Added by Magic_B on July 29, 2008
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Well, I've gotten my first sour taste of Giant Bomb. I submitted a request to have a page created only to have that request denied. Last week I wanted to add information for the Laguna Seca racetrack - being that it is my favorite course. But since there wasn't a page for it already, I couldn't edit anything and had to submit a request to add it. Now normally this isn't something I would consider adding to a game website. However, GB considers "Locations" as valid game information and a way to cross reference games. Seeing as how Nurburgring and Suzuka courses already have pages it only seems to make sense to build on that. So I submitted my request to add a page for Laguna Seca with the reason that it was a very famous racetrack featured in many prominent racing games.
Denied.
You have entire sections dedicated to hamburgers but you refuse to have a single page for one of the world's most renowned racetracks?! Whatever. Has Giant Bomb already become more elite that Wikipedia?
*edit*
WTF?! So I just did a search for Laguna Seca to see AGAIN if maybe I had missed it and lo and behold, there it is... with the very same overview description that I gave it. So apparently it wasn't rejected after all. They just chose to tell me so. Well, chalk it up to beta I guess.
Added by Magic_B on July 21, 2008
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Well, here we are. Giant Bomb is up and running. I'm sure a lot of us have been highly anticipating this. I'm just going around, doing some exploring, posting some of my Gamespot reviews and getting used to the different features. Everything's running a little slowly and looked like the server crashed earlier today but overall, things seem like a pretty good experience so far. Can't say yet if it'll replace my Gamespot account. There's a lot of features (and friends) over there that I'm not sure I'm willing to give up and I'm not willing to manage two accounts. It's taking a bit of trial and error but I really like being able to incorporate CSS classes into my blog. Just wish there was a way to write blogs in full HTML. Looks like my little hack way of doing things is working pretty well though. But if you notice things out of place, just bear with me while I figure out what can and cannot be done.
Added by Magic_B on July 21, 2008
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SUMMARY: Though extremely challenging to casual players, GRID is rewarding and brings the fun back to sim racers.
Highlights:
Fun, competitive racing; Wide variety of race types; Excellent damage
modeling; Team racing; Sponsor goals; Customizable voice over
Lowpoints:
Hard; Driving model is a little too responsive for a sim; Very high
learning curve; Repetitive voice over at times; Limited painting options
Did I mention that this game is competitive?
To
start things off, let's get one thing straight: GRID is hard. If you
don't think it's hard then you're either great at racing games or you
don't have the difficulty set high enough. GRID's driving model
straddles a no man's land between simulation and arcade. While it
certainly leans to the simulation side, the handling is just a touch
too responsive making it feel a bit like an arcade racer. Just getting
accustomed to GRID's nuances is part of its difficulty; knowing that
you can drive a little more recklessly than you could in say Gran
Turismo or Forza but then suddenly the realism switch will turn on and
you'll go sliding out of control - only to have it switch completely
off and go into the realm of fantasy as your car hits a curb or
barricade and goes spinning off into the stratosphere.
OK, so I'm exaggerating just a little here - but not much.
But because this is a driving game, mastering those nuances is going to greatly affect your opinion of the game.
Actually,
let's back up a bit: GRID is a simulation racing game developed by
Codemasters. The same people that brought us the rally racing game,
DiRT. Using the same driving engine, GRID handles much the same way
although I think the responsive engine is much more suited for the
asphalt than it was for the earth. Like DiRT, GRID also features a
gorgeous interface that's easy to navigate, a pleasure to interact
with, and loading screens that are informative and just as attractive.
This might sound like a minor thing but the interaction design here is
really one of my favorite aspects of the game.
Just one example of the attractive interface style.
But
why am I talking about menus when I should be talking about racing?
When the game starts, you'll be placed in the position of a driver for
hire working to make money for other racing teams until you have enough
money to start your own team - which is a bit weird because when you do
start driving for yourself, your "team" will consist of only you. The
game progresses simply by winning races and taking home event trophies
as you make your way to the top of the leaderboard. Single races can be
played for fun but you'll only make progress in the game by playing in
the career mode known as, GRID World. Here too you can race in single
races for other teams where your reward is big cash prizes. GRID also
has a reputation system that tells how you rank against other drivers
in the world. Racing for other teams in single races will win you big
money, especially if you complete the bonus objective (things like
getting a podium finish or simply beating another team) but it won't
impact your reputation points as much.
