In two days and month from now, Codemasters’ F1 2013 will finally be available for purchase! I think I can speak for a lot of F1 fans when I say that excitement grows as the release date draws near. However, this time around things are different. Codemasters announced “classic content” and with that came a lot of questions. Including one very big query: What of Ayrton Senna?
Also, in all the hype about the classic cars, tracks, and drivers, the message of what is to be expected of the modern content may have been lost to some. Luckily, I was invited to interview Steve Hood (Creative Director of F1 2013) and Paul Jeal (Game Director) of Codemasters to find out what’s new, the Senna status, and more. So scroll down and get all the info straight from the source!
MotorworldHype: OK, first things first: What exactly is new about F1 2013?
Paul Jeal: F1 2013 is our fourth interation of the Formula One series on the current new generation of consoles. The big standout new feature this year will be “classic content” and that’s historical cars, tracks, and drivers from two different decades (the 80s and 90s). We are releasing two versions of the game this year: the “classic edition” and the “standard edition.” The classic edition has all of the content, the standard edition is the 2013 game with the 1980’s classic stuff and I think two weeks after launch there will be DLC-I mean that is certainly the time for Europe. I’m not sure when the DLC will release for other markets.
In terms of other new features we’ve added to the game; we’ve got a scenario mode now which replaces the “champions mode” from last year. We’ve got 23 sets of scenarios which kind of take drivers through a journey from their very first race on the grid through some key moments in their career on their way to the world title. We’ve got a mid-session save this year. One thing that makes Formula One quite unique are the longer race experiences where you get to appreciate all the little nuances that make F1 racing unique: weather changing, strategy components, managing fuel levels and tires, all these types of things. With the mid-session saving that enables more people to complete longer races and just kind of do it in their times that suit them because you can save a race at any point as many times as you want.
We’ve got a little more RaceNet support this year in terms of feeding in challenges into the race post-launch based on Grand Prixs or whatever the conditions are for set challenges throughout the game. We’ve got Grand Prix mode coming back which basically means playing through the entire 2013 Formula One season as a licensed driver.
There are just loads of little improvements that you would expect from a franchise which is moving forward year on year in terms of AI, in terms of weather, handling improvements, and driver updates to coincide with the season. In graphics we have taken a fairly significant step forward this year two real huge reasons for that is that we have a new art director on the project and he’s been able to focus on the key areas in places where we may have been lacking last year. Also because we’re one team lighter this year. There are only 11 teams on the grid this year instead of 12 which free’d up a little bit of memory.
So now we’re literally right there now at this generation of consoles where we’re squeezing every last ounce of power out of it!
MotorworldHype: I am going to ask the question that many people had as soon as they found out about the “Classic” content: Will Ayrton Senna be in F1 2013 at any point? If not, why?
Paul Jeal: We were reasonably hopeful on that. Around January we had to make a call on whether or not we were going to pursue this for this year or if we weren’t. We had to kind of eliminate some of the risk because there were so many open ends across the board. With Senna in particular we came to two difficulties; the first being that McLaren had kind of indicated that they had an exclusive deal with a couple of other people and having Senna without McLaren would have been less than ideal. It wouldn’t have absolutely been a deal-breaker but there is also a Brazilian PC developer whom I think was planning a Senna game that was to release this year but I guess that might not happen anymore. So, we had to go to the Senna foundation and talk to them about negotiating extra rights and other various bits and pieces.
The talks are progressing but it was far too much risk to try and get it into the content for this year. Also the way that the design was shaping up was in a way that we wanted to-Well, when you approach these guys they are super competitive as you can imagine so all of the drivers want us to re-create the years when they were dominating and winning the most amount of races. So, to get more of the guys injected and get the kind of design that we wanted, we went for a feel of celebration and re-creation of classic events. It also kind of needs to be based around the current F1 circuits as well and Senna was the only name we had on the list that did not fit with the drivers we had and with design direction we were going.
