Grid 2 PC Review

Grid 2. The day is here, after 5 years we finally get to experience Grid again. Is it good?


we get under way, a little housekeeping, The game does not have cockpit
view, and does not have Demolition Derby. I know that a lot of people
enjoy these two features and they are important to them. I have to admit
the sudden, glaring flaws this creates at the outset of a review did
put a bad taste in my mouth. I just couldn’t figure out why this game
was to be having less content than the previous game. But I will tell
you now, I’m not really sure that it affects the gameplay much, GRID’s
shining feature here is its driving and overwhelming sense of urgency,
it just had a big price it had to pay for it. I think a lot of people
will be wary about their favorite stuff missing this time around.

***Menu and Ease of use***
menu system is a pretty solid comparison to Dirt 2’s menu system, but
without Dirt 2’s cumbersome animations. I found selections to be quick,
really easy to navigate, and extremely well laid out. I had no trouble
whatsoever doing what I needed to do. The menu Looks nice and works
quite well.

GRID has no interest in getting big
bands and setting up crazy playlists so you can jam out while you race.
It has a selection of somewhat generic, underlying tunes, to make sure
that the Cars take center stage. That’s not to say the tunes are under
inspired or poor, they’re certainly not, but they’re just downplayed for
the cars sound to take them over, and to only use the urgent tunes to
convey urgency and get your blood pumping. I enjoy the sentiment because
of the great sounds on the cars. A good set of speakers makes these
engines sound great, the 4 bangers and the monstrous v8’s and 12’s don’t
let you down at all. To boot, each car really sounds different and
unique. I want to say this game’s cars sound a lot like Forza’s cars
sound, possibly a bit better, and that’s a pretty good benchmark to hit.


GRID 2 offers a few new game types to mess around with Returning game types are:

—–Race: Race X number of laps and attempt to come in first.

Get the tail out at speed to earn points, multipliers are given to
linked drifts andbunus points are given to drivers who get get close to
the flags while drifting. The closer you get, the more points you bank.
Collisions in a multiplier, end that multiplier.

—–Touge: Two
cars face off down a hill twice, you follow your opponent the first, he
follows you the second, or vice versa. Collisions earn you penalties.
Whomever leads the most distance between their opponent in seconds at
the end of both races is the winner.

—–Face off: Two cars, one track, one race, One lap or point to point. Winner takers all.

—–Endurance: Timed races, you race for X minutes, whoever is in the lead at the end wins.

New event types:

—–Time attack: Nothing truly original, get around the track and beat the target time.

The clock begins ticking, everytime it counts down, the last place car
is eliminated, the race continues until one car remains.

Overtake slower cars. There is a multiplier at work, this multiplier
has two resets, as you increase in multiplier (one level increase for
each overtake) you get a few seconds to pass another car, if you do so
in time, the overtake multiplier increases (Max is times 10), if you
fail to do this you lose on times multiplier (5  4) and the timer to
lower again begins, it will continue going down until you pass a car.
The other way is a collision. Striking a car or a wall will reset your
multiplier to 1. To win, you’ll need to keep your multiplier as high as
possible and race clean.

—–Checkpoint: The object here is
distance. The track is laden with checkpoints, each checkpoint will give
you more time, the object is the be the last one still going, the
faster you can get through sections of the track, the more time you’ll
have, and the longer you’ll last.

Single player:

object here is to begin a whole new Racing league comprised of all of
the best clubs and drivers in the world. The WSR. As you race against
clubs in a country, they’ll begin to see the value of racing in the WSR
and you being the main wingman for the creator, beating the clubs at
their own game and offering them a chance to play in the WSR only grows
the sport. As you play you’ll be challenged with new playstyles, new
events more cars and harder and longer races. You begin in America, move
to Europe and Asia and set up a WSR in each country, then set up a
world league. Really, this is a more streamlined version of how GRID one
handled its races, with right around the same number of events,
possibly more. Winning earns fans for the WSR, and as you amass more
fans more people watch. But really the fans for the WSR are exactly the
same as Your Reputation score in Grid One. In short it feels like GRID,
and it does work well. But I’d be surprised if you play single player
once you start multiplayer.


Wow this got so
much of an overhaul. You start your very own racing team here, like you
did in Grid one, but this time you get to have that experience online.
Winning earns you experience and cash, as you level up, you unlock other
cars to purchase with your cash, or spend that money on upgrades to
make the car more competitive, with a completely separate livery editor
from the single player, and completely separate car unlock progression.
So, to do well and unlock things quickly, you need to win. With all the
disciplines available there’s bound to be something you’ll want to
specialize in. The online mode is very well sorted out. But the races
are just as easy to join and participate as before.

The Liveroute system
Liveroute basically takes a track and randomizes the corners you’ll be taking, making the route different each lap of a race. I’ll try to show you. Lets say you have a track that looks like this:

7 (4 turns two very heavy, one hard and an easy.)

