smoke are almost photo-realistic.
The variation of exhaust notes, and the sound of
turbocharged, supercharged and normally aspirated
engines, and the high-pitched whine of gearboxes are
faithfully reproduced and unique for every car. The
Volks GT-C wheels and AP Racing calipers on
the 350Z looks almost as good in the game as they do in
real life. View your car in replay mode, and not only
will you see it covered in a thin layer of dirt and
Astroturf if you happen to take a little “field trip”
off the race course—the lower portion of the body panels
near the wheel wells will be spackled with rubber
deposits from the tires. Codemasters has also included
cars from well know racing teams such as
Top
Secret, and Team Hurricane.
Codemasters didn’t want GRID to be
just another “me-too pretty face” arcade racer where at
the least, there are no visual or physical consequences
for hitting a barrier or another car, or at the most,
just superficial “for show” damage. So they added a
damage and physics system usually found in racing
simulation games. This takes the already white-hot,
adrenalin-pumping speed of GRID to the next level
when the fur—or better yet, the metal—really
starts to fly. In GRID, when you hear rubber
screeching in futility against asphalt, and the
sickening sound of steel, fiberglass and carbon fiber
“mating” with another car or a retaining wall, it’s
going to do a lot more that rack up some half-assed
cosmetic damage. Paint will do more than get scuffed
down to bare metal. Hoods, fenders, doors and roof will
not just twist, collapse and crumple like a beer can.
And the safety glass of your windshield will do more
than just cobweb from cracks and interfere with your
vision from the cockpit view. That ragged, twisted
fender about to fall off so that it can die in peace on
the next turn is suddenly the least of your worries, as
you notice that your car now seems to be possessed with
the uncontrollable urge to pull to the right. Or that
your 150+ MPH multi-million dollar prototype race car is
suddenly about as fast as a four-door beater with over
100,000 miles on the odometer stuck in rush hour
traffic, since you inadvertently played tag with the
rear end of the lead car you were trying to pass.
Depending on what and how hard you hit
something in GRID, you can find your car impaired
badly enough so that your hope of finishing a race at or
ahead of your class is reduced to limping and wobbling
over the finish line to failure well behind everyone
else. Occasionally, another driver will spin out ahead
or behind you and hit a wall or another car and
practically disassemble itself sending body parts and
wheels and tires from broken axles flying everywhere. If
you suffer the same fate, the screen will suddenly turn
blood red for a brief moment, and your crew chief will
inform you over your headset that your car is totaled
and it’s game over for you. The screen for GRID’s
Flashback feature appears, which gives you information
on how fast you were going and how many G’s were
involved on the impact that trashed your car. You also
have the option to restart the race from this screen. Of
course, if you’re playing at the highest difficulty
level, you’re SOL and will just have to cowboy (or
cowgirl)-up to your loss.
All of the tracks you race on in GRID
actually exist in the US, Europe and Japan. The PC
version gets 15 tracks divided between the three regions
(all console versions of GRID except the DS also
get 15 tracks, while the DS gets an additional track).
Among them are the Circuito del Jarama, Istanbul
Park, the Nürburgring GP circuit, Okutama Grand Circuit,
Donington Park, Le Mans, Long Beach and
Washington to name a few. Although 15 race tracks
may not seem like much, keep in mind that each track is
set up for multiple configurations. Some of the tracks
are reversed/mirrored. Others have alternate
configurations where they are made smaller. Washington,
for example, has a 2.36 mile Grand Prix Circuit, a 3.29
mile Grand Prix Circuit “B” and 1.80 miles Park Circuit.
With the exception of the 24 Hour Le Mans
race, the time of day (or night) for each racing event
is set and cannot be changed. Pro Tuned and Drift Racing
on Japan’s Yokohama Docks always takes place late in the
afternoon, while the Falken Super Street Pro Tuned
events take place on three separate variations of
Japan’s Shibuya Street Circuit at night. Unlike most
racing sims, you cannot adjust the weather, nor is
inclement weather included in the game.
