![]() Sometimes cars will spin out when taking a corner, or they’ll clip one another, resulting in a spectacular and deafening crash, where chunks of metal and car parts fly across the screen - it's terribly exciting. If you’re out in front, you’ll stay out in front, providing you don’t make any mistakes in the bends, which the AI will punish you for. In my time with the game, I didn’t come across any of the dreaded rubberbanding that plagues so many racing titles. Instead of AI vehicles sticking to the racing line, they’ll veer off to perhaps ram into you if you’ve upset them, or they’ll stick solidly to your bumper while blasting down a straight - it almost feels as if you could be playing against other real-life players, and I simply love it. Codemasters has been hard at work further blurring the line between AI and human drivers and making the racing experience feel more realistic. Entering the cockpit view while rain realistically lashes down on the windscreen, obscuring your vision, really adds to the experience.Īs for the AI, Grid’s Nemesis system makes a return in Grid Legends but with a couple of tweaks. ![]() They've also done an excellent job in making the game look fantastic in adverse weather conditions. A lot of these city tracks are narrow, with plenty of opportunities for cars to bunch up, spin out, and send sparks flying - they really are an absolute joy to blast around, and I can't praise the team enough for making some truly exciting racetracks. Dubai, London, Paris, Shanghai, these city tracks really steal the show and have been expertly crafted, not only from a visual standpoint but also from a gameplay standpoint. There are 22 tracks with a combined 137 different layouts, which are a real visual feast for the eyes, especially the circuits that are located within cities. In fact, Grid Legends as a whole looks fantastic. The cars do look the part, though, even when damaged. It takes a hell of a lot of work to damage your car in Legends, and at times, I had to double-check the setting was actually on even after a string of pretty intense crashes. However, what brings it back from the brink of sim racing, is the damage system, which as far as I can tell, doesn’t do much unless you absolutely cream your car into a barrier or another player. In the previous game, it felt like the cars were a bit floaty and light and didn’t grip the roads - here there’s a bit more heft to certain cars, and at times the racing feels almost sim-like thanks to more truthful physics. The cars, of which there are over 120 and of great variety, feel weightier and handle more realistically when compared to Grid (2019). On the surface, Grid Legends doesn’t look all that different from its predecessor, but peeking under the hood things have clearly changed. Races can vary from your usual circuit races and time trials to the more exciting and arcadey Elimination (two racers in the final two places are eliminated every 20 seconds, culminating in a 1v1 showdown) and Head to Head races, all of which ask you to drive a different type of vehicle and complete an objective to progress. Something appears to have gone very wrong.Throughout Drive to Glory, you are whisked across the globe to compete in 36 races in a variety of different disciplines. Even the GRID franchise's least-popular release, GRID Autosport, saw a peak of ten times GRID Legends' launch peak. Even the original GRID had a modern surge, peaking at 4,823 players five years ago. GRID 2, which launched in 2013, actually had a resurgence three years ago and peaked at 27,339. RELATED: GRID Legends Coming Next Year With Story Mode Made With Mandalorian Techįor comparison's sake, GRID Autosport's peak concurrent players on Steam eight years ago was 3,554. If it wasn't obvious, that's a strikingly low number of players, particularly for a major racing brand from a publisher like Electronic Arts. ![]() According to SteamdB, GRID Legends' peak concurrent players since it launched reached just 455 players. GRID Legends' launch was no different, only the numbers discovered were unfortunate in the extreme. Tracking concurrent player count on Steam for new game releases has been an increasingly popular way of measuring a new game's success.
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