Live route could race that exact track the first lap, then change it the second lap to look like this:

? (5 turns, two heavy turns (ones’s in a different place, two chicanes and a long sweep)

And the third to look like this:

{X7 (6 turns, 4 heavy turns, an a dip tunnel bit that goes under another part of the track (the X), a Kink and longer straights)

This prevents players from memorizing the layout of the track and make them entirely dependent on what’s coming. Its completely reaction based. Arcadey or not, it keeps you on your toes. The system works fairly well too. Above your minimap, there is a pink bar that fills in, this is your lap so you can tell how much longer you’ve got to race. In the examples, the “<” shown in the first two examples will have very different entry speeds, as the sweeping corner in the second example will net a higher top speed on exit.


Back. Ahem. The rewind feature is more streamlined than I’ve seen it
before, getting rid of the snapshots and flashes, and just letting you
fix your mistake, more like how Forza’s system works.


This game is not a sim, but its not so much an arcade game that it passes as need for speed. Let me explain,
game is extremely good at responding to your inputs, how you use the
throttle, the sound, the way you turn and the approach to corners
combined with weight transfer into a corner all contribute heavily to
how a car will respond through that corner, so setting yourself up for a
corner and making sure you’re using all the power you can use at the
correct moment is key to being able to keep speed through corners, just
like a sim. However cars respond quicker to braking, and turn better
than they should be able to in real life giving an arcade feel as well.
There are a few tracks you can get through in low classes keeping it
floored, but there are a large amount of technical tracks which will
make you brake hard and try to focus on the apex and exit of the corner
to retain and gain speed.

While the game is arcade, its not a NFS
hold your finger permanently on the Accelerator to win mentality,
coupled with that is damage.
Your car will take damage as you hit
walls or cars, some damage is instant, some is over time, such as
radiator damage. The damage will slowly rob your car of power as it
overheats, causing even more damage over time. Hard hits to the front
may cause wheels or suspension damage which will be felt immediately in
the corners. Damage isn’t modeled in a Forza realistic sense where as in
real life hard hits to the front of the car completely make it
worthless, heavily damaging downforce and suspension, GRID’s more
forgiving than that, but routinely beating the crap out of your car will
cost you seconds on the track resulting in slower gear changes,
tracking issues with the wheels resulting in pulls going straight, and
loss of power depending on how severe the hit was. Terminal damage is
also possible, hitting something hard enough or enough times can disable
the car, which allows you to run a flashback to try and remedy what you
did wrong.

GRID 2 is a very attractive game,
the smoke and cars are modeled extremely well, as is the damage, Codies
still sports the best damage model in the business. Making GRID 2 a
beautiful game to look at, and to play, I did see some texture pop in,
specifically the wheels, but more types of paint and adjustments are
available here than in the previous iteration, as ell as the
environments being astoundingly gorgeous. Where GRID’s weird yellowish
tint and very high bloom made it look grittier andmore realistic, the
engine here is very solid, leaving little need for high bloom, and
opening a diverse and very beautiful palette of racetrack grittiness and
natural mountain road beauty.

Keep in mind though they
sacrificed Cockpit to make these landscapes as nice as they are, and as
nice as they do look, i’m not sure it was neccesary, still the graphics
are excellent.

***Wrap UP***
All in all, I think the focus
here is to improve the overall feel of GRID, but GRID 2, while it feels
like a sequel I feel still has lost some of its personality, With the
loss of cockpit view (which I don’t use) They have lost some hardcore
gamers for a better looking game. I feel bad about this decision, but I
tried really hard not to think about it going in, and to be honest when
the heat is on, and its close racing I have such a hard time believing
you’ll care. The racing Is phenomenal and the AI iconic to Codemasters
is VERY challenging if you increase the difficulty. The loss of Demo
derby though, that makes me a bit upset, I really enjoyed that mode, and
was almost exclusively what I played online in the First GRID. I feel
the racing and experience here in this game has escalated GRID 2 to be
better than GRID 1, especially how Online is handled, but it’s much more
serious now as a result, which is a completely different kind of fun
than Demo Derby provides, but more adequately utilizes what they’ve
chosen to include in the game as far as improvements to physics and car
Overall Grid 2 is an excellently well-made and balanced
game, if you like racing games, it’s a good title to have. The missing
features don’t in my opinion hurt it much given the visuals and the
racing it has to offer, but I’ll miss the features they left out. I
recommend this game for the Consoles or PC. It’s definitely better than
what Shift could offer, and it’s not as serious as other sims, while
staying away from Blur and Split second type of stuff. I just hope at
some point Demo Derby is DLC.

Verdict: 80/100



Sports Car Racing
Release Date

May 28, 2013



Downloadable Release

2 thoughts on “Grid 2 PC Review”

  1. this game is really cool , but you forgot to mention the bad side of not being able to customise cars in the single player mode , this should have been a thing in the game to make it more and more enthusiastic … But other than that it is really good , btw , love you website , you really show everything about pc games , nice job ! 🙂

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