hot  /  reviews  /  video  /  blogs  /  forum

Codemasters

Dirt Rally photo
Dirt Rally

DiRT Rally gets a bunch of new tracks and cars


Woooo, car stuff
Jul 01
// Laura Kate Dale
If you're a fan of Codemasters' racing game DiRT Rally, then you'll probably be excited to learn a new handful of cars and tracks has been added to the game. Vroooooooooooom!!!!! So, what's been added to the game? Twelve new ...
Overlord photo
Overlord

Codemasters confirms Overlord: Fellowship of Evil with a meh trailer


Hitting PC, PS4, and Xbox One this year
Apr 23
// Chris Carter
Codemasters has just announced a brand new chapter in the Overlord Saga after a six-year hiatus -- Fellowship of Evil. It's set to arrive on the PC, PS4, and Xbox One later this year for $19.99 as a digital download. Rh...
Overlord photo
Overlord

Codemasters drops another Overlord III tease


Evil always finds a way
Apr 23
// Vikki Blake
Those sexy beasts at Codemasters have dangled another Overlord III teaser in our faces. It's less than three minutes long, but the new trailer -- entitled "Previously on Overlord" -- brings newbies up to speed with the happe...

F1 2015 photo
F1 2015

F1 2015 feels mostly the same as last year, with incremental improvements


How do you pronounce Cote d'Azur?
Apr 16
// Chris Carter
It's only been a six months since UK-based Codemasters released F1 2014, and the studio is in the process of prepping 2015 for launch in June. It's not hard to see where the inspiration for that rapid iterative model comes fr...
F1 photo
F1

F1 2015 coming this June, but only on current gen


Yes, this is a good thing
Mar 26
// Robert Summa
Fans of F1 and actual racing can breathe a sigh of relief regarding two facts about the upcoming F1 2015. One, it will be out this June. And two, it's only going to be on current gen consoles and PC -- that's right, no dumbin...
Overlord III photo
Overlord III

Codemasters teases Overlord III


UK Studio teases sequel
Mar 20
// Laura Kate Dale
Written by Tomb Raider's Rhianna Pratchett, Overlord and Overlord II were a pair of last-generation action adventure games in which you played a huge hulking armor-clad warrior in control of an army of small minions. If ...
Colin McRae Rally photo
Colin McRae Rally

Codemasters offering refunds for Colin McRae Rally on Steam


Some customers felt misled
Aug 05
// Jordan Devore
Colin McRae Rally popped up on Steam last week and if you had only glanced at the trailer or about-the-game blurb, you might've thought it was an HD re-release of the PlayStation and PC title Colin McRae Rally 2.0. It's not. ...

