It’s not out for another two weeks but we’ve played the finished game at Codemasters HQ. Here’s what Keith Stuart managed to piece together after staggering out of a smoking Mustang…
From the glorified car show that is Gran Turismo IV to the vast free-roaming environments of Burnout Paradise, racing games are not really about racing anymore. They’re evolving into hybrid vehicular adventures, virtual worlds that just happen to be viewed through a windscreen. Race Driver Grid is an almighty swerve in the opposite direction.
The spiritual successor to the popular TOCA series, Grid is Codemasters’ new high concept take on the racing genre. You start as a driver for hire, working your way through lower-rank events, building your reputation and earning cash to buy new cars. Once you’ve pocketed £40k you can start building your own team, hiring and firing drivers as you scorch through three territories - USA, Europe and Japan - competing in different vehicle class competitions, from demolition derbies to touring car race days. Forget tuning and customisation, the emphasis is on what happens between the starting grid and the chequered flag. It is all about the experience of going extremely fast in an extremely frisky chunk of metal and carbon fibre.
The handling model is as diverse and exciting as the recent demo download suggested. Muscle cars can be swung through the streets of Washington like gladiatorial chariots, burning corners at hair-raising speed as rival fenders bump and grind. But there are also cultured raceways, where open wheel racers require a deft touch and expert racing line management – and that’s with all the driver aids switched on. However, Codies don’t really do super-anal, fun-crushing bore sims, so gutsy driving is usually rewarded. As senior producer Clive Moody points out, “the tracks are designed so that, for the brave there’s a line you can take and go full tilt, but if you get it slightly wrong, you’re finished”. YouTube is already buzzing with videos of near-perfect performances on the demo’s Jarama circuit. The dev team provided a ghost car lap of 1.15 as a sort of unattainable pace maker, but fans are shaving two or three seconds off that. The programmers are mystified, but this is a game that will reward those who pummel the tracks looking for the slightest exploits.
AI is similarly deep. The cars are competitive with you and each other, drivers make mistakes, some tire after a certain number of laps and get sloppy. You will, then, experience plenty of awesome crashes, aided by a hugely intricate damage model, which accurately assesses the force of impact on each individual vertex of the 3D model and calculates the deformation accordingly. This morning I was approaching a tight sharp hairpin on one of the Detroit circuits, when two cars zoomed past me on either side, collided and dramatically span off in opposite directions - smoke billowed, chassis parts went flying and a tyre barrier exploded, sending circles of molten rubber skimming over the track. An awesome sight. Each vehicle is apparently constructed like the real thing, the chassis made up of over 75 panels, beneath them, dozens of components. Every car represents about three months of work for the design team - the high-res interiors alone taking a couple of weeks each to build. Interestingly, a lot of this is outsourced to external designers – the in-house vehicle team consists of just three or four supervisors, making sure the quality stays on track – even if the cars themselves frequently don’t.
What really gets you is how alive the environments feel. There are up to 40,000 spectators in each location - they gesture and clap, they flit about. In San Fran you can watch them wandering across the bridge as you zoom by. Flags and bunting flutter in the breeze, neon signs flash, laser displays swoop across the skies. The lighting is lovely too, with beams of sunlight breaking through forest cover, and dusty hazes hanging outside of tunnel exits. The coders have developed new reflective surface shaders - they add a glossy sheen to the tarmac that reacts to real light sources. So in Shibuya, neon capital of the universe, the effervescent colours slip into the road and engulf the screen – it’s like driving through am eighties Duran Duran video.
Other cool stuff: the points you get for performing drifts and drift combos – they’re based on the judging criteria of real drift events, and the accuracy is assured by Hiroki “Sleepy” Furuse, manager of top drifting collective, Team Orange, who worked as a consultant on the game. He reckons real-life drift drivers will have an advantage in the game as the angles and speeds needed to get the best results on corners are as close to real-life as possible. I also love the front-end design, which uses your in-game garage as a backdrop and puts the menu text over the top as a set of 3D objects that seem to float in the game world. It’s hard to explain, but looks cool, equaling the lovely front-ends to games like Halo 3 and GTA IV. Finally, the Flashback feature, which gives you a limited number of chances to rewind from terrible crashes and have another go (a racing version of Prince of Persia’s rewind mechanic), works beautifully.
