This is especially noticeable across disciplines. If anything, we believe the handling is actually one or two steps further towards simulation than Race Driver: GRID, to give you an idea.Įach car has been tuned and adjusted to really give a sense of its personality so they will act and behave differently from one another, as they would in real life. It’s definitely not a full simulation – we want it to be authentic, not clinical – but it’s more towards that end of the spectrum than before. For GRID Autosport we’ve gone back to a more authentic handling style. So with GRID Autosport we had the opportunity to make a much more focussed motorsport game, a desire that many of you have expressed directly to us, and a game that in spirit goes back to some of our earlier titles in terms of content and handling.Īs ever, our handling model has had a lot of effort put into it and you’ll really notice the difference, we think, from GRID 2. If GRID 2 raced off into a more narrative-led world of racing with more accessible controls, it’s clear that for many of you, that wasn’t what you wanted or expected from GRID 2. …with GRID Autosport we had the opportunity to make a much more focussed motorsport game It’s this feedback that helped create GRID Autosport. We devoured the comment threads under articles about GRID 2 on gaming websites, took stock of our reviews, and of course, digested all the comments on our social channels and forums where we received direct feedback. While we were patching GRID 2 and releasing new content, we were busy gathering feedback. We think both improved the game, and whilst we would like to do more, there is only so much you can achieve with patches.īut we hope that it signals a pivot which we’re taking at Codemasters, to cater more closely to our core fanbase, to be responsive where we can and hopefully reassure you that when you talk to us, we do listen, even if we cannot act on everything you’d like. The Community Patch we released was derived nearly entirely from our most active players’ feedback and the release of the Demolition Derby DLC for free was something you guys put on our agenda. So, following the release of GRID 2 we were determined to improve things where we could. And we’re obviously aware, that some of you were. When you’re making games, you always have to make choices – which features to include, what emphasis to put on various aspects of gameplay – even if we had unlimited resources (we don’t by the way!) there’s always people who are going to be disappointed. We’re proud of the game, really delighted with some of the great reviews for it, but we’re not above admitting that we made a few decisions that perhaps we shouldn’t have, and perhaps moved some of the aspects of the game too far away from our core fanbase. On release of GRID 2, I think it’s fair to say that through listening to you guys and a after a substantial amount of reflection, we hadn’t quite achieved everything we set out to do. Particularly as this game is, at its heart, inspired by you guys, our core community. Hopefully, you’ll be seeing plenty of news, shiny screenshots and video on your favourite websites and in magazines on our announcement, but we thought it’d be a good time to talk directly to you about what the game is, why we’ve done it and the direction we’re headed in. GRID Autosport aims to move the series back in line as a more authentic racing game and below you’ll be finding out some of the ways we’ll be doing that. We’re very pleased today to announce GRID Autosport, the next game in the GRID series and descendant of TOCA Touring Cars.
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