GRID
World Events are the bulk of the racing where each race is restricted
to a single car class and consists of 2 or more races where you're
competing for points. The driver with the most points at the end wins
the event. Teams also factor in here as you'll get additional cash for
getting overall team wins. Events are broken down into three regions,
each with 6 event races for that license class. Oh, yes by the way,
there are licenses. However, they're based not on passing any tests but
rather reaching certain reputation levels. Earn enough reputation
points in a region and you unlock the next license for that region.
Eventually, you can gain enough reputation to unlock the global
license, unlocking more races and allowing you to race in any region.
What
really separates GRID from games like Gran Turismo or Forza is the
variety of races. Touring, open wheel, endurance, drifting, drift
battles, downhill drifts, touge (which I hate), city races, tracks,
daytime, nighttime, and even the infamous 24 hour Le Mans which lasts
for 24 minutes - taking you throughout an entire day and night, on
poorly lit roads - which somehow, the AI cars seem unaffected by lack
of light on both Le Mans and Touge races. Heck, there's even demolition
derby races. Sure, GT and Forza feature hundreds of cars that will
determine the race style, but something about them gets bland and
repetitive. Maybe it's only because it's still fresh but GRID feels
like you're never racing the same race twice. Each event is also
limited to the class of car that can be entered and this is what I feel
is the hallmark of GRID. With the exception of the Le Mans, in each
race you'll only ever have 2 or 3 different car makes on the track at
once - despite there being up to 20 cars on the track in some races.
And because GRID doesn't offer any way to add performance upgrades to
cars, each driver is on a level playing field. The result: close
competitive races where one mistake can cost you everything. What's
more, the computer AI is racing for the same stakes. You'll never find
one or two cars that blow the rest of the field away because they
simply have the best car. If someone's winning, it's because they're
racing well and if someone's lagging behind well... either they suck,
but more commonly it's because a car spun out in a turn, blew a tire,
or even blew an engine. Regardless of what car someone is driving or
even who is driving, who will win is never certain and no one is immune
to happenstance accidents. It's an incredible feature that makes your
opponents feel more alive and because each race is competitive with no
certain outcome, the fun factor skyrockets. Winning races is no longer
a matter of who has the fastest car, but rather who's the best driver.
Having to avoid car pileups because someone crashed while your screen
is filled with white smoke only adds to the excitement and
unpredictability of races.
The
great challenge of GRID is it's steep learning curve. Typically, racing
games start you out in everyday $20K drivers. The result is that you're
able to get a feel for the driving engine as well as learn the tracks
at low speeds. Then as you get better cars you're able to drive the
courses faster as you're already accustomed to them. While GRID doesn't
put you in a Nissan NSX from the very beginning, you do start out
driving Mustangs (old and new), Vipers, and even Skyline GT-Rs. Your
typical Civics, GTIs, and Celica's are nowhere to be found. What this
means is that you have to learn tracks at high speeds; nor is it always
clear which track you'll be racing since tracks are listed by location
and route only - no helpful pictures. During an event, you'll also race
tracks both directions and even change locations after each race. Mix
that up further by different races racing only on certain courses and
each location having at least two tracks (normal and reverse) and some
as many as 6, it can take awhile to get accustomed to each race.
GRID
does offer a few driving aids to make things easier, and like Forza,
turning these aids off and making the game more difficult will increase
your reward for each race. These options are limited though: overall
difficulty (basic, normal, serious, savage, extreme), traction control,
manual or auto, anti-lock brakes, and stability control. I personally
found turning off stability control made the game a bit easier to drive
as it reduced the super sensitive responsiveness of the cars. What the
game is lacking is a driving assist line to show you the best path and
when to brake. Honestly, the only other game I've played that used such
a feature was Forza - and that became a crutch for me. What it does
have is a little light in the bottom left corner that blinks when
you're approaching turns too fast. It's a little too inconspicuous when
you need it and at times, unreliable, but it's certainly helpful and
unobtrusive to more experienced drivers. In GRID World races, there's
also an option to turn on Pro Mode which will make you unable to
restart races onces begun. This game would kill me [on Normal] if it
weren't for restart so I don't play on Pro Mode.
There's an achievement for winning while locked to this view. I won't get that achievement.
There
is another option to make races a little more forgiving. A feature
called "Flashback." Although it'll be available automatically when you
crash your car to the point where it's un-drivable, it can also be
activated at any time in the pause menu. What it will do is let you
rewind the race a few seconds so that you can retry that turn you took
too fast the first time and sent you careening into the jersey
barriers. Your difficulty setting determines how many Flashbacks you're
allowed and you're never required to use them. However, doing so will
lower your both your rewards for reputation as well as prize money so
it's at your advantage to do without.
