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Thread: GRiD 2

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    ummm... is this the same EGO engine again? :/ just an updated version? :/ if it is, then shame ... :/

    Red ViperZ---ЯV●shafiee007

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    Preview
    So what is it like?

    Before we could get our hands on the game, a procession of the men in charge of making various aspects of it talked us through their specialist areas. Moody kicked off by answering why it took Codemasters so long to make to a sequel for Grid.
    "When we came into pre-production for Grid 2, it was clear that our ambitions were outstripping the technology and processes that we had, so we held back," he said.
    But at the end of the current console cycle, and having rewritten its driving game engine in recent years, Codemasters now feels ready. Moody set out Codemasters' overriding ambition for the game.
    "We want to make the most immersive racing game that's out there, and within that, we want to provide the perfectly distilled racing experience," he said. "It will take place on a real-world global stage, in US, European and Asian locations – there will be no fictional areas, and all the cars will be real-world ones.
    "Players will be able to shape their own path through the game, although there will be overall goals. And their actions and successes will be reflected in a constantly evolving world."
    In practice, he said, that would mean that when you started off, you would have a one-man-and-his-dog support operation, but as you progressed, you would gain access to vast, well-equipped garages, sponsors would throw money at you, and so on.
    Race and car variety

    "There will be three key types of race locations," Moody said. "Firstly, street racing – tight, wheel-to-wheel affairs through iconic city streets [which will include Chicago and Paris]."
    "Next, there will be road-racing, which is new for the Grid franchise – taking the form of high-speed runs on open roads and long, sweeping highways, so you can put your foot to the floor for long periods. And the third element is track racing: it's still a really important part of the experience, taking in a selection of internationally renowned circuits including Abu Dhabi's Yas Marina."
    Associate producer Toby Evans-Jones talked us through the cars: "There will be four tiers, based on performance, so you may see, for example, American muscle-cars versus European classics.
    "The first tier will include the likes of the Ford Mustang Mach I and the E30-shape BMW M3 Sport Evo. Tier 2 will include the Nissan Skyline GT-R R34 and the [modern] Chevrolet Camaro SS, and will introduce traction and launch-control. In tier 3, you'll find the McLaren MP4-12C and the track-special BAC Mono. And tier 4 will consist of money-no-object cars like the Pagani Huayra and the Koenigsegg Agera R, with 1,140bhp."
    Multiplayer

    Associate producer Ian Smith stepped up to talk us through the multiplayer side of Grid 2.
    "It's about redefining the multiplayer experience for racing games," he said. "In the single-player journey, there's a lot of customisation possible, and it's about you telling your story. But the multiplayer experience will be more about what competitive players want to do.
    "You'll start the multiplayer from scratch, and it isn't linked to the single-player XP system. It will be a fully emergent, social experience."
    Codemasters confirmed that Grid 2's multiplayer side would be built on Racenet, its answer to EA's much-loved Autolog, but beyond that, it remained annoyingly vague. Undoubtedly, it will reveal more about Grid 2's multiplayer experience as time unfolds.
    Hands-on

