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?
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.
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.
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.
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.
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.
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