Keep
the patience dial turned to 11 and you'll eventually learn the tracks
and how each car handles differently. Once you cross that line, racing
becomes considerably easier but still, ever challenging. No two races
ever play out the same and, depending on your difficulty level, even
the best drivers will have those occasional mishaps. Even when you're
comfortable racing, it's the unpredictability and challenging AI that
keep winning races a satifying and rewarding experience - especially
when each one of your sponsors has to pay you big bucks.
While
the driving engine can be a little unpredictable at times, it is
executed exceptionally well and Codemasters' attention to detail in
every other regard makes up for any minor deficiencies. The damage
modeling is fantastic and, in most cases, how your car is damaged will
effect how your car performs - though I've found that your car can take
remarkable amounts of abuse and have no ill effect whatsoever.
Sometimes. This is one of those cases where GRID is remarkably
inconsistent. In addition to your car handling differently, pieces of
your's and others' cars will fall off as they take damage. These pieces
don't just disappear either. Rather they stay on the course where they
landed, becoming themselves, obstacles that will impact your can when
run over. Perhaps one of the most overlooked details of other racing
games, Codemasters decided to make GRID's tracks themselves interactive
by allowing you to crash directly through walls or having tire
barricades explode, with tires sailing through the air and rolling
across the ground when struck. Glass will shatter and eventually break
out. Bumpers will hang down on one side, rubbing along the ground with
sparks flying off until the entire thing eventually falls off.
Your home away from home.
And
to top it off, your team manager and pit boss, as well as your racing
teammate, will be talking to you, updating you on race status the
entire time... addressing you by name. It's a small thing but it's just
another one of those details that Codemasters seems to be so attune to.
For the most part it never gets repetitive or annoying, although
depending on your teammate, they might be a complete moron, a pretty
decent guy, or hardly say a word. The only time I've really found the
voice over to get tiresome is during drift races. For some reason, the
pit boss feels the need to remind me at the beginning of every race
that I need to get close to the flag to score points. Or repeatedly
tell me that I need to be physically leading the other drift battle
cars, despite leading in point score. Where this really gets irritating
is if you have tendency to restart these races often [as, umm, someone
I know does...], then you'll hear the same words each and every time.
Thankfully, a quick trip to the options menu will quiet him down.
GRID
isn't a long game and it doesn't have the extensive car collections
that Forza has, never mind anything close to Gran Turismo. I think the
car count is somewhere close to 45. Which honestly, that's really all
you need. When a race only allows two or three car models, your not
likely going to be needing 20 cars of the same class. As I already
mentioned, it also doesn't have any car customization options like
Forza or other arcade racers like Need for Speed or Project Gotham
Racing. It will let you do a few limited team related things; such as
choose 3 paint colors and pick a design from several (around 20 or 30)
patterns. (If you want to paint cars, stick to Forza. If you want to
race, well...) You can also pick a team name, choose between sponsors
as they become available, (with some limited control over where sponsor
names appear) as well as hire and fire teammates as you see fit.
Teammates, usually have a signing fee and will take a percentage of
each win. The better the driver, the more they're going to cost.
Talk about responsive. Try driving one of these.
Multiplayer
is the standard fare. The online is a bit of a drag since when looking
for a match it'll simply plop you in any ol' race, regardless of your
skill rank or where the current race is at in terms of progress. This
means it may take you a few tries to find a game that's close enough to
over that it's worth waiting for it to end or find one that hasn't
begun yet. Somewhat unique to GRID is that races are selected
democratically. Rather than the host getting to select whatever they
please, each player has a small window of time to vote for their race
preference. The race with the highest votes is the one that's played.
With the exception of getting matched up with some people that had
obviously been playing for a while - and were insanely better than me -
I didn't run into any problems while online. Framerates stayed smooth
and lag was occasional but minimal.
When
all is said and done, I'm feeling generous with this one. Once you're
able to overcome the steep learning curve [for casual gamers], GRID is
a tremendously rewarding and satisfying race game that stays
competitive and unpredictable. It puts the focus on the driver rather
than what car you drive. Like any race game, it'll benefit those that
learn to drive well consistently and take advantage of the
opportunities that arise - not to mention have the wherewithal to react
to ever changing track conditions. But it's always challenging and
despite its short career mode, upping the difficulty level and the
game's competitive online multiplayer, should keep you coming back for
more. Most importantly, it makes simulation racing fun again. Heck,
even the replays are exciting to watch. If only there were a way to
record and share them online...
Final score: 9.0