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Grip: Combat Racing

Platform(s): Nintendo Switch, PC, PlayStation 4, Xbox One
Genre: Racing
Publisher: Caged Element
Developer: Caged Element
Release Date: Nov. 6, 2018

About Rainier

PC gamer, WorthPlaying EIC, globe-trotting couch potato, patriot, '80s headbanger, movie watcher, music lover, foodie and man in black -- squirrel!

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'Grip: Combat Racing' (ALL) Big Ass Update Overhauls Matchmaking, Rebalances AI, And Plenty More

by Rainier on Jan. 31, 2019 @ 9:35 a.m. PST

Grip is a futuristic combat racing game that has competitors battle across diverse landscapes of distant worlds.

Fully enhanced for PS4 Pro and Xbox One X, Grip was inspired by the Rollcage games of the late 90’s and backed by a highly-skilled and accomplished team. Harnessing the power of Unreal Engine 4 to deliver gravity defying physics alongside a bristling arsenal of outlandish weapons,  Grip delivers the fastest, most competitive racing experience ever. Featuring a killer soundtrack, furious speeds and intense action, GRIP is guaranteed to generate unforgettable gaming moments - online or offline - with nail-biting split screen racing and tournaments.

Evolved from the age of street racing, the world of Grip is brutal and cut-throat to the core. To win the race is never enough, greatness comes from the journey and the trail of merciless destruction you unleash upon your rivals along the way.  It’s not enough to just cross the finish line first in Grip, more important is how you got there, and how much destruction you wrought upon your rivals along the way. Weapons and power-ups are now an integral part of the races that you will be taking part in.

Scale walls, ceilings and anything else you can get your tires on to... as you master tantalizing tracks, tricks and perform mind-blowing stunts to race your way across the cosmos. Customize your vehicle, utilize devastating weapons and exploit a destructible environment to ensure not only victory, but the complete annihilation of your opponents.

GRIP will see racers speeding their way around 19 breathtaking tracks across a variety of hostile and foreign worlds. Remaining focused on the task at hand, players must be merciless in their quest to cross the finish line; deploying an arsenal of 11 devastating weapons and power-ups to give them the advantage to take the lead against fierce competitors. From explosive darts, mines, and missiles to shields and turbos, these weapons will allow players to not only target other cars, but the environment surrounding them - blasting their way through structures or collapsing them unexpectedly onto unsuspecting opponents.

Racers can pick from a roster of 15 armored cars - some swift and agile, while others are brutish and heavily armored. Modifying further to suit their style, players can also customize each vehicle with an array of varied paint jobs, decals, wheels and other details.

GRIP will feature, amongst other modes, 19 challenging ‘Carkour’ maps in which players are challenged to master a series in increasingly mind-bending stunt courses. Eighteen maps are Point-to-Point, culminating in a final, ‘open’ map – a playground of jumps, twist and turns packed full of collectibles.

From the short, sharp, shock of the Easy (Airtime, Speed, Squiggly, Tubes, Upsy Downsy) and Normal (Live Jump, Scoops, Slide) courses to the more demanding Hard (Angles, Endurance, Rainbow Road) and Nightmare (Half Tubes, Loop Gap) runs, there’s something to challenge everyone irrespective of skill level. Carkour Mode is the perfect tonic for those looking to concentrate on fine-tuning their timing, speed, and spatial awareness before heading back into Campaign or multi-player modes.

Grip: Combat Racing shows no sign of slow-down thanks to an exciting roadmap of game-transforming content scheduled to roll out over the coming months, including team modes, new vehicles, race courses and as yet unannounced content - sure to wipe out the opposition!

The affectionately titled “Big Ass Update” offers a significant overhaul of the game’s online lobby and matchmaking systems, allowing players to blow each other up and pass the finish line quicker than ever before! Alongside this the game’s AI and catch-up system has been rebalanced, offering a more competitive experience, not only in the game’s single-player campaign but in each and every race.

