| Product: |
Grand Prix 3 (PC) |
| Date: |
06/04/09 (125 review reads) |
| Rating: |
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Advantages: An extremely realistic F1 sim with huge long - term playback value .
Disadvantages: A couple of graphical glitches, tough to play at first .
Geoff Crammond's 'Grand Prix' series has always been one of the most popular Grand Prix racing simulations. The first title, 'Grand Prix' set the new standard in racing realism, and its' first sequel redefined them. These are not quick-thrill 'arcade' racing games like 'Gran Turismo' or 'TOCA', but accurate representations of Grand Prix racing. 'Grand Prix 3' continues this trend, providing the most accurate simulation of driving a modern racing car.
The first step to creating a believable racing experience is accurately modelling the physics of a Formula One car. This includes creating a car that behaves correctly under acceleration, braking and cornering. Crammond has achieved this, so much so that using a steering wheel and pedal set is essential: Turn off the driver aids on one of his Formula One cars, put it in first gear but don't touch the accelerator. The car rolls forward as it should. Put your foot down and massive wheelspin results, the tyres squeal and the car wriggles out of all control. A much more gentler approach is required: squeeze the throttle as you flick through the lower gears, pushing the accelerator down further until you've got your foot fully down. Change up into sixth and the car rockets along at a very close approximation to what 200mph must feel like - at this point the track appears very narrow.
In a desperate attempt to regain control you stand on the brake. Now the wheels lock and again, the car wrestles its' way out of control. The best way to slow these cars quickly is to brake hard then bring the brake up a little to prevent the wheels locking.
These astonishingly realistic physics are consistent throughout the racing experience: Put a wheel on the grass and the car skids - over-correct and you're heading for the barriers once more; Bang wheels with an opponent and the car bounces into the air - do so at high speeds or from awkward angles and you cartwheel out of the race. The set-up options are exhaustive and similarly realistic - alter gear ratios for top speed or better acceleration, change spring settings for better traction, alter the wings for more or less downforce and so on. Every adjustment you make can be detected by a change in the way the car handles, allowing you to fine-tune your car to perfection.
Weather changes are accurately simulated - rain can fall without warning sending cars scurrying off for wet tyres. Driving cars in the wet is extremely difficult - twitchy, nervous and low on grip. If the rain stops the track dries and the racing line becomes visibly drier - step off it and the rest of the road is still slippery. This attention to detail is typical of Crammond and makes the game as outstanding as it is.
All this realism would be lost without impressive graphics and sound to show them off with. For ease of development, the season represented is the 1998 one, which may seem a bit old but does allow the developers to mimic the performance of all the teams and drivers with maximum accuracy. It does, however, beg the question why 1998 and not 1999 was used. The graphical representation of the tracks is spot on from basic layout and appearance down to correct position of gravel traps, kerbs and advertising boards. The only real problem here is the occasional use of sprites, which I will cover later. In terms of the colour schemes the cars are perfectly accurate, though they all have to be drawn in the no-tobacco-advertising forms, which is a bit silly. What is disappointing is that each car is based on the same 3D model; where in real life Formula One cars do exhibit subtle differences in build.
The engines of the car roar with a convincing V10 howl. The screeches of locked tyres sound perfect, but (as with Papyrus' 'Grand Prix Legends', funnily enough) crashes are represented with an odd-sounding dull thump.
The artificial intelligence of the opponents is very impressive - far better than those of 'TOCA2' or even 'Grand Prix Legends'. Try to ove
rtake one driver and the gap is slowly closed or blocked entirely. Make a mistake yourself and expect to see a computer opponent snapping at your heels to get past. In so many other games - the appalling 'F1-2000' especially - the other cars dawdle around the circuit like a disorientated pensioner in a Nissan Micra. Not so here, the AI is first-rate.
Difficult though the cars are to drive a combination of 8 driver aids and 5 skill levels make learning the game quite easy and approachable. As I have mentioned though, using a joystick or keyboard is a waste of time - a steering wheel is vital.
The less impressive aspects of 'Grand Prix 3' are mainly where Geoff Crammond has failed to improve adequately on his previous efforts. The use of sprites as marshals is ridiculous in a 21st-century computer game. The action replay system is similarly prehistoric - pause the game and tap 'r' to view a short replay of the previous action, viewed from a number of camera angles. Whole laps can be saved and viewed later if necessary. Though not central to the game it really is not good enough, the developers should have used a system similar to that in 'Grand Prix Legends', where the whole race is stored in memory and interesting sequences can be cut and saved by the player.
The control menu is a little unfriendly - not enough joysticks and steering wheels have default support and calibrating them can be a test of your patience - thankfully you only have to do it once. The network of menus itself is largely intuitive.
These minor problems aside, 'Grand Prix 3' remains a stunning game. It is more realistic than any other modern F1 simulation in every respect. It is a difficult game to get to grips with, but perseverance is rewarded with some great racing. Completing a full-distance race is deeply satisfying, even more so on 'Ace' mode at Monaco in the wet when you've won... which I must confess I haven't got around to doing yet. The few faults it does have are largely cosmetic; otherwise this is an exceptional racing game.
