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	<title>Codemasters Southam &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>GRID 2 Launch Trailer Puts the Pedal to the Metal</title>
		<link>https://gamingbolt.com/grid-2-launch-trailer-puts-the-pedal-to-the-metal</link>
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		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Fri, 31 May 2013 11:59:08 +0000</pubDate>
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		<guid isPermaLink="false">http://gamingbolt.com/?p=157865</guid>

					<description><![CDATA[In exactly that order.]]></description>
										<content:encoded><![CDATA[<p><span style="float: left;color: #b00000;font-family: Georgia;font-size: 60px;line-height: 35px;padding-right: 6px">T</span>he launch of Codemasters&#8217; latest racing opus GRID 2, a sequel to the highly successful Race Driver: GRID, is already over, but hasn&#8217;t stopped the developer/publisher from releasing a new trailer for the game. And when the game looks this good (thanks in part to the EGO 3.0 engine), that&#8217;s perfectly alright.</p>
<p>Taking place across even more locations than before, with more varied gameplay modes including Drift and the &#8220;True Feel&#8221; system which looks to accommodate both realistic racers and arcade drivers, GRID 2 still features the same amazing gameplay the series has become famous for. GRID 2 will also incorporate a new system for routes changing on the fly, to give races a more dynamic feel.</p>
<p>That&#8217;s not including the bevy of multiplayer options for racing against friends and competing against racers for global leaderboard ranks on top of the heavy single player campaign.</p>
<p>GRID 2 is currently available for PC, Xbox 360 and PlayStation 3. </p>
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		<title>GRID 2: New Gameplay Trailer Takes to Miami</title>
		<link>https://gamingbolt.com/grid-2-new-gameplay-trailer-takes-to-miami</link>
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		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Sun, 12 May 2013 16:18:35 +0000</pubDate>
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		<guid isPermaLink="false">http://gamingbolt.com/?p=154249</guid>

					<description><![CDATA[Bright lights, and a big city await.]]></description>
										<content:encoded><![CDATA[<p><span style="float: left; color: #b00000; font-family: Georgia; font-size: 60px; line-height: 35px; padding-right: 6px;">C</span>odemasters have released a new gameplay trailer for the upcoming racing simulator GRID 2, scheduled for release on Xbox 360, PS3 and PC. This new trailer takes us to Miami, with two uncut laps of racing.</p>
<p>The video also showcases some of the better graphical elements added to GRID 2, namely the presence of crowds and other interesting flourishes. Miami looks quite stunning, reflecting Codemasters desire to take the racing to a larger scale.</p>
<p>The draw distance is significantly better, as players can look well beyond the track to see the world they&#8217;re competing in.</p>
<p>GRID 2 will feature a ton of new features like LiveRoutes, which gives a more open-world bent to the traditional races, even as Codemasters goes forward with the removal of the cockpit view.</p>
<p>Nonetheless, the cars on display, physics and tracks look incredible. We&#8217;ll mark our calendars for when GRID 2 releases on May 28th in North America and May 31st in Europe.</p>
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		<title>GRID 2: &#8220;Titles Like Gran Turismo Have Different Goals&#8221;, No Cockpit View &#8220;Was the Best Choice&#8221;</title>
		<link>https://gamingbolt.com/grid-2-titles-like-gran-turismo-have-different-goals-no-cockpit-view-was-the-best-choice</link>
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		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Tue, 16 Apr 2013 21:34:26 +0000</pubDate>
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		<guid isPermaLink="false">http://gamingbolt.com/?p=150381</guid>