Preview: Grid Autosport's San Francisco needs steeper hills

Apr 22 // Steven Hansen
Grid Autosport (PlayStation 3, Xbox 360)Developers: CodemastersPublisher: Bandai NamcoRelease: June 24, 2014 I don't know a lot about the finer points of racing games. That's Dale's wheelhouse. Har har. But I do know San Francisco, so I had to put the San Francisco street course through its paces. What you have is an admirable representation of downtown -- specifically, the Ferry Building and the Bay Bridge -- that bleeds into a more forced, inaccurate version of Chinatown with race-appropriate wide streets. And San Francisco's endless hills are represented, but they are not as steep as they should be. The result is what Grid Autosport is going for in being "not an arcade racer," but not a "clinical" sim racer, either. The landmark-pocked pastiche of San Francisco is a fun course to race on in a racing game. It's homage without being slavishly realistic. [embed]273531:53534:0[/embed] Grid Autosport's menu is minimal, mostly black and white. There are five race styles to partake in. Touring Cars is a battle with aggressive AI on typical racetrack. Street Racing plops you down in places like San Francisco and Washington D.C. Endurance Competitions are long (around 10 minutes) night races where you have to weigh things like tire wear into your play style decisions. Tuner has drifting and time attacks. Open-wheel puts you behind powerful, delicate machines that will see you fishtail if you take corners badly. In career mode, you choose a discipline to race in, which can be changed at the end of each season. You join a team and worry about hitting objectives while your team AI handles things like car upgrades and your racing partner (though you can set their AI in-race). The idea is to race well and get picked up by better teams. If you decide to try (and do well in) all the disciplines, you'll be invited to a lengthy competition that includes them all together. This is a pared down departure from Grid 2, but "without ripping the fun out of the experience." There are difficulty settings (if you are capable of playing at higher difficulty, you get more rewards and can advance through the career faster) and the Flashback rewind button for taking a mulligan on mistakes. If only that was a thing in real life. I had to use it a lot when I played. I kept taking corners just too fast or accidentally barreling into other cars while trying out Touring. I don't think I placed in the top five once. But it didn't feel insurmountable, and I think I would, as someone not well-versed, still enjoy playing and feeling out the finer points of handling and other race strategies. All the jostling was a pain when I was getting knocked about, but when I got a good handle at jostling back, it felt darn good. I'll definitely need more practice at finding the right speeds to take different corners in open-wheel racing. I was fishtailing like crazy. Autosport, which came about from a lot of dedicated fan feedback and collaboration with professional racers, is also doing a lot of community-focused things with Codemasters' RaceNet site. Social clubs are clan equivalents and clubs gain experience from member performance, ranking up collectively, along with custom livery and their own pages to check out the club's collective stats. In online play, your cars earn experience used to unlock tuning options, but they also accumulate wear and tear. The cars you've been racing well with are better, but maintaining a newer car not put through its paces costs less. To go with the 12 player online play, there's also 2 player local splitscreen. Now I'm going to go drive my real car like a real man to a real grocery store to buy some real cookies. 
Autosport preview photo
Be a good autosport and fetch daddy's carburetor so he can make his joke
Hot on the heels of last year's GRID 2, Codemasters is coming back with GRID Autosport, a "celebration of pure, unadulterated motorsport." This is going to be less of an arcade racer than GRID 2 ended up being, but without d...

Deals photo
Deals

Humble Weekly Sale bundles Overlord and DiRT


Codemasters
Jan 30
// Jordan Devore
Codemasters is the latest publisher to participate in a Humble Weekly Sale and it's another one worth recommending if for no other reason than Overlord (and DiRT!). Name your price for the first Overlord and its Raising Hell ...
DiRT 3 photo
DiRT 3

Games for Windows Live is gone from DiRT 3


Codemasters' racing title will switch to Steamworks
Nov 11
// Alasdair Duncan
As we bid farewell to the Games For Windows Live service, like we would an unwelcome and bossy relative that you feel compelled to put up with, Codemasters has taken the step of removing the GFWL client from its racing title ...
Reviews photo
Reviews

The best and worst games of the week


Review Round-up: Week ending 11/9
Nov 09
// Wesley Ruscher
November is here and the holidays are just around the corner. And while most of this year's major blockbusters have already hit, as we gear up for the inevitable onslaught of the next generation, there are still some surprise...