I played
GRID
on the following set-up:
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Intel Core2 Duo E6850 CPU @
3.00 GHz |
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Lite-On SHW-160P6S DVD Burner |
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Abit IP35 Pro P35 “Bearlake”
Motherboard (BIOS 11 – 07/09/07) |
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SilverStone Temjin TJ09 Tower
Case |
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Zalman CNPS9700 LED CPU
Cooler |
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Ultra X3 1000W Power Supply |
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2GB Crucial Technologies
Ballistix Tracer DDR-2 800 RAM (5-5-5-18 2T) |
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Logitech G15 Keyboard |
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ASUS EN8800GTS TOP GeForce
8800 GTS Video Card (512MB) |
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Logitech G9 Laser Mouse |
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VisionTek Radeon 3870 X2
Video Card (1GB) |
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Windows XP Professional SP-3 |
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Samsung SyncMaster 244T 24”
LCD Display (1920x1200) |
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NVIDIA ForceWare 175.19 WHQL
Video Drivers |
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Creative Labs
Sound Blaster X-Fi Xtreme Gamer Sound Card |
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ATI Catalyst 8.6 Video
Drivers |
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(2) Western Digital 300GB
Caviar (16MB Cache) 7200 SATA HD RAID 0
Stripe |
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Logitech Driving Force Pro
Force Feedback Wheel |
The visual effects were configured as
follows:
As you can see, I had the settings pretty
much maxed out for a typical 1920x1200 setup. With the
ASUS
EN8800GTS TOP GeForce 8800 GTS installed, FRAPS
displayed the frame rate in the 40-50 FPS range on the
G15’s LCD display, with GRID consistently running
silky smooth and looking great while doing so. The
VisionTek Radeon 3870 X2 was another matter. I had
trouble getting the game to start. The system would
frequently hang at a black screen as soon as the GRID
logo displayed. Sometimes it would dump me back to the
Windows desktop. I uninstalled and reinstalled the
Radeon 8.6 drivers as cleanly as possible. The game
finally loaded but I knew I was still in trouble when
the game began stuttering when switching between the
menu options. Loading up a quick race confirmed it.
Frame rates hopped between 15-25 FPS. And the game froze
again.
I didn’t have any problems running other
games installed on the system with the VisionTek 3870
X2, so I ruled out a defective card. When I borrowed and
installed a Sapphire Radeon 3870 from a colleague,
GRID ran fine with the Catalyst 8.6 drivers without
a hitch. Turns out, GRID has a tendency not to
play nice with SLI and Crossfire video card
configurations, according to the Known
Issues/Troubleshooting section of the Readme file on the
disc:
ix) Is ATI’s Crossfire or NVIDIA’s
SLI supported?
Unfortunately, due to the working
of GRID’s engine, systems which link two or more
graphics cards (i.e. Crossfire or SLI) are not
implicitly supported. This means you may not see a
performance boost from having the second card, and
you may even have trouble running the game. If GRID
is failing to start properly and your system is SLI
or Crossfire enabled, try disabling the technology
in either NVIDIA’s or ATI’s control panel in Windows
and see if this helps.
If you have a two or more non-X2 Radeon
cards, disabling Crossfire through the Catalyst Control
Center is easy and straightforward. However, the design
of the Radeon 3870 X2 makes it “hard-wired” for
Crossfire, so you can’t disable it. Owners of NVIDIA’s
GeForce 9800 GX2 cards face the same dilemma.
GRID
is a DirectX 9 title, so if you’re still not sold
on using Windows Vista SP-1 as a gaming platform, it’s
all good. As you’ll can see from the screenshots here
and on the screenshot page, GRID isn’t exactly hurting
in the looks and eye-candy department, even on a Windows
XP rig like the one I used for the review. GRID
is one of the few PC games on the market that is
explicitly optimized for multi-core processors. As with
many of the latest games, the more powerful your rig and
video card, the better GRID will run, especially
if you’re playing at resolutions of 1920x1200 or higher
with the game’s MSAA (Multi-Sample Antialiasing)
pumped-up. Don’t worry: GRID is no
Crysis
when it comes to system resources. I would also strongly
recommend that you install the latest
Version 1.2 patch
for GRID, as 1.2 includes a number of critical
fixes from the earlier Version 1.1 patch, while
implementing a number of fixes for issues that slipped
past the 1.1 patch.
Things have been rather bleak for arcade
racing games over the last several years. Electronic
Arts, who defined the genre with their Need For
Speed games, hasn’t released a decent Need For Speed
game since
Need For Speed Underground 2.
Yes, the focus was on imports and underground street
racing (minus the cops) inspired by the Fast And The
Furious. And the B-movie plot was told via comic
strip story boards with some of the most cheesy
‘Hood-wannabe dialog ever used in a game.