    With the talking over, it was time for some hands-on play. And the good news is that, while Grid (and, for that matter, TOCA Race Driver) were all about car-feel, Grid 2 has somehow managed to up that particular ante even further.
    First up was a road-racing sequence on swooping Californian Pacific Coast Highway roads, which looked simply stunning with cliffs on your right (so you were heading south). We were at the wheel of a pumped-up Mustang with 500-odd bhp, racing against a similarly fast and tail-happy American beast.
    The experience was a bit like Nascar on real roads, which required precision braking and, especially, very fine throttle-control. This stage was played on a D-Box: a hugely expensive seat, wheel and controls rig with motors that move you around to simulate real car movement. The effect was dramatic, with simply unprecedented amounts of car-feel on offer.
    Thanks to the D-Box, it seemed as though you could actually feel individual tyres starting to break away from the road surface, and the Mustang's handling characteristics – initial understeer followed by throttle-on oversteer – came through clearer than we have ever before experienced in a game.
    The other track that we were able to play was experienced in a much less esoteric manner, simply using a joypad (although the game was actually running on PCs). Its backdrop was the streets of Chicago, and given that we were driving a pumped-up Mercedes AMG SL65 Black on a pretty twisty street-circuit (some parts of which even had a concrete central reservation), it took us a while to get tuned in.
    But again, the car feel on offer was immense, and we soon learned to almost back the Merc into corners, braking and turning in early, in the sort of style associated with World Superbikes riders.
    As well as looking amazing (Codemasters talked us through the graphical innovations in Grid 2's engine at length), the Chicago track gave us an insight into the game's AI. Essentially, you could describe it as do-as-you-would-be-done-by.
    So, if you tend to lean on the cars ahead as you try to pass around tight corners (as we did when we started playing), you can expect to fall victim to the odd shunt from the rear. Conversely, the cleaner you as regards the cars around you, the better they will behave.
    The AI was also noticeably realistic, in that some of the drivers it controlled did actually make tiny mistakes, allowing you to take advantage and nip through, which contrasts with the driving-game norm of being surrounded by drivers who appear to be clones of Ayrton Senna.
    Even though it's early days for Grid 2, what we've experienced of it so far bodes phenomenally well. The cars feel much more real than any we've ever experienced in a game – and that includes Gran Turismo 5 and, especially, Forza, which has always felt as though it was built in a laboratory by robots.
    It looks magnificent, yet still exudes a pungent virtual whiff of exhaust fumes. It should make a fitting last hurrah for the Xbox 360 and PlayStation 3.

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    GRID 2 won’t feature a cockpit view – Codemasters claims that only the 5% of racing gamers use it

    I tell you, this is a bad start for a new racing game. A couple of hours ago we informed you about Codemasters’ upcoming sequel to GRID. Awesome news, right? Well, get ready to be disappointed as Codemasters confirmed that there won’t be any cockpit view in GRID 2. Yeap, a racing game without a cockpit view. What’s also funny is that Codemasters believes that only the 5% of racing gamers use that view while playing their games. Hilarious.


    This was revealed in GameTrailers’ interview with Clive Moody, executive producer of GRID 2. You can view the interview below and Moody talks about the cockpit view around the 3:23 markpoint. As Moody said:


    “So, we made some bold decisions based on player feedback and some of the data we have access to and cockpit view is no exception to that. And yet we tried but we are dropping that view from this version of the game.”
    Moody continued:


    “A couple of key reasons behind it: The first is, you know, what our data tells us is actually very very few gamers actually using that view. It’s in the region of 5%. One of twenty people actually choose to use the cockpit view.”
    Moody concluded:


    “To implement a cockpit view is a huge amount of resource from our point of view, it’s a big time investment, it’s a big cost investment, and when we’ve looked at this – and thought as well – we could take that time, we could take that investment and actually, we could turn it into something that every single player’s going to be benefit from.”
    So there you have it racing fans. Apparently you are the minority using a cockpit view. This also means that you can kiss goodbye to the sim part of GRID 2 (or its semi-sim part) as most sim racing fans know that you can’t race without using the cockpit view in a sim racing game. Let’s hope at least that it will be a fun arcade game!
    A strong man doesn't need to read the future, he makes his own


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    engine stays the same, f1 2012 eo same engine(version 2.0) use korse but the thing is engine upgrade kora hoy, (massive upgrade). so here they are using the version 3.0 in grid 2
    Go GET A FIREWALL SOON, I CAN SEE WHAT U R DOING RIGHT NOW IN YOUR PC haha!!

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    @Badhon puran khobor hoe gese

    - - - Updated - - -

    Quote Originally Posted by ЯV●shafiee007 View Post
    ummm... is this the same EGO engine again? :/ just an updated version? :/ if it is, then shame ... :/
    Quote Originally Posted by ЯV●FireBaLL View Post
    engine stays the same, f1 2012 eo same engine(version 2.0) use korse but the thing is engine upgrade kora hoy, (massive upgrade). so here they are using the version 3.0 in grid 2
    It isn't clear yet but i think it's the same Ego engine. but in a interview they said they waited long for this sequel cause they wanted to technology to develop further more for prepare for this game.
    i think they tweaked the engine well enough this time.
    didn't played the first one so actually i don't understand what's so bad about this engine.