Upcoming content and support for GRIP: Combat Racing.

  • February. 2019: Friendship Is Rare - Team modes & new tracks
  • March 2019: That New Car Smell - New cap pack

A breakdown of the Big Ass Update highlights can be found, below:

MULTIPLAYER

  • Voting has been tightened up and acts similar to the PC version. All players can vote. The game will take into account all votes and create a config.
  • A timer has been added to the online lobby that automatically starts the game if players are dormant.
  • Spectators leaving MP games are no longer reported in the HUD feed.
  • Split-screen tournaments now work beyond the first event.
  • Split-screen results for players are now always displayed correctly.
  • Bug fix that allows 2nd, 3rd and 4th split-screen players to access and customize their vehicles within the garage.
  • Difficulty level and engine power now can't be voted upon in MP games.
  • Bug fix for allocating the correct vehicles to players in split-screen.
  • Bug fix to disable players from joining tournaments once they have started, regardless of whether they know the private game name or not.
  • Maximum game time and maximum kill count now averaged in votes for MP games.
  • Fixed bug where not all players would have a player controller created for them inside a garage after exiting a race in split-screen mode.
  • Bug fix for MP game auto-start sometimes not kicking in.
  • Event progress now visible in the spectator lobby
  • Bug fix for MP game auto-start not aborting on the client when appropriate.
  • Improvements to the game options UI presentation, ordering them by whether they're enabled or not which is very useful when voting in MP
  • Bug fix for the rendering of “Press X To Join” on split-screen join panel – so that it will fit vertically rather than horizontally which helps localisation.
  • Bug fix for selecting the correct pickup table when there are fewer than 3 players left in an event.
AI
  • Bug fix for AI bot catch-up in MP games. A big one for the community. Originally, we envisioned how it was set up as something combat racers would want, to keep the fighting close but players found it too aggressive and leads could be wiped out through no ill move by the player. So catch-up assistance is now less aggressive and, importantly, off by default when playing Campaign.
  • AI bots now often avoid static obstacles more smoothly than before and AI bots now drive more competitively, but not unfairly, when catch-up assistance is turned off to make sure we keep the race aggressive and entertaining.
  • Bots now adjust cornering speeds dynamically depending on how much grip they have.
  • Bot vehicles of the same maximum speed range are now matched against humans where possible.
VEHICLES
  • Hit points for all vehicles are now 100 in arena and 150 in race modes, this reduces the chance of 100% damage during a race but increasing it during deathmatches.
  • Vehicle audio improvements have been made, increasing the volume of some sounds that were too quiet and improving sounds which acted incorrectly.
  • Bug fix for vehicle physics movement and velocity prediction calculations. Reducing the chance of vehicles losing control unexpectedly and making it easier to control them in air and on the ground.
  • Fixed bug in the garage where the vehicle name, logo and stats wouldn't update when loading a saved preset.
  • Bug fix for vehicle catch-up state change being so slow, causing ‘Rubber-Banding’ to appear unfair and unpredictable.
  • Bug fix for no more rumble on controllers for destroyed vehicles.
  • Bug fix for unwanted decals now removed from vehicles a player has selected which subsequently became unavailable.
ACHIEVEMENTS
  • Changed the number of laps and kills required for the associated achievements:

"GRIP Rookie"
(Old value > 100, New value > 50)

"GRIP Addict"
(Old valve > 2500, New value > 250)

"GRIP Master"
(Old valve > 10000, New value > 1000)

"Vehicular Genocide"
(Old valve > 500, New value > 100)

"There are no cars left to kill, so chill"
(Old valve > 1500, New value > 250)

