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"I think the most obvious example is the way Matt Pickering – our Multiplayer Designer – decided to react to fan feedback about the online game progression in GRID2," Nicholls continues. Codemasters had to avoid 'pulling a Homer' by being selective with the feedback it listened to most, while still acknowledging less vocalised, yet relevant concerns. It was a complete disaster, a mutated ideal designed by committee that ended up ruining Herb's company. Jokingly, Nicholls recalled the classic episode of The Simpsons where Homer's brother Herb invites him to craft a car for the average man. ”GRID Autosport already had the team and the technology ready to go – we were prototyping the new game within weeks of officially starting the project, and the team were already well aware of improvements and changes they wanted to make.” From there, Nicholls tells me that the rest of the game, "pretty much designed itself." Anything that got in the way of that pure gameplay was consider expendable, such as superfluous menus. That elevator pitch laid the frame for GRID: Autosport's DNA, and the established GRID team used all of its existing expertise, tech and resources to produce prototypes that placed that raw, tense driving experience at the forefront. We quickly arrived at this vision of ‘Pure, unadulterated automotive racing in all its many forms’ – making sure we were razor focussed on the different types of contemporary motorsport and what makes each different from the next." "Being a GRID game, we knew whatever we made it had to be a game and not a simulator, and it had to focus on the racing experience. We had the team assembled, we’d done loads of work on the engine to get GRID2 together and we figured that as long we stuck with that tech, we could actually do another GRID game that responded to what we were hearing. "We looked at all that feedback coming in and we heard that members of the GRID community wanted a game with motorsports and authentic handling. "The wider studio was discussing a focus on authentic racing games across all of our games," Nicholls recalls. Listen it did, and then just under a year later it announced GRID: Autosport, a game that has taken all of those complaints, all of that praise and everything between to produce what it believes to be the best racing title it's ever created. "It all really started as we were launching GRID2," GRID: Autosport's lead designer James Nicholls tells me over email.īy the time GRID 2 launched, UK-based studio Codemasters had already committed itself to listen and learn from the game's critical feedback to an unprecedented degree.
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We wanted to make a full game using our current tech, and so we set out to make a new type of GRID game – one more focussed on motorsports than previous editions.” ”I think people forget that we’re not a company the size of the EAs and the Ubisofts of this world. VG247's Dave Cook speaks with the team about how it looks to address common complaints aimed at GRID 2, and gets new details on all the fresh content and mechanics coming at launch. I use the older version of fglrx, because for some reason I get ~20% lower fps in all games with 15.GRID: Autosport is due to launch in June, and marks something of a quick turnaround for Codemasters. The benchmark using launch option "DefaultPCBenchmarkMap.xcmap -unattended" First part of the benchmark varied wildly between 20 and 60, while the second part averaged 45, and never dropped below 30. Graphics Driver: Fglrx-Updates (I think its fglrx-0.5 15.4) Operating System(with kernel) : Ubuntu Mate 15.04 3.19.0-26-generic
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