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    Quote Originally Posted by arefinzz View Post
    @Badhon puran khobor hoe gese
    Sorry Bro. Kheyal Kori Nai.
    A strong man doesn't need to read the future, he makes his own


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    Quote Originally Posted by Badhon View Post
    Sorry Bro. Kheyal Kori Nai.
    Are sorry-er ki ase?tomar-ta better,amar ta to type korsi.

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    Quote Originally Posted by arefinzz View Post
    Are sorry-er ki ase?tomar-ta better,amar ta to type korsi.
    Ok Then Sorry Again
    A strong man doesn't need to read the future, he makes his own


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    Quote Originally Posted by Badhon View Post
    Ok Then Sorry Again
    Spammer

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    guys, this question goes to all racing game fans and pros alike, is the cockpit view the view u play in.... cause i always love to see the beautiful cars when i play the game and there is an unnatural advantage when playing in the 3rd person view, i can easily see corners and other stuff much more easily than in the cockpit view.... i played shift and shift2 [didnt finish any of them] but i enjoyed playing it in the 3rd person view rather than the cockpit view even though the cockpit looked amazing.[ the car and the camera behaved kinda weird wehn in the 3rd person view, but in the cockpit view, everything was perfect but harder to guess when to brake and take corners and stuff]

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    I've said before,never used cockpit view.whenever i use them mostly i'm racing outside the track
    but saw them so many times on trailer & other stuff,so always thought pro gamers likes them.

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    well... I usually play from Near cam (3rd person.. umm yeah.. ) ... casually khelar shomoy eibhabe kheli to watch the cars and the outside world graphics better ... in competitive cases, I always choose Bumper / Hood ...

    But in the case of Gran Turismo 5 ... I play from cockpit view because that gives you the most realistic experience .. plus I have a G25 racing wheel so it feels just superb !

    Red ViperZ---ЯV●shafiee007

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    Location revealed:
    • Paris
    • Abu dhabi
    • California Coast


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    Quote Originally Posted by arefinzz View Post
    Location revealed:
    • Paris
    • Abu dhabi
    • California Coast

    i guess there is more to come

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    lan support thaklei hoi ... then tunggle-e jompesh party hobe


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    To WIN the race, the front-cam is the best. It reflexes your senses.

    To feel like just another day, the close cam.

    To feel the real excitement of the race, cockpit view.



    S2U er abbu ashtese

    well according to @SadIkMahdI S2U er dada ashtese

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    Quote Originally Posted by pollob.codename13 View Post
    lan support thaklei hoi ... then tunggle-e jompesh party hobe
    hopefully codies ra Dirt3 er moto dhandabaji korbe na aitate..

  18. #58
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    Quote Originally Posted by SadIkMahdI View Post
    i guess there is more to come
    Ofcourse

  19. #59
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    I use cockpit mostly, hood o use kori if the gameplay demands.
    Go GET A FIREWALL SOON, I CAN SEE WHAT U R DOING RIGHT NOW IN YOUR PC haha!!

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    GRID 2 interview


    GRID 2 executive producer Clive Moody, lead programmer Gary Buckley, and associate producers Toby Evan-Jones and Iain Smith to find out how the studio has used the past four years to make GRID 2 a worthy sequel.
    Why has GRID 2 taken so long to surface?

