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'GRID' one of the more forgiving drivers

Fun: Loose, responsive handling; flashback system allows for frustration-free play; challenging, aggressive AI; vehicle damage effects performance; vivid lighting effects; winning money from sponsors; best menu and interface design we've seen.

Unfun: Some racing modes need more content; in-game soundtrack a no-show.

What's the cure for the common car crash? Time travel. Spinning reality back a few seconds can save a sedan, mend fenders, heal hoods; and if you're Marty McFly: spark a two-hour journey to play guitar at your parents' high school prom. For those without a flux capacitor-equipped DeLorean (or any interest in seeing their mom in a poodle skirt), there's "Race Driver: GRID."

From headlights to trunk, playability is "GRID"'s greatest asset. The best example of this may be "flashbacks," acts of forgiveness granted by the game for untimely spin-outs and busted front-ends. Ram a barrier or understeer an important turn, and you can spool up instant replay to pick the moment (within about 10 seconds) to resume play from.

Where's the reward, the sense of tension in a system with built-in band-aids? In practice, GRID's approach removes the pressure to be perfect -- forget about restarting a 10 minute race because an opponent put you into a wall on the last lap. "GRID" isn't dead-focused on the feature, and you're only granted a handful of resets per race depending on your difficulty level, anyway.

Well-waxed visuals, physics and presentation, along with a tidy career structure are the real draws. "GRID's" graphical engine is built from Codemasters' rally car counterpart, "DiRT," which we gave the green light last year as an "authentic rally car experience that retains its accessibility throughout." Its predecessor's pretty lighting and blur effects transfer nicely, along with comfortable, arcade-like controls.

"GRID's" focus is on loose, intuitive handling over super-simulated tuning and realism. A Dodge Viper or Honda NSX probably shouldn't swallow a curve at 100 mph, but GRID's just judgmental enough to find a palatable middle-ground. Damage modeling, like in "DiRT," is another aspect. Bumpers and fiberglass panels flake off if you bump and grind against opponents; serious collisions can hamper steering, reduce grip on individual wheels, or total a transmission altogether.

Variety is one of "GRID's" strengths, but we'd complain that it comes with a modest quantity of content overall. You might begin a season with an F1 circuit in Europe, hit a modern muscle car tourney in between, and close with a Japanese freestyle drift competition. There's also endurance events, touring car tracks, head-to-head downhill sprints, and an anything-goes Detroit demolition derby -- one of our favorites for blowing off steam. In six lap's time, half of our competition was usually DQ'd, with spent fenders and bent chassis littering the tarmac.

With how fun these courses are, it's a shame events like the demo derby (which has only one track) aren't featured more. The garage size is also on the conservative side, featuring 45 vehicles and 15 tracks (and included variations) to race them on.

On the upside, GRID's career mode is fully-loaded with features. As you rack up victories, sponsors approach your team with conditional deals -- finish a race in a certain position with their logo on your hood, and they'll toss a few grand your way. Turning your stock sedan into an ad-clad auto is fun, and the sponsors grant mini-rewards for each race, giving you something to feel good about if you don't earn a podium finish. You'll also build reputation in each of the game's three regions (America, Europe, and Japan), netting access to prestigious events.

You can moonlight as a driver for other teams for quick cash, too, and you'll earn proceeds from your teammate's finishes, who you'll hire (and fire, if they're not up to par) in the game's menu. Teammates race in every multi-car event you're in, and they'll chatter over the radio if they're riding in your rear-view.

Talking teammates (American ones use words like "dude" and "totally") are just a section of "GRID's" great audio. Engine sounds let you read RPMs with your ears, and a coach will chime in with encouragement if you're doing well, or warn if an opponent spun out ahead of you. Considering these neat additions, the omission of a soundtrack is a head-scratcher. Every good racing game needs tunes to set the tempo, but "GRID" only supplies songs during random races.

"GRID"'s approach to the genre is a welcome one. Flashbacks allow an easy mulligan, but the game's AI is as challenging and aggressive as you'll find on virtual roadways. Sponsors, teammate management, and upping your reputation gives "GRID" greater depth, but it's the playability and overall variety of modes that makes it so inviting.

Race Driver: GRID

Platforms: Xbox 360, PS3, PC

Developer: Codemasters

Publisher: Codemasters

Genre: Racing

Rating: 3.5 / 4

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