  • Various bug fixes ensuring all achievements are now attainable.
  • Bug fixes for the "I did it my way" achievement, preventing the achievement from unlocking when it shouldn’t.
  • Bug fix for illegitimately attaining achievements when spectating a MP game.
  • Bug fix for “Stunt Double” achievement being more accurately achieved, this increases the chance of unlocking the achievement if the user correctly completes the action required.
BUGS
  • Crash bug fix for writing leaderboards. Numerous text clipping issues have been removed.
  • Cleaned-up display of leaderboard entries.
  • Arena kills/death ratio now recorded correctly.
  • Best lap-times and best Carkour times are now recorded in thousandths of a second to match the way they’re displayed in the game.
  • Audio played for when leaderboard queries fail.
LANGUAGE
  • Polish language has been overhauled.
  • Japanese language has been overhauled.
LEADERBOARDS
  • Local players now highlighted on the leaderboards.
  • Best lap times no longer recorded on leaderboards if they were achieved with catch-up assistance.
  • Bug fix to avoid storing 0 values on leaderboards.
  • Bug fixes to prevent bad data from entering the leaderboards.
  • Bug fixes for reporting position in events during a tournament.
  • Tidied up the rendering of the leaderboard panel.
  • Increased the number of rows on the leaderboard from 12 to 25.
  • Bug fix for showing the correct rivals on scoreboards as they relate to the rivals shown in the related game event.
BUG FIXES
  • Bug fix for capitalisation of foreign strings.
  • Bug fix to stop glitching audio.
  • Bug fix for showing the correct event placement between events during a tournament within a campaign.
  • Bug fix for the handling of apostrophes in capitalising text.
  • Crash bug fix for saving player progress state in split-screen.
  • Bug fix for UI panel looping on B for back after going into the garage on split-screen.
  • Bug fix for smoothing out obstacle avoidance.
  • Bug fix for post-event screen player information related to animation, display of XP and level for a player once they hit the maximum.
  • Bug fix for managing rivals between different tiers going backwards and forwards. A rival is always given no matter what the situation when called for.
  • Bug fix for avoiding offering rivals that have already been destroyed in campaign mode.
  • Bug fix for duplicate or empty player IDs for vehicles in split-screen which at the very least now links game results to players effectively.
  • Bug fix for determining the active rivals for a player within an event.
  • Bug fix for the ongoing management of rivals ensuring that the rivals given during the campaign are accurate and consistent.
  • Bug fix for the registration of attacks of rivals against a player.
  • Bug fix for the post-event XP level animation to take into account maximum level.
  • Bug fix for the main player stats to take into account maximum level clamping.
  • Events now duplicated from the last event when adding a new one in a custom tournament.
  • Bug fixes for detecting the final boss battle, the game will recognise when the final boss battle is available and when it has been completed.
  • Bug fix for the Spectre automatically being given out at level 30.
  • Bug fix for boss battles where slow-mo camera is now switched off at the moment a race starts and when a game ends to try to prevent issues encountered by some players.
  • Bug fix for the number of laps being capped at 128.
  • Bug fix for playing prev/next music tracks to avoid playing tracks the player has deselected.
SYSTEM
  • Significant menu map performance increase through making the on-screen player stats at the bottom of the screen static rather than dynamically updated.
  • Optional instantaneous look back / side inputs from the player, rather than them being smoothly transitioned.
  • "Denied" sound now played whenever you try to do something that isn't possible, like reset when a missile is locked on you.
  • New anonymous avatar for players we cannot identify through the online subsystem.
  • Almost all the maps have been optimised to improve overall performance.
  • Resized all AI character icons to 1024 and set them all the sharpened so we can see them more clearly in the UI.
  • Synced the tournament presets layout to match the garage presets layout
  • Fixed the unwanted Purchase popup in the garage
  • Event progress bar now calculated more accurately at the end of the game when the countdown begins in network games.
  • Fixed the Best Damage Received stat at the end of a race.
  • Added support for binding the right thumb-stick in the settings menu. Binding any direction on the right thumbstick will remove the axis look around mechanics.
  • Stripped tier, tournament and event qualifiers from rivals.
  • A reworking of the rivals admission and discharge to make it more controllable.
  • Removal of duplicates from many player progress lists such as unlocked vehicles, levels played etc.
  • Defence turrets now inactive when playing a duel in the campaign.
  • The avatar system is now more robust. People's avatars and tags appear correctly, no duplicates occur. Bug fix for “YOU PLACED N/A” appearing in split-screen tournaments by not showing this panel at all.
  • Flags have been added to the start/finish line.
  • The main menu has now been updated so that it includes PC improvements.
CAMPAIGN
  • Many mods to ensure the boss battle is detected more accurately no matter what happens to the campaign configuration in the future.
  • Characters driving the Spectre vehicle now shown after campaign completion in SP events.
  • Bug fix to apply default colour schemes to new vehicles.
  • Electrical sounds volume is now set correctly.
  • The Tempest vehicle now has improved suspension properties to make it easier to handle.
  • Bug fixes for vehicle customisation.
  • Animation of the post-event screen now accounts for level capping at level 30 so as to avoid confusing the player.
ARENA AND CARKOUR
  • Carkour events now always restart with a ‘3, 2, 1, GO’ introduction so the player can gauge their launch boost.
  • Arena "View to a kill" is now rebalanced and redesigned to flow better and be more fun.
  • Arena "Magmatic core" now has speed pads to get around and a platform to prevent insta-death in the middle lava.
  • Bug fix for the countdown on Carkour maps.
  • Bug fix for restarting the game timer correctly when restarting a Carkour event.
  • Bug fix for arena total kills overwriting the arena kill ratio in the leaderboards.
TRACKS
  • Various tracks have had collision improvements, performance improvements and other small fixes.
WEAPONS AND PICKUPS
  • There was a lot of feedback around weapons and we've spent a long time trying to perfect the balance. Improvements to missile targeting when the target is manoeuvring hard should see a more fair hit chance and based on feedback, we've also improvements the missile movement to have them avoid the floor much more often when launching. You'll still need to time it right, but it's much fairer now.
  • Bug fix for vehicle physics when the Disruptor pickup is in use.
  • Increased effectiveness of the Raptor.
  • Improved the Hydra movements to help them hit their target more often.
  • Defence turrets now inactive on the easy difficulty level.
  • Bug fix for rendering when the Disruptor is active.
  • Bug fix to ignore collisions between Assassins and vehicles other than the target vehicle if the speed difference is high enough.
  • Bug fix for the rendering of pickup icons when double damage is in effect.
  • Bug fix for restoring shield post-EMP.
  • Improvements to missile movement handling to have them avoid the floor much more often when launched.
  • Bug fix for human-controlled Raptor not targeting off-angle vehicles.
  • Bug fix for missiles exploding against the launch vehicle.
  • Weapon icons now change to show the players new charged weapon