Tips For Better Play
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Make no mistake, Microprose's 'Grand Prix 3' is not an easy game to get into, and the manual does not cater for beginners much beyond a rough guide to Monza. For those of you struggling to get to grips with the sheer difficulty of this game, here are a few hints and words of advice.
Methods Of Control & Driving Aids
Firstly, decide on your method of control, as this has a bearing on how many driving aids you will require. Joypads are best avoided for racing games, particularly such complicated simulators as 'GP3', so if this is all you have, I'd stick to keyboard control. For either of these the input is not precise enough to control the cars satisfactorily, so Throttle Help (F7) and Steering Help (F8) are a must at minimum.
For those of you with analogue joysticks, Steer Help is prohibitive and awkward and best avoided, so turn it off. Depending on the sensitivity of your joystick, Throttle Help may be considered, though Auto Gears (F2) are usually not necessary if your joystick's buttons can be reached easily.
The ideal method of control is a steering wheel and pedals set, preferably a force feedback one such as the Microsoft Sidewinder Force Feedback Steering Wheel. When using a wheel avoid both Throttle and Steering Help, as they deprive you from having absolute control of the car and lengthen the process of fully learning how to control the car.
Other driving aids depend more on preference than necessity. Auto Brakes (F1) should be completely avoided - with this turned on you're hardly driving at all. For those completely new to the game, leave Auto Gears (F2) on to make learning the circuits easier, but be sure to turn it back on as soon as you are comfortable with them and your lap times will tumble. Auto-Right The Car (F3) and Indestructible (F4) can save you time lost when in a spin or crash and so basically accelerates the learning process. Again, once you've got the hang of driving these aids simply detract from the realism of the game and are best turned off. Show Best Line (F5) and Suggested Gear (F6) are useful for learning tracks and optimising lap times. They are best used when practising but in race use the make everything a little too easy.
Accelerating & Avoiding Wheelspin
The first big obstacle to controlling the car well is controlling wheelspin. Throttle Help prevents this entirely but you can drive faster if you turn it off and learn to control the car's power yourself. Wheelspin can be detected by the tyre screeching when under acceleration, and is remedied by coming of the accelerator. The classic example is trying to get the car going at the start quickly. Engage and push the accelerator down gradually, and pull back slightly if the wheels start to slip. Changing up to second quickly will make wheelspin less likely and means you can accelerate harder. Grab third and you can usually put your foot to the floor (depending on your set-up).
Accelerating when exiting a slow corner is slightly different, as the car is already moving and still turning slightly. Wheelspin here will cause the rear wheels to lose grip, pushing the car into 'oversteer' and usually spin off. The best remedy is to come off the accelerator slightly and, if the car is oversteering, steer gently and briefly in the opposite direct to snap the car back into line.
Braking & Avoiding Locked Wheels
The process of braking and cornering can be different from driver to driver, but until your confidence has improved it is best to follow the classic system of slowing the car for the corner using the brakes, steering through the bend, and accelerating away. When braking it is essential to avoid locking wheels, as this can damage the tyres and makes braking less effective. (To demonstrate this, go to Germany, blast off down the first straight and slam on the brakes at the 300m mark, not bringing them up until the car has stopped. The wheels will screech and lock and the car will become hard to control - note how long the car has taken to stop. Repeat the test but this time brake less hard when the wheels lock - the car will stop sooner and will have remained largely under control.)
There are two popular methods of braking. The first is to put the brake flat to the floor, then slowly bring it up to prevent any of the wheels locking. The other is called cadence braking and is a little trickier - basically you put the brake down fully, come off entirely when the wheels lock then reapply the brake fully and repeat until the car has slowed to the desired speed. For beginners, the first method is preferable though some may ultimately find a speed advantage using the second.
The Tracks
Certain tracks are easier to master than others, so it might be best to try the easier ones before trying to lap Monaco in the wet. As the manual suggests, Monza is the best place to start:
Beginners:
Monza, Italy
Hockenheim, Germany
A1-Ring, Austria
Imola, Italy
Buenos Aires, Argentina
Intermediates:
Melbourne, Australia
Interlagos, Brazil
Barcelona, Spain
Montreal, Canada
Magny-Cours, France
Silverstone, Britain
Hungaroring, Hungary
Nurburgring, Germany
Experts:
Monte-Carlo, Monaco
Spa-Francorchamps, Belgium
Suzuka, Japan
Overtaking
Such is the quality of the Artificial Intelligence of the 'GP3' cars that passing them, even on the easy modes, is tough. Expect your opponent to block you on approach to a corner, so be prepared to pass on whichever side has most room. Try to avoid getting too close and tangling wheels, the end result is always messy. Follow close behind in the disturbed air of the car in front to get a 'tow' and accelerate quicker - this is particularly useful at circuits with long straights such as Barcelona or Hockenheim. At twistier tracks be prepared to nip through when your opponent is bust lapping backmarkers. If all else fails, make an early pit stop, fill up with extra fuel, and try to make up time elsewhere.
Perseverance and patience are key to mastering 'Grand Prix 3', and once you've mastered the basics the challenge to move up the difficulty levels becomes harder but is always highly rewarding.
Summary: still a great game
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Last comment:
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- 06/04/09 what a superb review..nominated...:) |
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