So, all together it didn’t quite fit with the vision and combined with the other two licensing issues we came to the conclusion that we had to put that idea back, lower the risk, and then try to do something in the future. We want the “classic” content to be a staple of all of our games going forward and we think we can do something very specific around a name as strong as Senna. We’re fans of the sport as well and we love him so we really want to get him involved and we hope to do that in the future.
Steve Hood: Keeping on that I think externally, a lot of people thought we just overlooked Senna and that could not be further from the truth. Obviously, he is an absolute legend in the sport! It would be worth noting as well that when I managed to somehow get my job at Codemasters, on one of my original communications with the company I detailed all the things I wanted to do with the Formula 1 series and I included an image of Senna’s helmet in that document because he is such a huge part of Formula 1! So, he has been there since day one! Although, one of the things we always wanted to do was not go for the easy option that’s all about “now”. We could have gone with Senna before and we knew that including him would have boosted sales by a lot but I think we could do even better if we do justice to the Senna name and everything that he brought to Formula 1. I think in order to do that we need to take our time and do it right further down the line.
MotorworldHype: So, the final message is we aren’t getting him yet but fans can expect to see him in the future for sure?
Paul Jeal: That is definitely our intention, but until contracts are signed and various bits and pieces are taken care of things are still technically up in the air. However, we have a map of where we want to take F1 and he is definitely a part of that.
MotorworldHype: My next question is about the box art. In F1 2012 you had actual drivers on the cover but for F1 2013 you seem to have gone back to the Stig-like nameless driver that was used in the first two games. Why the switch?
Paul Jeal: Haha! Well really 2012 was probably our most successful box art reaction ever and fans were really responsive on our Facebook page but all the behind the scenes hurdles to make that work nearly killed our guys! So, with the classics being a late edition combined with the teams allowing even less access with rule changes going into next year, we just felt that it was too much work this time around. We know many people liked our box art from last year so the decision to go back to the previous style was not taken lightly for sure!
MotorworldHype: Ok, here are my last questions. First, was there anything that you could not do in F1 2013 that you really hope to do in F1 2014? Also, can you say with any certainty that the next F1 game will be on the next gen consoles (Xbox One, Playstation 4)?
Paul Jeal: Haha! Well, anyone that works with Steve and I know that we’re kind of perfectionists so we are never totally happy with any stage of game development all the way through. Certainly with the classic content there were highs and lows. Obviously, making the decision on Senna was difficult from the start. For my part, I am decently happy with the things we have managed to do for this year’s game.
For your second question, while we can’t confirm 100%, we are looking at the next gen consoles already. From a company perspective, this is a good point to take stock and look at the EGO engine and see which bits can be re-written in order to do the next-gen technology justice.
From a content point of view we wanted to maximize everything we could on this year’s game. Certainly, for any game that will be on next gen we won’t start with just this year’s game and make it a basis for the next. We are going to take certain elements across from all of our games like our weather system for example which was developed exclusively here at Codemasters Birmingham. Although, there are other areas where we are going to wind things back to the start and re-write it, so the next-gen will be quite a radical step for us.
When we signed the license back in 2008 we made the difficult decision at the time not to go with then current generation of consoles in 2009 because we needed that two-year run up to the next gen. That made it a little easier for Steve and I to convince the powers that be that any attempt on the next-gen needs to be when we are ready and we’re confident to make a full step up to next-gen rather than some kind of PC port across.
Steve Hood: It was also just too early for us to be thinking about next-gen when there was still so much we could still do with the current generation. Adding classics was something that people have been asking for since day one and it has been fantastic to be able to finally bring that to them. I think F1 2013 is really the combination of all the work we have put in since 2009 when we first started working on the technology.
When we look back at it now, there is so much stuff in this game (F1 2013) that you just don’t see in other racing games; like our weather system, the pit stop stuff, the cinematic camera views to make it feel like that broadcast Formula 1 experience that fans get on TV. It is expected of us now to be able to replicate that experience. Adding stuff like mid-race save means that a lot of people get to experience things that only a few of us in the office have because we’re playing it day in and day out.