    Clive Moody: 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.
    The original 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.
    Two race locations have been revealed so far. Can you talk us through your approach to the geography in GRID 2?
    Clive Moody: GRID 2 stages the player in three continents of racing; US, Europe and Asia, each featuring an array of exciting and diverse race events. Creating accurate representations of each location and really capturing the unique look, feel and tone of each location is hugely important and an area of the game in which we invest heavily.
    Our level designers and artists research the locations thoroughly, taking tens of thousands of photographic images and hours of video capture, which enables us to create highly accurate in-game representations.
    What is key however, is ensuring that this level of accuracy does not get in the way of great gameplay. The careful selection of routes coupled with smart use of barriers enables us to shape corners and manage road widths.
    The end result is perfectly paced and flowing circuits, balancing out-and-out foot to the floor straights, dramatic high speed turns and challenging corner sequences for the player to chain together.
    We saw a few of those locations in the GRID 2 reveal trailer, and what looked like multiple race disciplines. How many disciplines are you looking at for the final release?
    Toby Evan-Jones: The supercharged atmosphere of street racing was certainly one of the core elements of the original GRID, so it’s no surprise that street racing is making a whole-hearted return for GRID 2. Think Supercars tearing up some of the most iconic cities from around the globe.
    In addition to this there are a number of other key race disciplines that deserve to be featured. At one end of the spectrum we have Track Racing, taking place on a mixture of classic and modern motorsport circuits, such as Abu Dhabi’s Yas Marina.
    At the other end of the spectrum, and a far cry from packed circuit grandstands, we have Road Racing, taking place in locations that are far more remote. These locations offer a real challenge for drivers to take on the twists and turns of nature, such as the forested patches and sheer drops of California’s coastline.
    The original GRID disciplines had a unique race mechanic in that they were a halfway house between arcade and simulation handling. Will gameplay follow the same format in GRID 2?
    Toby Evan-Jones: This is an incredibly important area for us. 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.
    On top of those core mechanics players will be able to use the Flashback rewind time feature again. Why is this important to your racing titles?
    Toby Evan-Jones: Flashback was a genuine innovation to the racing genre, which having been introduced in GRID has found a place in many of our racing titles and been mimicked by other developers.
    The challenge for us was how we could re-invent flashback to tie more closely into the raw on-track experience, keeping the player immersed in the drama of the race whilst still offering that second chance. We’ll be talking more about what we have in store for Flashback soon.
    GRID was a huge game, and I know a few people who never made it to the end because other games came along and such. How long do you hope the career mode of GRID 2 to be?
    Iain Smith: We are aware of that, and that’s why it’s not being dealt with as a “how long?” question. The single player journey needs to have the perfect number of highs and lows, tension and reward and well timed points of player progression.
    So the question for us was not so much about making the game longer or shorter, but more to do with guiding and encouraging the player through the GRID 2 experience, so that they are rewarded by seeing as much of the game as possible. It’s about what’s right for GRID 2 and your journey as a racing driver.
    We’re also being very clear about the multiplayer and single player experiences being separate unique parts of the game. So gamers will be able to take that multiplayer journey as far as they want it to go in isolation from their single player progression.
    How are you looking to sustain interest in the campaign this time around – be it through a greater variety of modes, a bigger range of locations and so on?
    Iain Smith: You’re right, content such as the cars and tracks play an important role here. The GRID 2 career mode will almost be broken down into sections or chapters, where the player will be visiting different regions and proving their skills, before taking on the competition at a more global scale further into the game.
    That means that the player can branch out and visit new locations and take on the next level of competition in faster vehicles. The unique things we’re doing to illustrate the player’s journey are actually what I’m most excited to spill the beans on, but we’re revealing more detail on this a little further down the line.
    In the interim, some things I can tell you about are how the player’s surroundings actually evolve around you. As you attend events and begin to beat other drivers, your garage will evolve to include more technical kit and goodies to support you on your rise to the top of the motorsports world.
    That notion is also supported by the evolution of the tracks themselves. The crowds become bigger and more passionate as the events become more prestigious.
