GRIP Review – Xbox One

GRIP feels both familiar and new all at the same time for longtime fans of the various sub-genres of arcade racers out there. The two biggest influences I can see are Wipeout and Trackmania, both amazing titles in their own rights. While it’s an admirable job GRIP aims for in combining these titles, along with a few hints from other titles, the end result is a game that is definitely enjoyable on a base level, but never really transcends its separate components and becomes its own experience. However, that doesn’t mean GRIP is a title you should completely take a pass on.

The first thing you’ll notice about GRIP is the design of your car. It’s a tumbler-style design that allows for being flipped or even going on your side while still pushing ahead with forward momentum. Once you get moving in the game, it takes a lot to stop you in your tracks. It’s a smart design philosophy that helps keeps things fast paced and exciting, which is vital for an arcade racer. You’d be surprised how many studios forget this; it’s why, while there may be several arcade racers out there, only a few are memorable.

The pick-ups are implemented smartly and allow for a Mario-Kart feel at times. While sometimes victory can come down to the luck of the draw, you never get to the point where you feel cheated. Combat is one half of the design document for GRIP, and it’s in this department that the game succeeds on its premise. Also, I’m happy to report that the sense of speed borrowed from Trackmania carries over fairly well. There are some really blazing-fast moments in this game, and they’re really enjoyable.

So, if there’s a lot to like, what’s the problem? Well, there are a few issues that end up holding GRIP back from being a classic. First and foremost, the game just doesn’t look good. The tracks are fairly standard fair, and none of them are memorable or exciting; lots of grays and browns, and lots of tubes to loop through. This game borrows in part from Wipeout, and it could have done with drawing from its visual style as well, some bright neon? Sharp color contrasts? I’m not a designer, but I know when something is lacking.

The other main issue is what’s in a name.  GRIP’s main draw is that you can ride on any surface, from any angle. There is no right-side-up, nor upside-down. While you can loop through tubes and ride along walls, the crazy genre-pushing possibilities are never given form or even attempted. It all just feels repetitive and familiar after a while. Big, crazy visuals and game play moments could have really taken this game to the next level.  Instead, it plays it safe for almost the entire time.

There is fun to be had with GRIP, and honestly you could do far worse. If you’re looking for a mid-range arcade racer to get you by until the next big release, I say take GRIP for a spin.

Author: Mike Murphy
Mike Murphy is a freelance writer/artist based in Portland, Or. In addition to handling game reviews, he also writes comics, novels, and short stories. For more information feel free to check out chibicomicspdx.tumblr.com or twitter.com/chibi_mike.

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