Most people have time constraints in the real world so they’re playing short races. To get that Formula 1 magic that we keep banging on about players need to playing the game without worrying about the time and now we have given players the ability to do that.
At the end of the day I think next-gen will be like a new chapter starting fresh while F1 2013 is giving players everything we’ve dreamed of to-date. It is our greatest achievement and I am looking forward to it selling millions of copies! Haha!
Just before the Belgian Grand Prix this weekend, Codemasters has released new video from the up coming F1 2013 gamefeaturing a hot lap of the Spa Francorchamps course. This video is also complete with commentary full of helpful tips on how to make it ’round Spa in one piece and with a fast time. Check it out below!
We are a little more than a month away from the release of F1 2013 by Codemasters and as the date draws near (October 4th 2013) Codemasters is slowly trickling out more and more info revealing what to expect. Today a list was released of all the classic drivers and teams that we will see in F1 2013 Classic edition and that list is pretty stacked! Alain Prost in the 1980 Williams FW07B? Done! Michael Andretti and Emerson Fittipaldi in the ’86 Team Lotus 98T? Yesssir! Nigel Mansell in the ’88 Williams Fw12? Booyah! Expect that too!
The list gets better from there although with one glaring omission: Ayrton Senna. Now Codemasters has said that more drivers will be announced in the future but it is unknown at this time if Senna will be one of them. While I do not think it would ruin the game, I do think it would be a real shame to not have one of, if not the greatest F1 driver of all time in this game. Here’s hoping!
For now check out the new F1 2013 trailer below and the press release below that for the content list.
Los Angeles – August 16, 2013 – Codemasters® today revealed the full list of classic content set to feature in F1™ 2013 and the premium limited edition, F1 2013: CLASSIC EDITION. F1 2013 is the latest entry in the award-winning series of officially licensed FORMULA 1™ video games and will launch October 8 for the Xbox 360 games and entertainment system from Microsoft, PLAYSTATION®3 computer entertainment system and Windows PC.
A stunning new gameplay video featuring the contemporary and classic content set to feature in F1 2013 is now showing at the newly launched website www.formula1-game.com, where fans can get all the latest news, media and pre-order the game. Featuring today’s superstars and legends of yesteryear racing at iconic venues including Monaco, Brands Hatch and Estoril, the video shows how dramatically the cars have advanced down the years whilst the spirit of intense competition in the sport remains the same.
F1 2013 will be available in two editions. F1 2013 includes the full game of the current season and classic content from the 1980s, which is playable in the new game mode F1 Classics. Alternatively, fans can choose to purchase F1 2013: Classic Edition, a premium, limited-run version of the game, featuring bespoke box art and expanding the game with 1990s Content and Classic Track Packs. The classic content available for players is as follows:
1980s Content (F1 2013 & F1 2013: CLASSIC EDITION)
Circuit De Jerez – former host of the Spanish GRAND PRIX™
Brands Hatch – legendary former home of the British GRAND PRIX
1980s Cars & Drivers:
1980 Williams FW07B
Original Driver: Alan Jones
Team Legend: Alain Prost
1986 Team Lotus 98T
Team Legend: Mario Andretti
Team Legend: Emerson Fittipaldi
1988 Ferrari F1-87/88C
Original Driver: Gerhard Berger
Team Legend: Michael Schumacher
1988 Team Lotus 100T
Original Driver: Satoru Nakajima
Team Legend: Mika Hakkinen
1988 Williams FW12
Original Driver: Nigel Mansell
Team Legend: Damon Hill
1990s Content (F1 2013: CLASSIC EDITION only)
1992 Ferrari F92 A
Original Driver: Jean Alesi
Team Legend: TBC
1992 Williams FW14B
Original Driver: Nigel Mansell
Team Legend: David Coulthard
1996 Ferrari F310
Original Driver: Michael Schumacher
Team Legend: Gerhard Berger
1996 Williams FW18
Original Driver: Damon Hill
Original Driver: Jacques Villeneuve
1999 Ferrari F399
Original Driver: Eddie Irvine
Team Legend: Jody Scheckter
1999 Williams FW21
Original Driver: TBC
Team Legend: Alain Prost
Estoril – former home of the Portuguese GRAND PRIX
Players will be able to enjoy the all-new classic content in a new gameplay mode called F1 Classics, introduced by legendary broadcaster Murray Walker. F1 Classics features a new fictional racing series allowing players to race cars, drivers and circuits from different eras. Teams are represented by drivers who raced in team’s specific cars such as Nigel Mansell’s championship winning Williams FW14B from 1992, and drivers who have also represented the team in different eras. Classic content is also available in a range of other game modes, including split-screen and online multiplayer modes.