    The dressing of the race tracks becomes more professional and corporate, with bigger sponsors and more elaborate trackside decoration. All of this culminates to make a more believable, rewarding journey for the player. But as I say, this is just the start of that.
    Moving away from the campaign and core modes, GRID also had its share of skill games incorporating drifting and other tricks, and in DIRT 3 you had Gymkhana. What are your plans for skill rounds in GRID 2?
    Toby Evan-Jones: Variety is key here. Some old classics are returning along with a host of new experiences that are already keeping the team here playing late into the evenings.
    Earlier you touched briefly on multiplayer. What plans have you got in store for RaceNet this time around?
    Iain Smith: RaceNet is a fundamental part of the push and pull of the online area of GRID 2. It is a constant in this respect. So rather than adding an umbrella service that feels dislocated from the rest of the title, we’re creating modes which rely on the connected nature of RaceNet.
    The intention is really to offer unique experiences in this part of the game, which are only actually possible when you’re connected to thousands of other players, rather than just doing the standard race modes but with online players in place of our AI.
    RaceNet is important to us for two main reasons. We obviously want to provide these unique experiences for players and create different ways to play that will captivate players online.
    Secondly, we actually like the idea that the online space is a two-way method for content delivery. It makes it easier for us now to see what works and what doesn’t and actually for players to influence the direction of the content.
    The online realm is a living and breathing space where our players and how they play changes all the time, so why shouldn’t we change and adapt too? Through the RaceNet portal, we’re able to keep things fresh on a real-time basis and constantly update the content itself and the challenges, goals and aims of the player.
    Are you able to tell us about the full mutliplayer modes you’re considering for GRID 2, or other social features?
    Iain Smith: Multiplayer in detail will be unveiled further down the line, but suffice to say we’re putting a lot of emphasis on its design right now. By breaking the game into single player and online, we’re making a statement about the emphasis we’re giving the multiplayer experience.
    Where the goals of the single player game are ultimately finite, what we’re intending with the multiplayer aspect is an online journey that players can take as far as they want, and in ways that they want to.
    This includes strategic choice of when and how they may want to upgrade their vehicles, to how they make a statement about their online identity and personalise their cars.
    Across everything we’ve touched on so far, what key values did you absolutely have to bring back and improve upon from the original GRID in GRID 2? Racing fans can be purists after all.
    Clive Moody: GRID 2 established itself as a landmark racer with its core focus being ‘all about the race’. Of late within the genre, it feels like there have been many games with an emphasis on driving or chasing, but very few that focus on racing, and none in my opinion that capture the speed, thrill and emotional highs and lows of the original GRID.
    The ‘race’ is at the very heart of what we are doing with GRID 2, with every aspect overhauled and notched up to new levels. Early on in pre-production we talked a lot about “Total Race Day Immersion” and this has been the guiding design philosophy across every aspect of the game; technical, gameplay, visuals and audio.
    We really want the player to feel the tension, the rush of adrenaline, experience heart-stopping wow moments and above all feel like a superstar racing driver.
    And how far are you squeezing power out of PS3 and Xbox 360 respectively? Are you – like many other studios – now yearning for the next generation of hardware to come along and offer you more clout?
    Gary Buckley: The engine has been developed across several titles now but we’re constantly looking to push the limits and find new ways to get more from the hardware, GRID 2′s lighting improvements for example. The challenge for the team is to raise the bar with whatever hardware we’re working on.
    How could next-gen hardware impact on Codemasters’ racing titles, and racing games in general going forward?
    Gary Buckley: The PC version of our engine has high-end options that push today’s best PC’s and is regularly used by benchmarking sites to stress test new kit. We work closely with the hardware vendors to try to get as much as we can from their cards and it’s a good idea of what the engine can do given the right hardware.
    Free-to-play is a big talking point going into the next-gen of console hardware. You have F1 Online on your slate now. How far are we from seeing a DIRT or GRID online? Would you entertain a game like that?
    Clive Moody: F1 Online demonstrates brilliantly how our games can be expanded to new audiences on different formats. I don’t see GRID or DiRT being any different in that respect, but to take things a stage further, I love the idea these games should be both complimentary and connected to the console experience.
    There’s no good reason why lapsed console gamers or those with restricted time shouldn’t be able to enjoy, contribute and compete in the worlds that we create and there are a wealth of opportunities to deliver this, via RaceNet on all types of connected device.

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