But it was the customization, the ability
to tune the engine and suspension and actually achieve
measurable results in a race; user-selectable difficulty
levels and the replays that made Underground 2
the best of the series. Unfortunately, Electronic Arts
has moved away from those elements with the last three
Need For Speed titles. THQ tried to step up with
Juiced and Juiced: Hot Import Nights. But a
lukewarm reception over technical issues, poor feature
implementation and just plain lousy game play
put an end to
the franchise.
Codemasters picks up the ball that
Electronic Arts and THQ dropped with GRID. You’ve
got a wide selection of cars—Tuners, Muscle, Euro-sport,
Open-Wheel, Exotics. And some of the world’s greatest
tracks to race them on. Whether you’re into circuit or
endurance racing, time-attack or drifting, there’s
something for you in GRID. I can’t remember the
last time since Need for Speed Underground 2 when a
racing game put a real grin on my face. Tearing through
GRID’s Yokohoma Docks under a golden sunset, and
the neon-lit streets of Japan’s Shibuya Street Circuit
in Top Secret’s beautiful gold Fairlady 350Z
was one of many moments in the game, that did.
Rather
than license the usual collection of Hip-Hop, Rock and
Electronica/Dance music, Codemasters has put together a
generic but surprisingly good soundtrack of racing tunes
for GRID (you can download some of them from the
official Codemasters GRID community forum
here). I liked
the theme that plays at the Main Menu on the game’s
start-up so much, I wake up to it in the morning. Well,
evening actually when I’m working through the
night until sunrise, which is quite often these days.
And the UNKLE Remix of No One Knows by
Queens of The Stone Age is without a doubt one of
the most righteous, kick-ass songs ever dropped on a
racing game soundtrack!
GRID’s
business manager and crew chief are both helpful without
being annoying or overbearing. On the other hand, the
Japanese announcer at the drift events sounds like he
could use a little quality-time with some
non-caffeinated beverages. But after listening to Mr.
“Hey, hey, hey it’s Ryan Cooper!” from Need For
Speed Pro Street for as long as I could stand—which
wasn’t long for a number of other reasons as well—before
I banished it from my hard drive into the nearest waste
basket, the Japanese announcer was soothing by
comparison.
The crew chief often helped keep me
focused while my mind was processing everything else
going on around me during the race, as I tried to get
through the trickier parts of each track, while fighting
to keep the competition in my rearview mirror and
not wrecking the car in the blink of an eye. The fact
that he used my actual name rather than some fictional
racer protagonist when he was talking to me over the
headset, helped a bit I think.
GRID doesn’t
force you through a linear path. Although you need to
complete a certain number of races in each regional
podium before you can unlock the races in the
international Global Racing League, you’re free to
tackle the lower-tiered podiums in any order you choose.
If you’d rather take the U.S. by storm first and then
Europe and Japan, fine. Want to tackle the ARL Rookie
Classic Muscle races for the Lucas Oil Bay Bridge
Trophy in the U.S.; then hop over to Europe’s Euro R
License podium for the Bilstein Classic Muscle
showdown on the Milan Castello Circuit? No
problem! So long as you have the cash and necessary cars
to back you up, the path you take to achievement and
glory in GRID is entirely up to you. And if there
are certain races that just aren’t your cup of tea,
you’re free to skip them, if you wish.
Regardless of what type of car you’re
driving at the moment,
GRID manages to
impart a sense of sheer speed few games in the genre can
match. GRID’s damage system and the physics
behind it will probably have you gritting your teeth and
throwing up your arms in front of your face, as you
brace yourself for impact when you plow into and
jack-knife over a multi-car pile-up at triple-digit
speeds. Either way, you can easily enjoy your victories
and learn from your mistakes thanks to the replay
feature.
Still, there’s a few areas where GRID
could use a good tune-up. I think Codemasters could have
done a much better job with the AI in terms of how they
are used to justify and maximize the “coolness” factor
of GRID’s damage model by turning much of the
game into one big demolition derby. Although GRID’s
adjustable difficulty levels and Flashback feature helps
to take some of the frustration out of having to
start a race over again, it doesn’t take all of
it out. Accidents, either through driver error or
mechanical failure, are a part of racing. If the player
makes an error that causes him or her to trash their
car, fine. That’s how you learn not to make those
kinds of mistakes. But I don’t think GRID’s
damage model would have lost any of its intended impact
on the game’s “pucker factor potential,” had Codemasters
toned-down or stripped the AI of its “bumper-car
mentality” and made car crashes and collisions less
frequent and more random and unpredictable. If I wanted
to play something involving full-contact sports, I would
have bought one of those Madden NFL games…
The
drivers you hire could have been more skilled. The ones
I hired—even the one my business manager seemed most
enthusiastic about—had trouble meeting even the least
demanding objectives of some of my team’s sponsors, like
“Finish the race” or “Finish no lower than third place.”