F1 2013 will also feature all the cars and stars from the 2013 season, allowing gamers to race as Lewis Hamilton in his Mercedes and Sergio Perez in the McLaren-Mercedes for the first time, and includes all of the rule changes, tire changes and remodelled handling to authentically reflect the challenge and exhilaration of racing 2013’s stunning roster of cars. A range of enhancements, improvements, split-screen and online multiplayer, plus new and returning game modes deliver the most complete simulation of a FORMULA ONE™ season in video game history, with more detail to be revealed.
Today, Codemasters made a lot of F1 fans very happy by announcing the official release date for the comingF1 2013 Classic Edition game. Looks like we can expect modern and vintage F1 cars to hit our consoles and PCs on October 8th 2013 for Xbox 360, Playstation 3, and PC! To celebrate the announcement the team at Codemasters has also released a new video showing an in-game hot lap around the Hungaroring (one of the new tracks featured in F1 2013). Scroll down and enjoy!
Los Angeles – July 26, 2013 – Codemasters® today announced that F1™ 2013, the latest entry in the award-winning series of officially licensed FORMULA 1™ videogames, will launch October 8 for the Xbox 360® video games and entertainment system from Microsoft®, PLAYSTATION®3 computer entertainment system and Windows® PC.
To mark the release date announcement, Codemasters has released a hot lap video using work-in-progress in-game footage featuring the Hungaroring circuit which is set to stage the FORMULA 1 MAGYAR NAGYDÍJ 2013 this weekend. The video shows Toro Rosso–Ferrari’s Australian driver Daniel Ricciardo taking on the famous circuit and is narrated by Anthony Davidson, former FORMULA ONE™ driver and Technical Consultant on F1 2013, who describes how drivers should attack each corner and carry as much speed as possible through the tight and twisty track in the battle for points this weekend.
F1 2013 will feature a new gameplay mode called F1 Classics giving fans the chance to race classic cars on iconic circuits against legendary drivers for the first time in Codemasters’ award-winning series. F1 Classics features a new fictional racing series allowing players to race cars, drivers and circuits from the 1980s. Classic content is also available in a range of other game modes, including split-screen and online multiplayer modes.
Further content will be available in a premium edition of the game, F1 2013: CLASSIC EDITION, featuring 1990s Content and Classic Tracks. These two packs will be made available for purchase as optional DLC for players of F1 2013.
F1 2013 will also feature all the cars and stars from the 2013 season, allowing gamers to race as Lewis Hamilton in his Mercedes and Sergio Perez in the McLaren-Mercedes for the first time, and includes all of the rule changes, tire changes and remodeled handling to authentically reflect the challenge and exhilaration of racing 2013’s stunning roster of cars. A range of enhancements, improvements, split-screen and online multiplayer, plus new and returning game modes deliver the most complete simulation of a FORMULA ONE season in videogame history, with more detail to be revealed.
Notably missing from E3 this year was a major presence from Codemasters. Typically I catch up with them to get updates on the next F1 game but this year they were no where to be found. Well today they have made up for their absence by officially announcing F1 2013 and F1 2013 “classic edition”.Both games will be on current gen consoles and PC.
