Thursday, May 2, 2013

Grid 2

Grid 2 is the new racing game by Codemasters. It introduces numerous world locations like Paris,Barcelona,Red Bull Ring United States and many other locations.This game will include a new handling system which will bring a the feeling of racing.

Grid2 at .NeXT

Publisher: Codemasters
Developer: Codemasters
Genre: Driving
Platform:Microsoft Windows, PlayStation 3, Xbox 360
Release: May 31, 2013

Part of a long string of blockbuster racing games (including TOCA Championship Racing, Pro Race Driver and the original Grid), Grid 2 challenges players to be fast, be first and be famous as they enter a stunning new world of competitive motorsport. Following the success of Race Driver: Grid -- which set new standards for damage, AI, visuals and introduced the Flashback time rewind feature (now adopted by many racing games) -- Grid 2 will again raise the gameplay and technological bar for motorsport gaming and remain true to the series' core value -- it's all about the race. Grid 2 will also introduce the new TrueFeel Handling System, which uses real physics to hit a sweet spot between accessibility and simulation to deliver handling that is approachable yet challenging to master.

Game Features :


GRID 2 features an array of diverse and exciting events in inspirational locations in Asia, USA and Europe, each stunningly realised by the latest iteration of codemasters racing’s award-winning ego game technology platform.


California Coast


Red Bull Ring
Cote D'Azur
Brands Hatch

ScreenShots :


A big part of what went into designing and creating the original GRID title was hitting two development ideals. Firstly, a push to over-deliver on the core racing experience; making the title all about the race and everything racing a car entails – the tension, moment-to-moment excitement, intuitive decision making and how the cars feel on track... you get the picture! The second ideal was innovation and a desire to do things within the racing genre that hadn’t been done before. This design gave us focus yet a lot of scope for new ideas. And those overarching ideals remain at the core of GRID 2.

LiveRoutes was a product of the latter aspiration to break new ground. Our game design and level design teams devised the system along with the support of a number of other teams within the studio as a way to provoke the player’s driving instincts, drive excitement and produce unexpected gameplay scenarios which keep the action fresh.

Trailers :

TrueFeel Handling :

TrueFeel is the result of our unique approach to vehicle handling development, refined specifically for GRID 2. As you’d expect, within the Racing Studio we’re nuts about cars and we love the process of recreating the iconic, exciting and unique vehicles that we choose to work with. We really care about communicating the unique character of each of these special vehicles to the player through the game. It’s not just how pretty they look or simply hitting realistic speeds, it’s about capturing the character of those cars. We want the player to understand how each car truly drives, moves on the track, carries/shifts it’s weight, when/how it breaks traction and ultimately how easy or tough it is to recover when things go wrong.

These character traits (along with a multitude of other subtleties) represent the true spirit of each individual car; it’s this spirit that we want to capture and share with everybody that joins us on the track.

When we set out designing GRID 2, capturing a car’s true personality for players was our goal. In order to achieve this goal we had to make a number of decisions, one of these was that GRID 2 should not feature any artificial assists. While our racing team have done fantastic work with assists for previous titles, ultimately having a system artificially braking or modulating your throttle input and potentially even turning into corners for you all detracts from the direct connection the player should have with their car. We want the player to feel everything the car is doing in order to fully understand how it reacts in certain situations and adapt their behaviour accordingly. It’s this process that leads to a player truly understanding the unique character of some of the greatest cars in existence.

“Reflecting world class engineering” is a phrase we coined in the studio... some of the world’s leading automotive engineers ploughed years of their lives into refining the handling models of many of our vehicles, it would be criminal not to accurately reflect these handling models in GRID 2.

You may be reading this thinking “well that’s all well and good, but I didn’t think GRID classed itself as a simulation title?” You’d be right; we don’t class GRID as a simulation game, and it never has been. This presents the second challenge – how do we capture and portray the key characteristics of each individual vehicle, yet minimise the potentially punishing aspects associated with a hard-core simulation? This is the question that we answered with the TrueFeel process.

This process allows our handling team to accentuate the drivability of each car at a base level (simply getting it around the track) while retaining the core handling characteristics and subtleties which define the real-world car. This leads to a real spectrum of performance based upon the player's level of familiarity with the vehicle, once you learn how a car handles you can adjust your driving style accordingly, nailing the perfect line through every bend rather than simply making it to the finish line.

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