Review: F1 2013

Nov 03 // Dale North
F1 2013 (Xbox 360 [reviewed], PS3, PC)Developer: CodemastersPublisher: CodemastersRelease Date: October 8, 2013MSRP: $59.99 If anything, F1 2012 taught me that squeezing full-down on the right trigger was not the best way to have a good time in a Formula 1 game, so I was fully prepared for that as well as whatever F1 2013 had to throw my way. I'd like to think of Codemasters as teachers that are working to broaden my racing game horizons beyond just street and rally racing.  F1 2013's Young Drivers' Test is somewhat successful at teaching new (or not-great) drivers the F1 ropes. While it runs through everything you'd need to know, from basics like braking and cornering to more advanced bits like energy return systems, it's not exactly exciting stuff all the time. It does do a good job of hitting home one underlying theme: go fast and don't mess up. Learning the ropes for a racing simulation can take a lot out of you if you're not the patient type. [embed]264208:51147:0[/embed] After learning the basics, Career Mode has you working your way up the ranks. This is the meat of the game, and it's where you'll spend most of your time. While your time on the track is rarely dull, the presentation and menu-based navigation for this and other modes are a bit of a drag as they're dry and lacking in excitement. If it wasn't for the first-person pre-race pit scenes, the dull presentation would have had me feeling completely disconnected to my racing career. This lack of personality isn't a huge concern, though, as you'll be too busy racing to get hung up on it. Again, patience is the name of the game. Events have you watching everything from tire wear to fuel levels while trying to keep your racing lines clean. I found myself so wrapped up in trying not to screw up that I noticed I was holding my breath and sweating. That patience and concentration pays off in a big way for a win, but I think it also makes mistakes more frustrating. I found myself more comfortable in the Grand Prix mode, where jumping into a race is easy, and endurance is less of a requirement. This mode is more about minding your opponents than it is your car. If you don't have the patience for trials, or the stamina for long races, you'll get the most out of this mode. This kind of player might also dig Scenario mode. In what is the closest you'll get to a mission mode in a racing game, Scenarios take bits from other races and asks you to run through them. These are fun little nuggets of racing that you can take on at your own pace. New for this outing, F1 Classics lets you hop into the cockpit of some famous cars from racing past to hit some famous tracks. Fans of F1 racing will get more out of the mode than I did, though I will say that it was fun to go a few rounds in some of the monsters this mode provides. Finally, on the online side, F1 2013 offers two-player splitscreen and 16-player online multiplayer modes.  I don't know that the Xbox 360 controller's analog sticks do F1 full justice. Codemasters' handling has your cars staying fully obedient under careful play; they go where you want them to go as long as you mind that balance between power and control. But, lose your concentration for even a split second, and you're spinning, or are off in the gravel. The dead zone for the Xbox 360 controller saw the bulk of my blame when I ended up off the track. A racing wheel would be ideal for F1 2013. To be fair, the thrill of F1 racing is closely tied to moving incredibly fast, and it's a given that, at these speeds, you can easily loose control. It's just that I never felt fully in control with F1 2013. There's room for error -- if you need it -- in the handling control settings. On full assist, you don't have to do anything but steer, keeping the gas pedal down fully, as everything else is handled for you. If you're having a hard time getting the feel down, these assists are a life saver. But well-versed racers may be surprised at how the assists fight them for control of the car, which is why I recommend shutting them off.  Where there isn't room for error is around other cars in a race, which is sad as this is where you'll spend most of your time. There are times that F1 2013 felt just like state-fair bumper cars when up against CPU opponents. Getting stuck with penalties for something I felt like I didn't do was frustrating. There were times where I'd end up on the side of the track from one of these situations, and more than once I felt like I should take a walk to calm down before I broke a controller. On a more positive note, F1 2013 looks and sounds great. While we'll give the tracks a polite nod for their clean and glossy, there real attraction is the crazy level of detail in the car models. They're all shiny, sharp, and fantastic looking. F1 2013's weather effects are also very impressive. My first race in the rain was a memorable one with its splashing, sliding, and super realistic windshield raindrops. The rain looked great in the Xbox 360 version, but it was stunning on a PC with graphics settings on high. I've never had the pleasure of taking an F1 car for a spin, but it seems that the sound design for F1 2013 has at least brought my ears really close to the actual experience. These vehicles make all manner of noises when you push them, from mumbles to screams. It's thrilling to hear the different ways these cars sing out in the heat of the race. Somehow, even with some of the criticisms I had, I enjoyed F1 2013. For me, it was less about the technical side, like managing tire wear, or learning the kinectic energy return system, and more about just going really fast. That said, there were times that I was somehow able to hone in and sort of fall into the zone, which made it feel like I was going even faster. F1 2013 is rewarding in a way that an arcade racer could never be.  While I'd have a hard time recommending this game to casual fans of racing, those that like steep, technical challenges will be thrilled, as will fans of the sport. I want to be clear, though. You will have to have a lot of patience and time on your hands to make F1 2013 a rewarding experience. It's tough.
F1 2013 review photo
Furiously fast
Look, you're never going to get to drive a Formula 1 car, so you should be grateful that these simulations exist. And if you (virtually) drive like I do, you should be glad that you'll never drive a F1 car -- we'd all be dead...