So, what does the “classic edition” mean? It means that on top of featuring all the teams, drivers, and tracks from this season, players will also get to experience some of the best cars and drivers from the 1980s and 1990s. The classic edition will also include two “classic” tracks: Imola and Estoril. In the standard edition of F1 2013 players will still get cars and teams from the 80s but no 90s goodness.
For all the details check out the teaser trailer, gameplay video of Nurburgring, and press release below!
We’re pleased to announce that this autumn sees the release of F1 2013 For the Xbox 360, PlayStation 3 and Windows PC as part of our exclusive multi-year deal with Formula One World Championship Limited, the game will be available worldwide in two editions: F1 2013 and F1 2013: CLASSIC EDITION.
F1 2013: CLASSIC EDITION is a limited edition, premium package which includes F1 2013, featuring all new classic content from the 1980s, and is expanded with further content from the 1990s and additional Classic Tracks.
F1 2013 features all the cars, circuits and star drivers from the 2013 season, allowing gamers to race as Lewis Hamilton in his Mercedes and Sergio Perez in the McLaren-Mercedes for the first time, and includes all of the new drivers, updated rules, tyre changes and remodelled handling to authentically reflect the challenge and exhilaration of racing 2013’s stunning roster of FORMULA ONE™ cars. A range of game enhancements, split-screen and online multiplayer, plus new and returning game modes, delivers the most complete FORMULA ONE experience in videogame history.
NEW Classic Content
F1 2013: CLASSIC EDITION breaks new ground to include official classic FORMULA ONE content for the first time in the series in an expansive brand new game mode introduced by legendary broadcaster Murray Walker. F1 Classics allows players to race against a mixture of original drivers and renowned team legends in iconic cars and features four historical circuits. Classic content can be enjoyed across a range of game modes including quick race, a custom championship, time trial and in split-screen and online multiplayer modes. Players will race on grids featuring FORMULA ONE cars and drivers from different eras, experiencing the differing handling characteristics and feeling the evolution of technology over the years, providing an eye-opening contrast to the cars simulated from the 2013 season.
F1 Classics: 1980s Contentincludes:
Five iconic cars from Ferrari, Williams & Lotus
Ten legendary drivers including Nigel Mansell, Mario Andretti, Emerson Fittipaldi, Gerhard Berger and others
Circuito De Jerez – Former host of the Spanish GRAND PRIX™
Brands Hatch – Legendary former home of the British GRAND PRIX
F1 Classics: 1990s Pack Contentincludes:
Six Iconic cars from Ferrari & Williams
A host of famous drivers including David Coulthard, Eddie Irvine, Alain Prost, Jacques Villeneuve and others
Classic Tracks Pack includes:
Imola – Former host of the San Marino GRAND PRIX
Estoril – Past home of the Portuguese GRAND PRIX
All The Official 2013 Content Reflecting what is shaping up to be one most exciting seasons yet, F1 2013 will feature all the cars, circuits and stars from the 2013 FIA FORMULA ONE WORLD CHAMPIONSHIP™.
Expanded Young Driver Test
Based on the real world event, the Young Driver Test based at Abu Dhabi’s Yas Marina, where young drivers set out to earn a drive in FORMULA ONE, is expanded and tuned to ease novice players into the world of FORMULA ONE. Day One will use tutorials and explanatory videos to get new players quickly racing competitively. Day Two sets a series of increasingly demanding challenges, inviting repeat plays as gamers set to improve their score and master elite driving techniques, and unlock further race seats for their career.
Mid-session saves allows players to experience a complete long race weekend at their own pace rather than commit the 180 minutes plus session time required to complete a race weekend in one go.
Grand Prix Mode Returns
F1 2013 reinstates the Single Player Championship Mode. Players can once again step into the shoes of their favourite driver and race in a single race or complete a full or custom FORMULA ONE season in the pursuit of racing glory.
