Much like
Race Driver: Create & Race,
GRID features excellent physics and track design, with a huge number of tracks that unfold as you play the game's modes. Multiplayer should be a standout, but the lobbies were empty. Over time, if a fan-base discovers
GRID, you will find hours of racing fun in the multiplayer modes. Even if the Wi-Fi crowd never picks up, there are other ways to engage in a race with friends. The Multi-Card Play Mode opens up three events for up to four players, including Chase, Single, and Championship Race. The number of tracks available will depend on how far the multiplayer host has gone into unlocking various tracks within the game, so your results may vary. The difference between Multi- and Single-Card Modes is really the number of tracks available; in Single-Card, there is only a Championship Race option, but the basic functionality for up to four players remains the same.
The editor, labeled the Track Designer, is back in GRID with a few interesting tweaks. During the game's competitive play, you will occasionally be dropped into the Track Designer with the goal of building a course to certain specifications. This is like the "SimRacer" game that nobody thought of before; it's a neat idea that could even be extended further with the proper direction... Designer Mode has a huge number of options, including the ability to save multiple tracks and load tracks for further editing later. There isn't an incentive within the game to open up design elements, which would have been a neat addition. The pros of having the full-blown editor available out of the box is that players can jump in and start crafting their dream track right away. It is then possible to share a track with a friend as one of the multiplayer options. It is a shame that GRID didn't implement a global track upload/share mode similar to the model recently used in WipeOut Pulse. It would have been great to pull down tracks created by other folks in the racing community.
If there's a storyline to GRID, it involves building up your reputation on the world stage as an A-class racer. Where GRID has the edge on Codemaster's previous title is in its wide variety of locations and race types. In the single-player game, you'll typically enter a new area in the world, where you must conquer a single event to unlock a car and open a Home Base. This garage becomes your jumping off point in each country for events and customization of unlocked cars. There are a huge number of official, licensed aftermarket parts in the game and a graphic design mode for those that want to pimp their ride down to the level of colors, decals, and logos. New cars appear and can be unlocked in each new location, and races include a hodgepodge of options. Japan is a bit unique in two race types, Drift Battle and Touge. The former is where you score points according to how long you can keep the car sliding through corners. The latter is a funny little race where you rocket up and down a mountain, making a tight turn at the top and racing down the same track. Think of it a bit like the asphalt version of rally racing... Each of the other world locations features a blend of race types. Survival is a one-shot mode through a track, as you try to keep in front of a pursuing car. When the car overtakes you, the race is over. Chase is the opposite, where you work on overtaking a car in the lead position. Speed, Acceleration, Steering, and Braking "Test" races are exactly what they sound like, with simple objectives that require you to demonstrate some skills behind the wheel. Single Race, Championship, and Time Trial races are typical, but often must be unlocked after playing several special races. A Blueprint race isn't really a race at all, but a test of your design skills as you are provided with a budget and a goal to create a track.