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Saturday, December 4, 2010

Grip Shift


 File Size: 139 MB
File Type: CSO




GripShift plays unlike any other driving game on the PSP. Hell, it plays unlike most driving games on any console, past or present. Most folks already know that GripShift, developed by Sidhe Interactive and Red Mile Entertainment, is what's known as a hybrid title. This usually means a developer blends two or more genres to make something (hopefully) fresh and unique. A good example of this would be Oddword Stranger's Wrath from former developer Oddworld Inhabitants. It combined first-person shooter elements with platformer elements to deliver one of the best game experiences so far in 2005.

Like most hybrid games, Oddworld Stranger's Wrath was intrinsically funky. GipShift is even funkier. And it's not the game's style or music that makes it so unique, but its gameplay. GripShift combines racing, platforming, puzzles and combat, for starters. And if that's not enough, the game's extra mini-games and track editor add another layer of funk to the package. But we'll get to those things later. For now, just know that GripShift wasn't meant to appeal to race fans. That is to say, it's meant to appeal to race fans, as well as combat, puzzle and platform fans.

Fortunately, the formula works in GripShift. Not perfectly, but it still offers a fresh, entertaining experience well suited to the needs of the mobile gamer. The game starts by letting you choose a driver among a pool of four, with two extra characters locked. This selection is purely cosmetic and won't affect the game much. Afterward, you need to select a car. You get a choice of four, each of which has different attributes such as weight, handling, top speed and handbrake turn. Unlike character selection, making the right choice in cars is paramount in GripShift. Luckily, you can swap cars whenever you want. So if a certain track is giving you trouble, you can try finding a car with better handling, etc.

After vehicle selection, it's off to the races. Gripshift's main appeal, the single-player challenge mode, offers over 70 tracks split between five difficulty settings, including: easy, intermediate, hard and insane. Every track in challenge mode has various goals, too, including collecting stars and special icons and just beating tracks under a set time limit. Beating each of these goals gives you credits, which you need to unlock harder tracks (to finish the game) and bonuses (because they're fun). Usually, you can't progress to harder tracks and subsequently, hard modes, if you haven't finished easier tracks first. Having said that, you can skip five tracks in every difficulty setting should you ever get stuck. However, you still need to fulfill credit requirements to unlock tracks in the harder settings. 

Easy setting acts as a tutorial to help you get used to the controls. And damn, will you ever need to get used to these controls. In GripShift, cars don't handle like you'd expect. In fact, they barely qualify as cars they handle so strangely. It's almost as though every track is covered in a layer of muck and ice, making every car in the game (regardless of handling attribute) drive erratically. Throw in the fact each track hangs in mid-air with no guard railings, and things get very lethal very quickly. It definitely takes some getting used to. Here's one way to put it: it feels like flying a spaceship, Newtonian physics and all. In fact, until you reach that blessed moment when you've mastered the maneuvering capabilities of each vehicle you'll be hearing a lot of this:

"Aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaah!"

Control aside, GripShift offers a bunch of really cool tracks. Every one of them boasts unique design, obstacles and platforms. You'll contend with loops, sharp turns, narrow roads, moving platforms, teleporters, jumps, explosives and the odd elephant standing in the middle of the track. Really, it's that crazy. Certain tracks force you to go through a series of checkpoints while others just ask you to make it to the finish line. This is where the puzzle portion of the GripShift formula comes in. With the number and style of obstacles on some of the tracks, you actually need to solve them in order to succeed. 










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