Full RaceNet Integration
Codemasters’ free Community Hub RaceNet will extend players’ FORMULA 1 experience in the game and beyond the box. F1 2012 launched with RaceNet in beta mode and has already seen over 36 million races completed by registered members. In F1 2013, RaceNet which launched in full with GRID 2™, will offer connected players regular in-game challenges, scenarios, community-wide challenges, visual stats and game progress updates to compare with their friends. Access for players is free via desktop, mobile or via dedicated apps allowing players to stay connected to their F1 2013: CLASSIC EDITION experience, and their progress in other Codemasters racing games, wherever they are.
A while back I made a promise to take all of you who have not experienced GRID2 yet on a journey through the various tracks in the game so you know what to expect. Granted I am a bit late but I am going to keep my promise damnit! Anyhow, today I grant you a preview of some of the major locations in GRID2 so that you know what to expect.
When you get to California in GRID2 it will be a “point to point” race through “Big Sur” a beautiful national park along California’s central coast. It will be a pretty decent stretch of road at 5.9 miles and challenging with 46 turns. Make sure you don’t get distracted by the scenery, because you may end up being a part of it if you don’t focus up!
When you get to Dubai you will race along the Al Sufouh strip which is a major urban area of Dubai. Obviously that means this will be a street course and will have all the pros and cons therein. The Al Sufouh course is 3.4 miles through its longest route and has about 20 turns.
What can be said about Indy that hasn’t been said already. The home of one of the biggest races in all of motorsports, Indianapolis is the place where everyone wants to win no matter what racing discipline you prefer. There are several configurations of the infield as well as the historic 2.5 mile 4 turn oval. Pick your poison!
What is more awesome and daunting than driving through Paris? Probably not much. On this street course you will race through the heart of the city, even through the Arc d’Triomphe! The course is medium size at 3.3 miles with 17 turns. Pass in the straights!
Abu Dhabi has recently become a major point of interest in the world of motorsports. When visiting this area you will race on the famous Yas Marina GP circuit. If you are a fan of F1 then you already know this course well. Its 3.5 miles of fresh asphalt curves like a snake through 20 turns. Drivers can be really creative with their lines here. This is a place to be aggressive.
Well that about does it for my little preview. I have only gone over a few of the locations that are featured in GRID2. There are plenty more each with their own unique attributes. I have yet to experience them all myself but I will soon and once I have finished come back to check out my full GRID2 review!
Before DiRT and Ken Block, Codemasters racing games rested on the shoulders of Colin “The God Of Rally” McRae. Colin McRae Rally was THE rally game to own back in the day and still remains on the top 10 all time best racing games in the minds of many. Eventually Codemasters moved on to the DiRT series but to pay tribute to Mr. McRae and press the nostalgia buttons in all of our hearts, Codemasters has released the original Colin McRae Rally game for iOS devices!
Now when you are in a long line, waiting for the movie to start, or on the great white throne, you can live out your day dreams of rally racing. Colin McRae Rally is available today in the iTunes store for $4.99.
Unfortunately, the game is not available for Android devices (which is what I own) but hopefully that will change soon! For now, check out the official trailer and press release below while you are waiting for the game to download.
HIT THE DIRT ON THE GO AS COLIN MCRAE RALLY™ COMES TO iOS DEVICES FOR THE FIRST TIME TODAY
The Genre-Defining Off-Road Experience Now Perfectly Tuned for iPad, iPhone and iPod Touch, Gameplay Video Now Showing at http://www.youtube.com/watch?v=Ig5qQR6_9cw
Los Angeles – June 27, 2013 – Codemasters® today announced that Colin McRae Rally™ is now available from the App Store for iPad, iPhone and iPod touch*. With upgraded and tuned content based on the acclaimed 2001 PlayStation title Colin McRae Rally 2.0 (90% Metacritic), Colin McRae Rally is the first smart device rally game from Codemasters and costs just $4.99. Gamers can prepare to go point-to-point with a gameplay video, now showing at http://www.youtube.com/watch?v=Ig5qQR6_9cw Colin McRae Rally for iOS features 30 classic rally stages, with a combined distance of over 130km to be raced with four legendary cars: the Ford Focus, Mitsubishi Lancer Evolution VI, Lancia Stratos and Subaru Impreza. Players can go flat out through the dirt and dust of the Australian outback, take on dramatic climbs through the mountains of Greece and get sideways on the tight and twisty tarmac of Corsica.