Review: Grid 2

Jul 02 // Casey Baker
GRID 2 (PC, PlayStation 3, Xbox 360 [reviewed])Developer: Codemasters SouthamPublisher: CodemastersReleased:  May 28, 2013 (NA) / May 31, 2013 (EU) / July 25, 2013 (JP)MSRP: $59.99 On the surface, Grid 2 is still a beautiful race for the finish line with hot cars and plenty of thrilling matches against aggressive AI opponents that will give as good as they take. Unfortunately, beyond these surface details, the actual game suffers deeply from sequel-itis. Ignoring the glaring issue of a complete lack of cockpit view for the time being, there are many other smaller problems with Grid 2 that surmount to something that falls way short of what the first game even aspired to be. The first thing one has to understand about this game is that it follows more closely in the footsteps of Dirt 3 -- or even the series spin-off Dirt Showdown -- with all pomp and circumstance, and then notches up the douchiness just a bit more to really get on any gamer's nerves. Instead of having the game narrated by managers who give constructive criticism and generally have a positive vibe, you're left with a middle manager of your promoter, the mysterious Patrick Callahan, who might as well be the Illusive Man for all of his underling's dickishness. Your narrator relishes in taking credit for your wins, talks creepily about how he can't wait to get into your new car, and admonishes you for a 'mistake' even when it has actually helped you out in your race. The biggest issue with this new narrator is that he is implemented sloppily -- he's inconsistent and unhelpful throughout. In one race, he told me more than three times that my front wheel was damaged and thus I would have performance issues, even as I crossed the finish line in first. In the next race as I drove my vehicle like a bumper car against guard rails, he was mysteriously silent until he spouted a generic line about getting ahead of the pack early. In fact, the narrator will even spout lines more suitable to a completely different event, such as telling you to get ahead of the pack when you're the only one in a time trial race. Between this shitty, inconsistent narrator and lazy interface issues that show all of your opponent drivers saying the exact same thing about the next race, the game reeks of a certain kind of laziness that its predecessor would not dream of attempting. [embed]256980:49413:0[/embed] Another example of how Grid 2 seems to want to destroy your enjoyment of it comes from the fans in each race except for the World Series Race events. I can't count the number of times I took a sharp turn and noticed that the cardboard cutout fans all seemed to be incredibly bored with anything around them, at times not even facing the track and on their cell phones. I guess this was supposed to be a nod towards realism, but it's the wrong kind of realism as it destroys the whole idea of playing games for escapism where you're supposed to be the rising star, not some asshole on a race track that's being promoted by an even bigger asshole. The noises from the fans themselves are outright bizarre, and I could swear that around just about every other curve was the drunk chick from Family Guy, yelling out a very inebriated "WOOOooOoooo!" I'm not really sure why the fans are as terrible as they are besides a certain kind of cynicism, as the game doesn't rely on winning actual currency but instead garnering social currency, and even at beyond four million fans it seemed like many of my races still had a lot of bored, terrible people. Before the game was released, the new "Liveroutes" system was touted as something fresh and original, an idea that had never been introduced in racing games before. The thought behind this new system of randomized turns in the tracks of certain races was that it would truly test your reflexes and skills as a racer. While I actually did enjoy the Liveroutes racing during my time with Grid 2, I found it to be the easiest event to complete throughout. Even up until the late game I was able to get several seconds ahead of the second-place opponent long before the race ended. At first, I figured it was because I've gotten relatively skilled behind the virtual wheel -- but as I lost tragically to events in other disciplines, I started to get a feeling that the whole Liveroutes thing was still a bit undercooked. I'm not sure whether it was Codemasters' intention to make the AI during these races become dumber to appear to be more 'real' or whether they actually do struggle more with randomized tracks, but in any case, the biggest disappointment I had with the new system was that it didn't really challenge me in the same way other events did. And speaking of the other events, while the one big positive I can say about Grid 2 is that the races are generally still pretty solid and fun, the difficulty curve is all over the place, even within the same discipline. This was also present in the first game, but with so many choices then, the player had a lot of agency to practice or skip certain events altogether until he or she was skilled enough to move on. Here, the first three seasons of races move in a very linear fashion, forcing you to beat a race in a certain discipline before opening up the series. This becomes a barrier to entry for races that aren't even necessarily as challenging as the first race in the first discipline. When the game introduces Togue, that first race is a complete shift in difficulty from earlier races and I nearly threw my controller through the TV screen in frustration at the sudden change. Imagine my surprise when I finally mastered it and decided to try the next Togue event for shits and giggles, only to realize that it was a cake-walk compared to that first one, and not because of my own improved abilities. Further expounding this issue is the unfairness of the AI drivers. While I actually love aggressive driving and really dug the first Grid for the way it was implemented within the spectacle-filled races, I really hate what they've done with it in this game. The drivers now find the absolute cheapest moments to take you out, and their vehicles are ALWAYS heavier than yours, even when you're driving a muscle car and they're in a dinky formula one-type go-kart. I spent hours in several races attempting to repeat the exact same move that a driver pulled on me to destroy my race, only to see myself ping-ponging off the other car's tank-like exterior. I believe it was only once that I actually managed to take down another car, though I took myself down in the process. The car even flipped and as I watched him disappear helplessly in my rear-view mirror, through some black magic he got back on the track and caught up to me, only to take me out of the race completely just before the finish line. Of course, I have to also mention the lack of cockpit view and how it affects the game, because no matter what Codemasters might argue, it changes everything in a fundamental way. The lack of that view from behind the steering wheel really kills the realism of the first game. While hood view is a tolerable enough substitution, for some reason the developers decided to make just about every car hood incredibly shiny and reflective (despite whatever paint job the car has), so that EVERY LITTLE THING is reflected on the car hood. While it's a very pretty idea for a tech demo, in an actual race it is incredibly distracting and doesn't really add anything useful to the game. Added to this is a much floatier handling in just about every vehicle, whether they're balanced or drift vehicles. The game plays a lot more like a Need For Speed/Ridge Racer hybrid than its own roots, and though it makes for a more accessible game, it also disappoints with its further lack of simulation. When the dust settles, Grid 2 serves as a solid enough racing game with generally strong opponent AI. What it does not serve as is a worthy successor to the first game -- instead offering a stripped-down version of itself that is filled with lazy design, unfair AI opponents, special ESPN 'live' broadcasts that no one really asked for, and to top it all off, its bizarrely irritating narrator and loudly drunk or completely apathetic fans. If this is what racing in the modern age is, maybe it's time to hang up the helmet and find another hobby.
Grid 2 review photo
Less cockpit, more douchiness
Codemasters' original Race Driver: Grid was -- and still is -- a pinnacle of automobile racing games. Back when it was released in 2008, I spent literally hundreds of hours with the game trying to rack up cars, medals, sponso...

