Grid Autosport
is a racing video game developed by Codemasters for Microsoft Windows, PlayStation 3, Xbox 360, Linux, iOS, macOS, Nintendo Switch and Android. It is the ninth game in the TOCA series. It aims to move the series back towards "more authentic racing games" following the release of Grid 2, which Codemasters felt was not as well-received by the company's core fanbase as it was hoped for.[1] The developers consequently introduced major modifications to the handling model and built a lean, race-first oriented design for this title.[4]
Many critics who praised the game cited how Codemasters seemed to have "gone back to its roots", with aspects from its early games in the series.[5][6]
Feral Interactive, who brought the game to macOS and Linux,[7] also brought the game to iOS on 27 November 2017.[8] The Nintendo Switch version, also from Feral Interactive, was released on 19 September 2019,[9] and their Android version of the game was released on 26 November.[10]
A sequel, Grid, was released on in October 2019 for Microsoft Windows, Xbox One, and PlayStation 4.[11]
Gameplay[edit]
In Grid Autosport, the player acts as a racing driver with opportunities to start and build their own racing career via the single-player Career mode, enter competitions with fellow players on the web via the multiplayer Online mode, customise their racing experience (vehicle, circuit, race type, difficulty, etc.) to their own tastes via the single-player Custom Cup mode, and play against each other via the multiplayer Splitscreen mode.[12] It is the first video game in GRID series not to feature Vehicle Customization this time in single player career as only featured in online mode.
The Career mode is divided into seasons before which the player each time has to choose between offers from the game's racing teams. The teams – including the best-in-the-business Ravenwest, making a return from Race Driver: Grid – each have different season objectives and sponsor objectives, the achievement of which earns extra experience points (XP) for the players besides those received for their results.[13] Online racing is conducted via RaceNet, Codemasters' community hub on which players can form racing clubs, earn XP and cash as they race and fulfill sponsor objectives, then use their earnings to purchase and upgrade vehicles. Soon after the game's release, they were also presented with sets of specific challenges, called RaceNet Challenges, announced by Codemasters.[14]
Grid Autosport emphasises the concept of racing disciplines, making them into the new event categories. There are five main categories: Touring, Endurance, Open Wheel, Tuner, and Street. During Career mode, the player picks a particular event in one of these categories, with each event (a string of races) making up a season.[12] Each discipline features markedly different cars and race types. The latter include standard Races, Endurance races with tire wear enabled, Time Attack events, Drift events, and - as downloadable content (DLC) - Time Trials, Drag and point-to-point Sprint races. These are all accessible in Custom Cup mode as well, in which the player can also choose to participate in certain special event types, such as Checkpoint, Eliminator and Demolition Derby.[15]
Focusing on providing a more realistic driving experience, the studio revamped its damage model, adding new elements, such as a wear and tear system, which means car parts lose performance through general use, and a suspension damage system. It also introduced a new team radio philosophy in which the player itself can request information on car damage, gaps, rival position and teammate position.[16] The player can also ask its engineer to instruct their teammates to attack, defend or hold their position.[1] By popular demand, Codemasters retained its unique Flashback feature from previous Grid installments with which the players can rewind their races a few seconds and resume it earlier, if needed.[17] Cockpit view also made a return,[1] after being absent, very much to the dismay of the core fanbase,[18] in Grid 2. Aside from such elements, the developers generally decided to strip the game down and do away with everything that stood in the way of raw racing. These features included the Grid 2 narrator-driven career mode and superfluous menus.[19]
Cars[edit]
The cars in the disciplines of Grid Autosport are further divided into tiers and classes of various strength. Some of the highlights of the vehicles on offer are the contemporary BTCC (Class C), Stock Car Brasil (Class A) and V8 Supercars (Super Tourers) of the Touring discipline (e. g. Chevrolet Cruze and Holden Commodore (VF, as well as the present-day and classic GT cars of the Endurance discipline (like the Mercedes-Benz SLS AMG GT3 (Category B) and the Ford GT40 Mk I), the Dallara DW12 chassis of the IndyCar Series (Formula A) from the Open Wheel discipline, American muscle cars (e. g. the Ford Mustang Boss 302), among others, representing the Tuner discipline and the likes of the Bugatti Veyron 16.4 Super Sport and the Koenigsegg Agera R (Hypercars) representing the Street discipline.[20] In total, including DLCs, the game features 103 cars. This is the second video game under Grid series not to feature Toyota cars and First in series to not to feature Chevrolet Corvette.[citation needed]
Tracks[edit]
In the case of the tracks, the main emphasis is on real-world permanent circuits which make up the majority of the courses in the game. These range from classics, such as Spa-Francorchamps, Brands Hatch, Mount Panorama and Indianapolis, to more modern facilities, like the Circuit of the Americas, Sepang, the Red Bull Ring and the Yas Marina Circuit in Abu Dhabi. City locations with fictionally lined, but mostly real-world streets of San Francisco, Paris, Dubai etc., and - as DLCs - fictional point-to-point tracks in authentic settings complete the picture.[21][22] In all, players are able to race on 15 real-world permanent circuits, 2 fictional permanent circuits, 7 street circuits, and 4 point-to-point tracks, including additional content, for a total of 28 locations with over 130 configurations.
Development[edit]
Grid Autosport was announced on in April 2014 via the official Codemasters Blog, less than a year after the release of its predecessor, Grid 2.[1] Producer Toby Evan-Jones revealed in an interview that the development of the new title began as soon as the development of Grid 2 came close to a finish, which occurred in the spring of 2013. Evan-Jones had this to say on the short development cycle between the two games and the general intentions with Grid Autosport:[23]
The game eliminated the so-called TrueFeel handling of Grid 2, but it did not simply return to the handling of Race Driver: Grid. Codemasters used a new, improved version of its previous model, better simulating how grip falls away, when the player approaches the slip angle of the tyres. Decision to use the new model, which was tested by Autosport magazine experts and racing drivers, was made on 23 January 2014, which was followed by applying it to each car's grip falloff graph and re-tuning the vehicles' individual handling characteristics. According to the company, the shift caused the most difficulties in modeling the behaviour of open wheelers and American muscle cars. It also necessitated re-doing the AI benchmarking work, which was well-underway by then using the old model. The game was built using Codemasters' in-house EGO 3.0 engine.[24]
Graphically, Grid Autosport benefitted heavily from optimisation and fine-tuning of said long-standing engine to achieve better performance on low-end machines, while on the other end, support for DirectX 11 features enabled the programmers to improve renderings, especially grass and light, from Grid 2.[25] Feral Interactive ported the game to OS X and Linux.[26] The online multiplayer system was also among the areas that Codemasters decided to overhaul compared to Grid 2, based on fan feedback. The framework of earning XP and cash to purchase own vehicles and garage slots was a result of community criticism towards the previous framework in which the player had a ladder, laid out in advance by the game, to unlock cars. Feedback deemed the old approach too easy to complete. As for the extremely tight development schedule, involving less than twelve months, lead designer James Nicholls said:[19]
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