What the hell and naming system do companies have? We kicked off in 2008 with Racer Driver: Grid, then part of the race driver cut for GRID 2, then GRID: Autosport and now finally we have GRID after a six-year hiatus. Just GRID, like someone all capitals scream at you. Misleading, this is technically the tenth game in the long-running TOCA franchise. Also, GRID (2019) is a reboot of the GRID string, and you can’t really tell. Yosh. But aside from weird naming conventions, it is good to bring the GRID series back and I am happy to say that this latest entry is a solid racing game, with some major issues.
And before we start the full review, I know it will come a few days later than anyone else. I already had game access a few days before launch, but the multiplayer I encountered didn’t really allow me to race online, so I delayed the review to get some time in competitive multiplayer, which means Is that my donkey was handed over to those who are good.
Given that CodeMasters has carved out some carnivorous careers in their racing games, it’s disappointing that GRID has more of an attitude … When you launch your career, you get divided into categories based on vehicle type Events are welcomed with a host of events – Tours, GT, regular cars, tuners and a series of galleries featuring classic machines. Additionally, there is a special class for Fernando Alonso that includes open-wheel racing with the same people competing with you. Complete ten events in one class and you can compete in matches. Complete four of these and you will advance to the GRID World Championship.
The way you earn some cash that can be spent to buy new cars. You can also assign and fire your teammates, although for some reason this feature is buried in the profile menu. In truth, I didn’t even realize that I could exchange my teammates for a few hours in a game. It’s like they put it in GRID and then forgot it.
There is really nothing wrong with career mode in this way. It works, is fun to play. It lacks any real depth or pleasant feeling of progress compared to other racing games on the market. I wanted to see an upgrade system, so that I could take away the rusty old carpet and turn it into an animal.
In fact, there is a slight trend within GRID for everything outside of on-the-track action, seems a bit weak. I am specifically talking about the number of circuits that come in only 12 with a mixture of real world and imaginary locations. Codmasters try to counter this short position with path variations that make up the 80 or so count, as well as weather and time that can help mix things up. But despite these differences, it’s hard not to get a bit bored with the loops, especially since each race usually has only a few gaps, so you’ll speed through the events and find something to rediscover the same track again Will do more.
However, and this is important, the paths themselves are great. I love the mix of real locations in Australia such as the brand Hatch, Silverstone and even Sydney Motorsport Park, and a set of purely fictional circuits that allow us to fly the streets of San Francisco in big cars. There is a great mix between fast, flowing, tight and technical. I loved driving them all and just wanted to play. GRID required a larger set of circuits at launch, but now we can expect for everyone that more tracks will arrive via DLC.
So let’s jump into GRID for actual driving, and I’ll open by clarifying that the maneuver is clearly arcade, even with all assistance turned off. Cars can be towed in GRID, skidding as they go, but somehow it also seems incredibly heartbreaking. They can also be inefficient, move around the wheels easily and can send you into the inevitable slide if you apply too much throttle. But what I love is that there is a sense of weight behind the cars to make them feel incredible on the track.
Quite simply, the car looks great to drive. The way maneuvers gradually lead you to an aggressive style, and the game welcomes it with open arms – yes, of course, there are penalties for cutting corners and objects, but crashing into other cars is a it’s a good thing. it must be. The movement is tight, and the corners are usually filled with five cars, all trying to make their way. Commercial paint is not an accident that can be avoided, it is like a deliberate sloping, and with just 3 laps in every race in a career, you have to be ready to take some big steps.
If there’s one thing I don’t like the way cars handle it, it’s that they think they’re driving from behind. It’s a bit weird at first but you get used to it. If you are using a third person camera, you may notice it more.
Meanwhile, the tuning options are very basic compared to many other games on the market – it’s not a project car or something you can spend a few hours tweaking the setup. In GRID you all get brake bias, gear ratios and a few other things, but the important thing is that there is a lot of difference in dealing with every change, which is what I like.
As much as I love deep sim games, we have lost some good closed circuit runners of this generation and GRID fits well into that slot, whether with a controller or a wheel. I played with a standard Xbox console and my Logitech G920 wheel and it was a complete blast.