GRID 2 photo
GRID 2

Codemasters introducing LiveRoute system in GRID 2


Round and round they go, where they stop...
May 03
// Jason Cabral
Since the dawn of racing, man has asked himself but one simple question: "How can we mess with the drivers during the course of a race?" Codemasters has listened and pondered over this question for many restless nights, and ...
GRID 2 photo
GRID 2

Indianapolis Motor Speedway makes its way into GRID 2


Suspenseful commenting music still a thing
Apr 26
// Jason Cabral
Codemasters has dropped another multiplayer trailer for the upcoming GRID 2. This one focuses more on the cars and customization than the social network aspect. While Codemasters' RaceNet is still featured prominently in the...
GRID 2 photo
GRID 2

On the grid: GRID 2 multiplayer integrates RaceNet


Now with suspenseful music as you receive comments!
Apr 16
// Jason Cabral
Integrated statistic tracking and social networking features with videogames is no new concept, even in the racing genre, but the road warriors at Codematers look to be adding a lot more to their RaceNet with the upcoming re...
GRID 2 photo
GRID 2

GRID 2 lifts the hood on its multiplayer system


It's all based around a deep progression scheme
Apr 11
// Brett Makedonski
Like any proud owner, Codemasters is parking its car, popping the hood, and letting jealous bystanders take a peek at its baby. Today, the multiplayer modes are in the spotlight. GRID 2's multiplayer features will be entirely...
GRID 2 photo
GRID 2

Developer outlines plans for GRID 2 in new video


Learn more about Codemasters' latest driving game
Mar 15
// Chris Carter
Codemasters talks a bit about their creative vision for GRID 2 in this newest trailer for the game, set to launch this May. The developer is going for something called "TrueFeel" with their physics engine, which supposedly w...
Codemasters on PS4 photo
Codemasters on PS4

Codemasters dev talks PS4, racing games going social


New hardware leads to innovation
Feb 28
// Jordan Devore
Speaking to Edge, Codemasters senior executive producer Clive Moody has given his two cents regarding the PlayStation 4 and what the future holds for racing games. Despite the obvious improvements to visual fidelity that come...
GRID 2 photo
GRID 2

Here's some shiny gameplay footage of GRID 2


So shiny it hurts
Feb 15
// Hamza CTZ Aziz
Not including downloadable content, ports, and offbeat racers like Mario Kart, there's really no major racing games slated for this year from a major publisher or pre-existing brand other than GRID 2 here. That puts Codemast...

