Grid Autosport Review
Real racing returns
Grid Autosport is the closest Codemasters has come to recapturing the mojo of the original Pro Race Driver games since my PlayStation 2 was still plugged in. In stark contrast to the street racing-focused Grid 2, the pendulum has swung back towards actual
motorsport; purpose-built race cars once again make up a sizeable slab
of Autosport’s vehicle roster, and Codemasters has stuffed it with more
than twice as many genuine racing circuits as Grid 2 has. Autosport
makes some odd missteps with its low-quality cabin view and its flawed
endurance racing, and it lacks the customisation options that would’ve
empowered us to re-craft cars from the real-world racing series this
game mimics, but overall Autosport is Codemasters finally firing on all
cylinders again.
Importantly, Autosport redresses concerns with Grid 2’s handling
model: that it was a one-size-fits-all model honed for easy powerslides.
Autosport more closely matches the handling in the original Grid; it
still straddles the line between simulation and arcade, but it does
ask us to take things a little more seriously than Grid 2 ever did.
Even with the driving aids off I found Autosport fairly forgiving, but
measured acceleration, steady steering, and careful braking are still
key if you want a spot on the podium.
The thin attempt at plot from Grid 2 is gone in Autosport; all that matters here is the racing.
as you desire: Touring, Endurance, Open Wheel, Tuner, and Street. You need to play them all eventually if you want to meet the minimum requirements to unlock the special Grid Grand Slam events (which string together a series of races from across all five types of racing), but outside of that how you progress through the races on offer is determined entirely by you. As a touring car fan, I found myself exclusively racing tin-tops for many hours upon first booting up. It was at least two or three sessions before I even competed in my first Street race. Autosport doesn’t care that I’d unlocked all of its touring car events before I’d even started scratching the surface of its Street events, nor will it care if you do the exact opposite.
The better you perform in each category the more offers you’ll receive from rival teams. Less bold teams have easily achievable success targets but modest XP rewards, and you’ll usually find you’re not able to tune your car a great deal, if at all. Autosport’s prestige team, Ravenwest, demands top results but shells out plenty of XP and allows you to adjust a variety of tuning options at your own discretion.
Meanwhile in Australia...
Open Wheel racing is not unlike Codemasters’ own F1 series, although it’s nowhere near as brutally unforgiving as the latter can be. Autosport may be Grid going back to its roots, but it still favours fun over unflinching accuracy.
The Tuner category is probably the weakest of the five. Drifting feels a bit more forgiving (and more fun) than it did in Grid 2 but the Time Trials here aren’t really that pulse-raising; they honestly just feel like a qualifying session for a race that never comes.
The AI makes mistakes, although sometimes they make the sames ones even after multiple race restarts.
It also makes some of what Codemasters does with its damage modelling a waste of energy. For instance, what’s the point of programming in punctures when I know I can’t change that tyre? If I’m out of Flashbacks (or I’ve deactivated them) am I really going to run the rest of the race on my rim? Nope. I’m just going to quit and restart the event.
We had pit stops on PSone. Just saying.
Washington features various landmarks to race past, like The White House.
The blurry open wheeler steering wheels are the worst.
Like Grid 2, multiplayer is virtually a separate game in Autosport. Unlike Grid 2, however, Autosport’s broader types of racing and greater variety of tracks means there’s far more to keep us occupied. As opposed to the single-player, where you race for other teams in their cars, multiplayer in Autosport lets you build your own garage of cars. Your cars will be unique, with their own mileage, win/loss rate, XP level, and incident history. The visual customisation here is quite narrow, though, so don’t expect to be able to create any real-world replicas.
The racing itself was smooth and seamless during my online session with a mostly well-behaved group of racers. It supports up to 12 humans, but AI drivers can fill the empty slots if you choose. Autosport’s AI is actually quite good; they seem more aware of your actions than I expected and they’re pretty authentic opponents.
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