![]() ![]() The racing takes in endurance, drift and single-seater categories, and to make the most of it all the PC version supports 4K visuals at 60fps. “The cars are the weapon and the track is the arena in which people fight against each other.” ![]() Not the simulated values, but the conveyance through a pad of what it feels like, the character of the cars and so on.” To help with approximating the feel of the cars, Codemasters has worked closely with Autosport magazine, whose writers offered consultancy on car feel. “One of the key things is that on a flat TV screen with a controller you don’t have the G-forces and situational awareness that a diver experiences," he says. For Nicholls, the distinction between the two approaches is the result of “hundreds” of small differences. The game prioritises a sense of speed and excitement while navigating its lingering corners as oppose to the straight-laced simulation approach of its rivals. Grid certainly feels more like the arcade racers of yesteryear – even across the five racing styles which skit between touring cars, open-wheel and street racers. To me, it’s borderline whether that kind of thing is even really a game or not…” It’s not just about having a shiny car that sits on a track, looks lovely and offers real world handling. “We want to approximate what it’s like to be a racing driver, so the whole game is centered that experience. “I would describe what we do as making a video game, not a sim,” says Nicholls with a wry smile. Nicholls describes Grid Autosport as an "authentic racing game", where its big-hitting overseas rivals (in particular the American-made Forza Motorsport and the Japanese-made Gran Turismo) apply the word "simulation". We immediately had a raft of suggestions in-house on how to improve the handling and the AI.” Fun not sim The team instinctively knows how to make this kind of racing game. “It’s come together quickly because it’s the kind of game that we are world-renowned for making. “We changed the handling model and started again but fundamentally we had the engine and team ready to go,” he says of the technology. It’s no mean feat, according to Nicholls, for a game that will appear on Xbox 360 and PS3 and not the newer, more powerful Sony and Microsoft machines. The game has benefitted from the engine on which the previous title, Grid 2, was built – although the team has managed to add an additional four vehicles to each race. There’s a very different message if you can come out of the gate showing people the game itself and people can verify the quality.” “That’s partly why we’re so late with the announcement,” says Nicholls, “But there’s also the fact that we wanted to show the game rather than a trailer or footage. Some car manufacturers are nervous about people taking screenshots of their mangled vehicles, fearful perhaps that such imagery could seed the idea in consumers that their products are unsafe. Unlike some other motorsport games, Grid Autosport’s cars can be dented, smashed and upturned during the push and shove of a race. “We’ve had to keep quiet about the game because we’ve been negotiating the vehicle license,” says Nicholls. Its announcement has also come curiously late in the day in an industry notorious for protracted marketing campaigns that sometimes commence years before a game’s final release. Grid Autosport has been in development for just one year, an unusually brief gestation period for any modern racing game. Here, a packed roster of cars winds through the streets of San Francisco. The game features 100 routes across 22 global locations. ![]()
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