Preview: The four major gameplay tweaks in GRID 2

Feb 14 // Casey Baker
GRID 2 (PC [previewed], PlayStation 3,  Xbox 360)Developer: Codemasters Southam Publisher: CodemastersRelease: August 20, 2013 My hands-on preview involved three separate styles of races. These included an elimination-style street race in Barcelona, a BAC Mono car Red Bull Ring track race in Europe, and a checkpoint street race in Chicago. I spent a good deal of time with each race, as I was determined to come in first each time. It took quite a while to get back into the feel of the GRID series with its realistic physics modelling and aggressive A.I. opponents, but once I got back into the swing of things, I felt right at home. The races felt very familiar to those found in GRID in terms of high-speed tension and careful maneuvering around hairpin turns. In fact, the biggest and most exciting notable difference that I found throughout the races came in the opponents' artificial intelligence. If you thought the other drivers were aggressive in the first game, be ready for some very clever moves by other drivers. In both of the street races, I was knocked out a few times by a well-aimed nudge while taking on a turn. You can bet that I used every hairpin to my advantage for this exact same purpose. Beyond this, much of GRID 2 remains incredibly faithful to its predecessor. However, some important tweaks to the formula have been made, and whether these work for or against the game really may depend on your own preferences. The new Liveroutes system As Clive Moody puts it, "Liveroutes is a mechanism by which we can -- in real time -- dynamically and seamlessly change the route that you're driving. The corners change [so] as you're going around a circuit you come back to what may have been a left turn, now it goes straight on, or now goes right -- so you get a real unpredictability with the racing." The core principle behind Liveroutes is that it keeps the "unpredictability of open-world races" while still focusing on the close and aggressive nature of the GRID series. During my playtime, I didn't notice the Liveroutes system in action though I did notice that there were a lot of points in streetbound races (Chicago and Barcelona) where I could choose between two lanes that broke up the drivers. At the same time, this caused the tension to ramp up even more as the drivers that I faced off against now scraped my bumper into some pretty hairy turns. Sponsorships remain, Teammates are gone The structure of GRID 2 differs greatly from GRID primarily in its focus on a fictional character known as Patrick Callahan who is a self-made multimillionaire looking to kick off an exciting new Motorsports series. With help from the player and sponsorships, the idea is that you're the star being promoted by Callahan as you make your way (thanks in part to broadcasting by ESPN) to becoming world famous. Due to this structure, GRID 2 will not have the same focus on teammates. In fact, teammates have been taken out completely, so gaining money through a teammate's better driving skills is no longer an option. In my discussion with Moody about how sponsorships work, it became increasingly clear that GRID 2's structure seems to be aping the structure found in the DiRT series, most notably in DiRT 2 and 3. Much like in that franchise, as you gain prestige, you also gain access to better sponsors with higher payouts and better liveries to flaunt on your chosen vehicle. Personally, I don't mind this structural change too much. While I did enjoy the process of hiring and firing teammates based on their skills and how much money they made me when I failed to do well in a particular race, I trust in Codemasters to still retain a similar sponsorship model that doesn't focus primarily on winning. As Moody reassured me later, sponsorship challenges focus once again on a variety of goals, from taking no damage to overtaking a specific opponent within the race regardless of final standings. I also asked about whether 24 Hour Le Mans would be making an appearance, and Moody told me that it was something the team was still tossing around, dependent on fan reaction. Personally, I wouldn't miss its absence. As much as endurance races are great for hardcore racing fans, GRID is the most enjoyable when taking on different styles of racing with tough opponents. More Realistic Damage Modeling In a European Red Bull Ring race that featured small, lightweight, and barely street-legal vehicles known as BAC Mono cars (think Formula 1 meets go-kart), I took a few misjudged turns and really smashed up my vehicle. Moody took the opportunity to demonstrate how the damage modelling system in GRID 2 has really advanced since the first game. In the first GRID, a lot of emphasis in damage modeling was focused on body deformation. However, the developers came to the realization that not all vehicles are made of the same material and therefore they won't fall apart in the same way. In the carbon-fiber vehicle I was racing in, I witnessed large chunks and smaller pieces of the vehicle simply break away and fly off. I asked Moody if the damage modeling would be only cosmetic or if it would be internal as well, and he explained that unlike the first game, GRID 2's internal damaging would be entirely optional, though he suggested the best experience involved putting full damage modeling on. No Cockpit View One of the biggest draws of the first GRID that really appealed to hardcore racing fans was the excellent cockpit/driver's seat view that allowed you to see from directly behind the driver's eyes, rather than out on the hood of the car or as some floating viewpoint in front of the car. Though this view had been implemented in racing games before, GRID really brought it home with the way the driver reacted and certain camera tricks to make you really feel the impact of collision or an awkward turn. Sadly, GRID 2 is lacking this feature and it is certainly no accident. As Moody told me, "We knew we'd get fan backlash ...they need to just get their hands on the game and play it...the core principles of GRID 2 are still there, and we're sticking by it." In the preview of the three different race types (road, street, track) I was able to check out, I couldn't argue this fact. The racing is still aggressive with improved A.I. and the game still straddles that perfect line between all-out arcade racer and pinpoint precise simulation. I spent a good 20 minutes just racing before I even realized that I hadn't switched between views to get an idea of what was there. I have to admit that I will miss having that amazing driver's seat view and I find its absence a little curious. I just hope that the developers really have focused great effort into the thrill of the races themselves in lieu of designing a cockpit view for each and every car, and that this isn't just an excuse for focusing efforts on more onerous ideas, such as a future deluge of DLC that would've already been on the disc in GRID. From an overall impression, I'm optimistic about GRID 2 and can't wait to get back into some thrilling races all over the country, including my own favorite place to drive: the California coastline. The first GRID provided a racing dream for me, as I absolutely loved a game where being an aggressive driver is not just encouraged but essential as the A.I. reacts realistically and will take you out on a hairpin turn. From what I previewed in GRID 2, this same core element remains perfectly intact, with even smarter A.I. opponents.
GRID 2 preview photo
If it ain't broke...
Five long years have passed since the original Race Driver: GRID offered racing fans an excellent hybrid racer with edge-of-your seat thrills in a great variety of racing styles. While the DiRT series has branched out a bit i...

