GRID 2 dev explains delay, outlines ‘pure’ race mechanics

Wednesday, 29 August 2012 11:17 GMT By Dave Cook

GRID 2 has been a long time coming. In fact, the original game launched in 2009, marking a three year absence while Codemasters’ Dirt series received two new entries. The studio has explained the game’s absence to VG247 and stressed that this won’t be a gimmicky entry. Instead it’s “all about the race.”

Speaking with VG247, GRID 2 executive producer Clive Moody explained the delay, “That’s probably the question I’ve been asked more than any during the last couple of years. There’s been a very conscious effort to take our time over creating GRID 2, more than anything because of the ambition we have for the game.”

“GRID launched relatively early in the current generation console lifecycle, meaning that although our racing engine technology was in a really good place, we knew there was a lot more to come.”

“Getting to a state where every element of the technology supports our ambition has taken considerable time and investment.  It’s great to now be able to break cover and show everyone just how far the GRID experience has progressed during that time.”

But while Codemasters went down the festival route with DIRT 2, GRID 2 will star true to the spirit of racing.

Associate Producer Toby Evan-Jones explained, “The original GRID was ‘all about the race’ and this is a mantra which is absolutely driving the sequel. Putting everything else aside for a moment, the single most important area within GRID 2 is the player’s experience when on-track, driving some of the most iconic, aspirational vehicles that the world has to offer.”

“Delivering a handling model to the player which feels authentic, exciting, occasionally scary and massively rewarding has been the goal. To enable us to deliver this the TrueFeel handling model has been developed, which breaks the model down to three core values.”

“Firstly the key character of each individual vehicle must be captured and portrayed to the player. We’ve hand-picked a selection of the world’s most exciting vehicles, so it’s incredibly important that we let the player understand how these cars truly feel to drive.”

“Secondly, vehicle setup is fine-tuned in order to ensure accessibility, allowing novice racers to get the car around the track whilst maintaining a real depth and longevity for the experienced player.”

“Lastly, the previous two stages – raw authentic handling and accessibility tuning – should be met without the use of any assists. Assists have the effect of numbing the driving experience and having the game apply braking forces, manage throttle input and help with steering all prevent a player from learning the true characteristics of a vehicle.”

Expect our full GRID 2 interview soon.

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