Grid Legends was reviewed on PS5 with code provided by the publisher.The new mode called "Classic Car-Nage" promises to fill the niche of racing to the utmost destruction of the vehicles. Throw in cars that are as pleasing to drive as they are varied, and you've got a nice little runner. There's not a single bad track in the mix of real and fictional routes, and – on PS5 as I've played it, at least – the all-important frame rate is consistently smooth. While there are a few bumps in the road – boost gates in electric car races feel unnecessary and rather silly (thankfully optional in race creator), and the AI is sometimes bafflingly slow to recover from major crashes – they're easy to forgive. Being asked to regularly adapt to different vehicles and different routes, I think, teaches as well as entertains. Some have long stretches to build up speed, others require you to master regular tight corners, and so on. Not only does each class handle uniquely, the 130+ tracks offer a variety of demands. What I found particularly interesting was that my confidence, and dare I say my skill, evolved the longer I played – and Grid Legends was more than happy to join me on the journey. Trucks against GT cars? Maybe with some pimped-out racers in there? Why not! Grid Legends will automatically apply a head start to any significantly outclassed cars, but you can disable that if you're feeling like a villain… Gottle of gear You can choose which class of car competes or build out a Multi Class exhibition, which lets you set up-to five different types of car against one another. It works much as you'd expect, in that you can choose the track, event type, weather, time of day, and so on, and can be raced either online or offline. This instant access to the full roster of cars ensures that the race creator meets its full potential. If you want to use a car that you don't own in a race, you can do so free of charge but in exchange for a huge dent in your race winnings, and the understanding that none of the miles driven will count towards unlocking that car's upgrades. However, a superb compromise has been struck in order to ensure that you can drive any car you like straight away. There are over 100 cars in Grid Legends, and it's going to take many, many hours to get your eager little hands on all of them for your garage (and many more to fully upgrade them). Of course, you can contribute to those miles by using the car outside of the career, but you need to have unlocked and/or bought it in order to do so. Individual car upgrades meanwhile are unlocked according to miles driven, which can feel a little unfair when you've only unlocked two events for that vehicle so far. You can even, in a grimly amusing demonstration of capitalistic game design, pay to reduce his share of the race winnings. Upgrades in Career mode are split between Mechanic and Teammate types, and can be bought to, say, reduce the cost of new cars, or improve your teammate's performance. This feeds into your Driver level, which dictates what upgrades are available to you. XP is earned during every single race event you compete in, on-screen messages telling you how much you've earned for overtakes, drafting, keeping to the ideal racing line, etc. It's also where XP, in-game cash, and levelling up comes into play. The aim seems to be to recreate the feeling of online rivalries and, while it doesn't quite get there, it does add a welcome flavour of danger to each race.Ĭareer mode is more traditionally structured, with new cars and events slowly unlocked as you progress. I found myself trying to avoid creating Nemeses whenever I could help it, because a revenge smash at the wrong moment can, and sometimes does, cost me a hard-earned place or two in the pack. The Nemesis status remains for the whole race, and even carries over to the next if it's some sort of championship. Mostly though, it's clear why an opponent has become my Nemesis and, yes, multiple racers can have it in for you at once. That's the idea, at least occasionally, I'd acquire a Nemesis because they hit me, or seemingly simply because I overtook them or drafted them for too long. If you smash into an opponent too hard, they become your Nemesis, and will gleefully ram you back whenever they get a chance. The Nemesis system from 2019's Grid makes a return, and has quite an impact on offline races.
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