GRID 2 photo
GRID 2

GRID 2 gets a new gameplay teaser trailer


Drive cars real fast and stuff
Feb 08
// Chris Carter
Some time ago, we got a nondescript trailer for GRID 2 that showed nothing more than cars doing car-like things. As of today however, a new trailer has surfaced, showing a bit of gameplay. When asked about the drifting aspec...
GRID returns in May photo
GRID returns in May

Decisions: GRID 2 has retailer-exclusive preorder bonuses


Release date set for May
Jan 31
// Jordan Devore
Codemasters has slapped a release date on GRID 2: May 28 in North America, and May 31 in Europe. This will once again be a multiplatform game, hitting up the usual PlayStation 3, PC, and Xbox 360 trio. Maybe we'll see a Wii U...
 photo

GRID 2 travels to Chicago and California in latest videos


Sep 27
// Jordan Devore
While this isn't our first glimpse at Codemasters' GRID 2, it is a nice, no-nonsense demonstration of the sim racing title spread across two separate videos. The first centers around a Chicago street race, while the second v...
 photo

GRID 2 is headed to Xbox 360, PS3, and PC in 2013


Aug 08
// Jordan Devore
Among the four-letter racing games to come out in the last five years, I never did get around to playing GRID, despite generally liking the work Codemasters does in the genre. We knew a follow-up game was in order, and thank...
 photo

Codemasters teases Grid 2


Aug 04
// Hamza CTZ Aziz
The Codemasters Twitter account teased this trailer recently that hints at a new Grid sequel. The Grid 2 teaser simply has a car about the peel out, followed by the Grid logo and the number 2. The trailer ends with the date "8.8.12" and the Twitter hashtag "#TheRaceReturns." Looks like we can expect the full trailer reveal and official announcement on August 8. Neat.