Running the critically acclaimed Colin McRae Rally handling and physics model under the hood, players will feel the thrill of putting pedal to metal as they take on different surface types and blast through beautiful but challenging environments. Pace notes are read by professional co-rally driver Nicky Grist to help gamers fully commit through each and every stage, while if players do overcook the gas the game’s dynamic damage model kicks into play as windows shatter, bodywork crumbles and parts fall off.
“It’s an exciting challenge to bring Colin McRae Rally to iOS for the first time,” said Peter Harrison, Senior Producer. “We wanted to make tackling every turn and jump of the point-to-point courses on your smart device as satisfying as playing those classic Colin
McRae Rally games on home consoles of the day. We’ve worked hard to make sure that the physics and car handling systems let you feel the wheels gripping and slipping on different surfaces like gravel and asphalt. We’ve also paid attention to improving the graphical models and textures to look super-sharp on today’s screens, along with sourcing high quality engine sounds.”
Featuring a range of different game modes including quick races, full rallies and Championships, players can also customize their experience with different controls schemes and views. Gamers can also post their best times to leaderboards, unlock achievements and challenge their friends.
Colin McRae Rally is available from the App Store for iPad, iPhone and iPod touch. Fans can keep up with all the latest updates straight from the studio by speeding over to www.colinmcraerally.com and www.facebook.com/dirtgame or follow the team at www.twitter.com/dirtgame.
* An iPad 2 or newer, iPhone 4S/5, or iPod touch (5th gen) is required to play Colin McRae Rally on iOS.
In case you didn’t know, GRID2 is officially out for Xbox 360, Playstation 3, and PC. If you are still on the fence about throwing down your hard-earned cash for the game then stay tuned to MotorworldHype over the next week or so. I will be giving you some previews of the various track locations in the game and wrap things up with my review of GRID2.
Today we take a look at Chicago. In GRID2 the great city of Chicago will be represented in a street course that snakes through downtown. Drivers will be surrounded by skyscrapers and other landmarks as they fight their way to the finish. To make the area as accurate as possible the team from Codemasters sent a two man team to the windy city for a three day research excursion. Each day the men spent 8 to 10 hours exploring as much of Chicago as possible, taking thousands of hi-res reference photos each day. They stood next to landmarks for scale and took as many measurements as possible. Along the way they even met a few colorful people such as a personal trainer that thought they were crazy (because she witnessed them taking pictures of a wall for 10 minutes) and a lovely “working girl” who even pointed them towards some notable landmark locations.
How did it all come out? You can see a preview for yourself by checking out the screen shots below.
GRID2 will officially release two weeks from now and the team at Codemasters is making sure they give players plenty of reasons to drool over it. The latest trailer reveals that several locations in Asia and the middle-east including Yas Marina circuit and various togue passes in Japan will be in GRID2. We also get confirmation of drifting as well. Hopefully the drifting will be more than an “add on” to the rest of the game. See it all for yourself in the new video below.
Like many drivers, when I am going to a place I have never been before I rely on a GPS to make sure I don’t get lost. Most of the time it works out just fine. However, my GPS is pretty old so sometimes it likes to play a game called “update the directions at the last possible freakin’ second” in which a left turn suddenly becomes a right turn and I completely pass where I am supposed to go or I do something stupid and try to make the next turn with less than 20 feet to do it in. Let me tell you, in real life that is not fun!
Yet, it looks like the brains at Codemasters took a page from my old and busted GPS by turning that malfunction into a game mode for GRID2 called “LiveRoutes”. How does it work? Pretty much the same way my crappy GPS does only without the risk of getting lost or actual bodily harm. Imagine racing through the streets of Paris at triple digit speeds but not knowing where to go next; relying on a GPS to tell you! Still hard to picture? Just watch the new trailer below to see it in practice. It looks a lot more entertaining in a game than it is in real life!