Key Features:

  • Hit speeds of over 767 mph while driving on floors, walls and ceilings - anything you can get your tires on to keep the hammer down. And these brutes just want to keep on going, with Grip's specialized vehicle design and physics, flipping the car over no longer means game over.
  • Race on a variety of planets. From hostile, icy worlds to foreign, non-terrestrial cities, Grip's locations will be different to anything you've raced through before. With destructible structures around each track to use against your opponents, along with a variety of possible routes, you have to use your wits as well as your skill to win.
  • Choose from a roster of armored cars, manufactured by different companies from around the galaxy. Each car has different specs - some swift and agile, others brutish and heavily armed. Then go on to customize your ride's appearance and performance with well-earned upgrades.
  • Use an array of power-ups and weapons, ranging from missiles and guns, to laid traps and plasma cannons. We want to create the most bombastic weapons ever seen in a game like this, and with this we welcome input from the community. You help us design them, and we'll bring them to life.
  • Race to a thumping soundtrack including Drum 'n Bass (the music choice of Rollcage) along with Breaks, Techno and Trance. And if somehow you don't like any of those genres, the game can be customized to play any music you like from your own personal library. Your game, experienced your way.
  • Local races + split screen and online races + leaderboards

Grip: Combat Racing is currently available on Nintendo Switch, PS4, Xbox One and PC.


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