Review: DiRT Showdown

Jul 11 // Ian Bonds
DiRT Showdown (Xbox 360 [reviewed], PlayStation 3, PC)Developer: CodemastersPublisher: CodemastersReleased: May 29, 2012MSRP: $49.99 For fans out there looking for DiRT 4, this simply isn't it. In fact, this title bares absolutely no resemblance to the games in the series' past. Gone is the Rally career mode, dirt tracks, and racing career. Sadly, gone also are the realistic car physics as well. When you're able to do donuts by simply laying on the accelerator -- "Look, mom, no hands on the analog stick!" -- you know you're in for some floaty car behavior. So what is left? Well, from jump, DiRT Showdown is actually more of a destruction derby title, with occasional Gymkhana events thrown in. There are traditional races too, but honestly they're peppered throughout with the focus on wrecking other cars in derby or figure-8 races being the main focus. This is further hampered by not only the car physics being so off kilter, but also by the cars themselves. The majority of the vehicles are all non-licensed generic cars that, for the most part, handle and accelerate the same. There's no real "tuning" involved, but you can upgrade your cars' performance with money earned in events -- though, to be frank, even after doing so, I only noticed a small change in acceleration or handling. At least everything looks nice. The floating sponges you'll be driving all appear sleek and sharp, with excellent particle effects as you hurtle over jumps, boosting with your constantly renewing nitrous meter. Damage effects are especially nice as you lose doors, fenders, and more smashing about each course. The menus are also sleek, but the constant "Look how extreme we are!" feel of every menu option falling from the sky as a giant metal block gets old after three or four screens. The same can be said of the unavoidable announcer, who spouts off such gems as "T-bone-arama!" as cars slam into each other. The Gymkhana events have a separate challenge mode, where players are tasked with increasingly difficult moves, such as drifting under scaffolding, clearing jumps, performing donuts, and the like. However, the word "challenge" is used loosely here, as once again the bizarre physics allow you to unintentionally complete these moves before you've realized what you've done. There is an online mode, which the developers would have you think is the main meat-and-potatoes of the title, but sadly, this seems slightly broken as well. The RaceNet matchmaking servers don't allow for much customization or choice over who you compete against or how you want to race, and the load and wait times are excruciating. Even once you finally get into a match, you can't select what you want to play -- you just keep downvoting what appears until hopefully you land on an event you want to actually play. It's like the developers only made this title to keep the license alive while they worked on the next "real" iteration of the series. DiRT Showdown is not a broken game; it's just very slap-dash, seemingly thrown together from pieces of ideas but never made fully whole. Courses repeat over and over and the difficulty never gets too high where events become a challenge, thus leaving the player almost bored with the task of completing each event. It looks nice, but it's clearly a shell of its former self, with no real connections to the series that everyone knows past the name itself.
 photo

The DiRT series is well-known for its Rally-style racing, accurate and realistic physics, and bare-knuckle driving action. Spawned from the Colin McCrae series of Rally games, DiRT took off on next-gen consoles for fans looking for something a little different than the regular slew of gearhead and arcade racing games available on the market. This is not your father's DiRT game.

 photo

DiRT Showdown console release pushed back to June 12


May 16
// Conrad Zimmerman
[Update: We transposed a number. DiRT Showdown will arrive on June 12, not June 15 as previously stated in this article. The post has been updated to reflect the changes and we apologize for the error] Codemasters has announc...
 photo

DiRT Showdown arriving on May 29th, have a trailer


Apr 20
// Brett Zeidler
It's crazy to think DiRT: Showdown is finally almost here. Wait, didn't DiRT 3 just come out? The "Complete Edition" of it just came out last month as well. Wow, Codemasters are not wasting any time these days. DiRT Showdown...
 photo

DiRT Showdown's damage is massive


Mar 15
// Liam Fisher
Oh hey, it's a new trailer for DiRT: Showdown, the next entry to the long running rally series from Codemasters. After DiRT 3 ruffled some feathers with it's diminished focus on pure rally racing, Codemasters decided to...

  Around the web (login to improve these)




Back to Top


We follow moms on   Facebook  and   Twitter
  Light Theme      Dark Theme
Pssst. Konami Code + Enter?
You may remix stuff our site under creative commons w/@
- Destructoid means family. Living the dream, since 2006 -