Out in two-weeks time, Race Driver Grid is a landmark game for Codies. It’s the first to use the company’s new Ego engine, which will power most of its forthcoming titles, from shooters to racers (Colin McRae Rally: Dirt 2 and the recently announced F1 title will be recipients). It’s also a real ‘next-gen’ showcase, chucking out sumptuous lighting, particle and physics effects with seemingly little impact on the stomach-churning speed.
And, of course, it’s beautifully honed. You don’t collect thousands of cars, you don’t drive the streets for hours looking to pick up racing challenges on the fly. You turn up at events, you race and you leave – for many of us, that’s still where all the real fun is to be had.
I tried the demo over the weekend and to be honest I thought it was amazing! The cars looked good, the tracks looked good, the damage was good, all in all a great fun game. Then I tried the drift race and it all went horribly wrong. The big broad petrol fuelled smile was soon replaced with foul language and an angry grimmace the likes of which wouldn’t look out of place amongst the ranks of the Orc Army in LOTR! The drift race just ruined the whole experience for me.
I’m trying to find out how much of the game is made up of drift races, and if you have to complete them in order to progress through the game, because if you do then I shall be avoiding this game at all costs. If I want stupid drift races, I’ll buy Tokyo drift and start listening to Drum and Bass!
Comment by Monkey Rimmer — May 20, 2008 @ 12:28 pm
@Monkey Rimmer
i couldnt agree more! the races were good and would have been alot of fun online but the drift races were awful! also the muscle car race had issues with low speed spins, just a bit too exagerated for me!
Comment by manley — May 20, 2008 @ 12:35 pm
GTA5 - race mode will set a new standard when it arrives in 16 months time!
It will be a revolution in gaming, for a number of reasons - fact!
Comment by git1 — May 20, 2008 @ 12:47 pm
I’m loathed to splash 40 notes on a game of which a 1/3rd of which *could* be that God damn awful drfiting mode. Why couldn’t they have some off-road action instead of that tripe?
If I wanted to go around corners sideways I would have bought Ridge Racer. But I don’t and I didn’t. Like most other racing fans.
Comment by BlueGene — May 20, 2008 @ 1:40 pm
I wasn’t particularly impressed enough with the demo to want to buy this even though my favourite game genre is simulation. Cars have a noticeable pivot point, and the graphics are that mushy, blurry style that I hated in DIRT too.
And drifting? Please………just put that in the Japanese version will you!
Sorry, no sale. I’ll stick with GT5P.
PS Hope they don’t f**k up the F1 franchise with the same engine……
Comment by Cortez — May 20, 2008 @ 4:16 pm
PPS I should have been fair and added that the AI was very good in the demo as was the crash simulation (both missing from GT5P of course). But not enought to sway me.
Comment by Cortez — May 20, 2008 @ 4:17 pm
buying this in a couple of weeks time, but the online races seem to be populated by retarded monkeys just out to ruin things. does the full game have friend only races etc to stop this happening.?
the dev’s can’t be that daft to think that everyone will drive correctly can they?
the drift mode was kind of a killer but i stuck at it and it proves to be fun, won my first challenge getting over 750,000 points, so was chuffed with that.
i like ridge racer too
it’s not a sim, true, but it is a good solid racer. been after something good since DiRT.
Comment by mobiletone — May 20, 2008 @ 5:49 pm
Ditto. If the game requires drift races in order to progress, count me out. NFS:Carbon and RR7 killed that for me. Sorry, I KNOW how to really drift a car, and no amount of audio or visual feedback in a game is going to be able to replicate what you need to REALLY drift, seat of the pants and hands on wheel and feet on pedals feel.
Having had GT5P since day 1, I can say I have never done a single drift and doubt I ever will. Didn’t every GT before teach us how to read the racing line to maximize turn exit speed for the best GO FAST? Sorry, drift may be in interesting phenomenon in Japan or a time killer on some obscure sports channel when there is NOTHING else on TV, but as a console game PLEASE just focus on gaming that the physics of console gaming can actually get close to replicating.
Comment by DavidB — May 21, 2008 @ 12:25 pm
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