As a result, the additional money they contributed to
the team’s coffers was minimal, at best. Only one driver
ever won a single race, and that was because I was
basically hanging back running interference for him
because my car was too banged up to make it over the
finish line in first or second place. So I decided to
keep everyone else off his back. I would have liked
Codemasters to make at least some of the drivers
for hire as skillful and tenacious as some of the top AI
drivers that you compete against in the GRID World
campaign.
One issue some people might take with
GRID is that you are more or less locked into using
specific cars for specific racing disciplines. On the
surface, this seems perfectly logical, particularly when
you’re trying to keep the game’s focus on racing and
keeping the player’s choices as uncomplicated as
possible. Especially if those choices are ones casual
players might get bogged down in. This approach
does have its limits. For example, a Nissan 350Z can be
just as capable a drift car as the Nissan Silvia. But If
you have a 350Z in your team’s inventory, you can’t
enter it in any of GRID’s drift events.
While creating multiple profiles in
GRID is easy, getting rid of the ones you no longer
need, isn’t. At least not through the Main Menu. It
would be nice if Codemasters included a menu option for
deleting profiles that you no longer want to keep. Next
patch, perhaps?
Gamers with SLI and Cross Fire video card
setups should be prepared to turn their respective dual
video card config off if they experience any performance
issues or other “anomalies” playing
GRID. Those
with dual GPUs on a single card should either keep their
fingers crossed or have a spare, single GPU card ready
and waiting. Kinda sucks that GRID’s graphic
engine isn’t officially SLI or Cross Fire friendly, but
it’s
not the only game
out there that has that problem. I’m sure all the gamers
who aren’t exactly fans of either technology are
grinning and saying “we told you so.” Just as Xbox and
PS3 owners are probably elated that they have voice chat
support, while all the PC gamers with their killer
gaming rigs that can enjoy GRID at much higher
resolutions and greater detail, are stuck with primitive
text chat. Oh well. Some days you get the bear…
I’ll admit that I do miss the more
extensive tuning and customizing features of other
games—particularly the ability to tweak engine
performance and handling. It was a little frustrating
trying to get used to all of the different car’s
handling capabilities. I spent more time than I would
have liked playing around with the advanced settings on
my Logitech Driving Force Pro trying to compensate for
this. Once I finally got everything dialed in and began
adjusting to the as-is handling idiosyncrasies of each
car, I’ll also admit that for the most part, I was
having too much fun with GRID to miss the lack of
tuning and tweaking features that much.
GRID has
clearly put some real excitement back into racing games
that cater to casual players, and may even win over more
serious players looking to take a break from the demands
of hard-core racing sims for a little
no-strings-attached fun. It seems like Codemasters
listened to almost every complaint about the abysmal
bumper crop of arcade racing games in the last three or
four years and tried to make it right with GRID.
Looks like they pretty much succeeded.
Final Score:

|
Summary:
Highs:
Beautiful, exciting and
insanely fast, GRID is an
in-your-face, adrenalin-on-steroids
racing experience that brings the sheer
fun back in arcade racing games.
GRID takes over 40 of the world’s
finest performance cars spanning almost
every racing discipline from Drifting to
the grueling 24 Hours of Le Mans on some
of the most challenging tracks across
the US, Europe and Japan, placing you in
a fierce battle to establish yourself
and your team as the best in the world.
Gorgeous visuals that are close to
photo-realistic with superb attention to
detail for cars and environments alike,
makes GRID one of the
best-looking arcade racing games for the
PC to date. GRID’s damage model,
which is almost frightening in its
realism that can cripple your car—or
take it completely out of the
race—brings an unprecedented level of
excitement and authenticity to the
Arcade Racing genre. Fast and easy
livery customization for your team.
Sponsorships, team mate hiring, and
several options for selling your cars
allows you to raise cash more quickly to
purchase the faster, more powerful cars
you’ll need to advance through GRID’s
international podiums and racing events.
Adjustable difficul |