					<description><![CDATA[Producer Iain Smith talks realism in GRID 2 and the omission of the cockpit view for the game.]]></description>
										<content:encoded><![CDATA[<p><span style="float: left;color: #b00000;font-family: Georgia;font-size: 60px;line-height: 35px;padding-right: 6px">C</span>ontinuing our interview with GRID 2 producer Iain Smith, we asked him about the realism of the upcoming racer, and how it was set apart from the likes of Gran Turismo and Need for Speed Most Wanted. Smith stated that, &#8220;Firstly, I think titles like Gran Turismo are setting out with different goals to ours. With GRID 2, the intention is to bring the sense of drama, tension and speed of racing to the player. We try to evoke this by any means possible in the game. </p>
<p>&#8220;We perhaps define &#8216;realism&#8217; slightly differently – we want the game world to have soul and to feel alive – from the garage you work from, the particle effects you kick up on track or the crowds you’re there to entertain. We want a sense of occasion at the race events; a selection of only the most iconic vehicles that we hone tirelessly, a narrative wrapper for the game, which gives the player a singular goal and driving force behind their actions. </p>
<p>&#8220;And as you mention, the handling model plays an integral part in achieving this goal of realism and immersion too. The goal of TrueFeel is to ensure the player is always engrossed in the driving action, and that cars are true to character whilst being intuitive enough to get to grips with. </p>
<p>&#8220;I think that’s a real differentiator for us – we get the tech specs and we ensure that the base model for that handling is precise to what the manufacturers give us, but when you translate that through a wheel peripheral or game pad, it’s not always going to feel quite right with just numbers and specifications plugged in. </p>
<p>&#8220;So we bring in professional consultants who have driven the cars we’re building to give us an acid test – a measure of whether what they’re playing really stands out as the character of the vehicle, and what we can do to improve.&#8221;</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2013/03/GRID-2_California-Coast-4.jpg"><img fetchpriority="high" decoding="async" src="https://gamingbolt.com/wp-content/uploads/2013/03/GRID-2_California-Coast-4.jpg" alt="GRID 2_California Coast (4)" width="620" height="349" class="aligncenter size-full wp-image-144260" srcset="https://gamingbolt.com/wp-content/uploads/2013/03/GRID-2_California-Coast-4.jpg 1280w, https://gamingbolt.com/wp-content/uploads/2013/03/GRID-2_California-Coast-4-300x168.jpg 300w, https://gamingbolt.com/wp-content/uploads/2013/03/GRID-2_California-Coast-4-1024x576.jpg 1024w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p>Earlier, Codemasters stated that only 5 percent gamers utilized the view in Race Driver: GRID and were thus omitting it for the sequel. In regards to games like DriveClub, releasing on launch day for the PlayStation 4, which feature highly detailed cockpits, we quizzed Smith on whether the number of games who utilized it in the previous game hadn&#8217;t gone up in the past few years.</p>
<p>&#8220;This subject has come up a number of times, and I’d actually point your readers in the direction of a blog post on the Codemasters forums for a detailed response on it. Essentially, we get our telemetry data from across all of our racing titles over the last five years and have a whole range of stats to support this. </p>
<p>It was decided during production that for the game overall, in terms of our resources, and in terms of what we’re bringing to the gamers – all of them, not just a proportion of them, that it was best to do this. Our call to action to gamers is that the improvements we’ve made elsewhere need to be played to be believed; so get the game and play it yourself. </p>
<p>&#8220;We are confident you’ll love the driving experience, and see exactly the benefits that this decision has brought.&#8221;</p>
<p>GRID 2 releases on May 28th in North America and May 31st in Europe for PC, Xbox 360 and PS3.</p>
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		<title>GRID 2 Features Dynamic AI, Strong Narrative Experience for Global Racing</title>
		<link>https://gamingbolt.com/grid-2-features-dynamic-ai-strong-narrative-experience-for-global-racing</link>
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		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Tue, 16 Apr 2013 18:29:07 +0000</pubDate>
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					<description><![CDATA[Producer Iain Smith talks about the changes laid forth in the sequel.]]></description>
										<content:encoded><![CDATA[<p><span style="float: left; color: #b00000; font-family: Georgia; font-size: 60px; line-height: 35px; padding-right: 6px;">W</span>e had a chance to talk GRID 2 producer Iain Smith on the upcoming racer, which is scheduled to release on May 28th for Xbox 360, PS3 and PC in North America and May 31st in Europe. We asked Smith about the things he and the team at Codemasters wanted to improve most on with GRID 2, along with features that might not have been possible five years ago when the original GRID released.</p>
<p>He stated that, &#8220;The original game was all about the race, and first and foremost with GRID 2, we had to deliver that experience. With GRID 2, the race returns. Achieving that has taken months of work across the board – the race experience from the ground up has been improved, we almost deconstructed things and asked &#8216;How can we improve this, how can we immerse the player as a driver?&#8217;</p>
<p>&#8220;So, fundamentally, the driving has been improved. When the player drives in game now, the physics simulation for the vehicle is running at 1000 hertz. This means that even at the speeds the supercars get up to in the game, we’re sampling the terrain under the vehicle’s wheels quickly enough to then tell the player what to do about it, how to adapt their approach and keep the vehicle under control.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2013/03/GRID-2_California-Coast-2.jpg"><img decoding="async" class="aligncenter size-full wp-image-144258" alt="GRID 2_California Coast (2)" src="https://gamingbolt.com/wp-content/uploads/2013/03/GRID-2_California-Coast-2.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2013/03/GRID-2_California-Coast-2.jpg 1280w, https://gamingbolt.com/wp-content/uploads/2013/03/GRID-2_California-Coast-2-300x168.jpg 300w, https://gamingbolt.com/wp-content/uploads/2013/03/GRID-2_California-Coast-2-1024x576.jpg 1024w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p>&#8220;In addition, we’ve made big advances with our AI, after all, you need opponents to make it a race. So we’ve added to our cache of AI parameters, allowing us to almost pick and mix characteristics for drivers for how they behave on track.</p>
<p>&#8220;My favourite improvement with the AI is the dynamic element – if you push them out of their comfort zone, they’ll begin to behave differently to the standard nature; conservative drivers might be driven to make contact with you to secure a podium if you put them in a tight spot. It’s all to play for on the track.</p>
<p>&#8220;Beyond purely technical improvements, a big thing for us in order to make sure the game had a solid grounding, and a reason for being was to create a narrative wrapper that informed your racing experience.</p>
<p>&#8220;Where GRID saw you go to the USA, Europe and Asia in quite an abstract way, through the floating shelves with event cards in them, GRID 2 fully integrates this into a storyline, a reason for you to be travelling to these locations, as you help entrepreneur Patrick Callahan build a single World Series of Racing.</p>
<p>&#8220;We never want any of the race events to just be ticked off like a checkbox – they should each be filled with drama and excitement.&#8221;</p>
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