GripShift

Platform(s): PSP, PlayStation 3, Xbox 360
Genre: Racing
Publisher: Sony Online Entertainment
Developer: Sidhe Interactive

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PSP Review - 'GripShift'

by Kris Graft on March 13, 2006 @ 1:45 a.m. PST

A re-mixed version of GripShift speeds onto Xbox Live Arcade with a complete set of upgrades and new features. In this definitive version of the game, players will enjoy improved controls, enhanced HD graphics, additional single player courses and intense, friend-fragging Deathmatch arena battles. A full set of achievements and TrueSkill Leaderboards give Xbox 360 players even more of a reason to jump, blast and speed their way past the competition to become the true GripShift guru.

Genre: Racing
Publisher: Platform Publishing
Developer: Sidhe Interactive
Release Date: September 15, 2005

Buy 'GRIPSHIFT': PSP

Earning the label "sleeper hit" is perhaps one of the better compliments a game and its respective developer can earn. The status usually involves a low-key release with zero marketing push, but it still manages to make a critical and commercial stir, based on quality alone. GripShift, developed by New Zealand-based Sidhe Interactive, is self-categorized as a "Puzzle-Platform-Driving-Action" title, with a primary emphasis on the driving category. The ultra-floaty physics take some getting used to, and, although it doesn't quite have the variety and excitement to warrant a "sleeper hit" status, it's certainly a solid title that's well-tailored for portable stop-and-go gameplay.

The bulk of GripShift revolves around driving tricked-out cars that may remind you of Hot Wheels or Micro Machines. The tracks are completely fantastical; they float in the atmosphere and are made up of pieces of barrier-less tracks and hovering islands. Ramps, jump-pads, zipper strips, huge loops and jumps and even some animals are all common elements within a track.

When you first take one of the GripShift vehicles for a spin, you'll be met with some of the floatiest physics you'll ever encounter in a videogame. They're floatier than the Midway's Rush series physics, and floatier than those of the old PS1 game, Rally Cross. Honestly, when you first start driving, you may be tempted to laugh and wonder if Sidhe could possibly be serious. However, if you just hang in there, you begin to realize that the floaty physics play a role in the multi-faceted gameplay, especially the platforming aspect, which we'll get to in a bit.

One thing that Sidhe did that many PSP developers have yet to understand is tailor the gameplay for quick gaming stints suited for a portable. Sidhe achieved this by creating very focused gameplay modes, which are the challenge mode, race mode and bonus games. Challenge mode is a fairly addictive, mission-based affair in which you take on one track at a time, trying to collect all of the level's stars and bonus points, as well as trying to earn a bronze, silver or gold medal by getting to the end of the track as quickly as possible. Meeting the goals of every level earns you credits, which in turn unlock new bonus games, paint schemes, vehicles, custom car parts, characters and the like. There are five levels of difficulty to work through, and the higher difficulties need to be unlocked by earning adequate credit and completing preceding difficulties.

Challenge mode will almost definitely appeal to those that want exactly that: a challenge. The restart menu command carries no discernable load time, which makes it that much easier to fall into the trap of "just-one-more-try." Even if you end up not being completely enamored with the gameplay, there's something about harnessing the wanky physics that is satisfying. It also helps that you can simply skip levels, so you don't get overly frustrated with the game (and you will get frustrated). However, you do have to earn credits to unlock new difficulties, so you can't necessarily skip to the hardest missions.

Speaking of those wanked-out physics, the floatiness allows for easier platforming when driving. After you hit a ramp or boost pad and are airborne, you can brake and handbrake in midair and steer your car to good extent. You'll also pick up nitros, which allow you to boost either on the ground or through the air as you try to get to the end of the level in the most efficient manner, or reach a seemingly unattainable star or bonus credit. Again, barriers along the sides of the tracks are almost nonexistent, which opens up opportunities to get to some hard-to-reach places, but requires precision and patience. Frustration can easily and understandably ensue after you fall off the edge of a track in the same spot for the umpteenth time (that goes for any mode in GripShift, not just challenge mode).

Race mode pits you against other computer players or the clock in a single race style: time challenge, championship or practice mode. You compete against three other racers in single race, in which you can pick up power-ups such as homing missiles, shields and TNT crates which are essentially bombs for opponents to drive over. None of the attacks actually drain a power meter; rather, they are simply intended to slow down racers to keep them behind. Tracks made for racing aren't in the same crazy, platforming-centric style as those in the challenge mode, as they're relatively straightforward circuits suited for speed.

Time challenge, as the name indicates, pits you against the clock to get the best possible time on a race track. Championship is a points-based gran prix. Like challenge mode, there are five levels of difficulty in all four race modes, ranging from easy to "insane," which can be unlocked as credits are earned through challenge mode. Racing is decent, but the main game is most certainly the challenge mode.

Bonus games are also unlockable through the challenge mode, and they put your car in pretty strange situations. You've got eight total mini-games, including but not limited to: penguin bowling, in which your car is a bowling ball and penguins are the pins; bomb pool, which turns your car into a cue ball on a giant pool table littered with TNT crates; and snaker, a testament to why QBASIC Nibbles (a.k.a. "Snake") should stay in 2D. There's also a "playground" where you collect stars within the time limit, a car-soccer game, ice hockey, a "reverse tag" and even deathmatch mode.

Also worth noting is the track editor complete with teleports, jump-pads, ramps and whatnot, for you creative types who want to create your own race or challenge tracks. It's quite extensive, and you can share them with other GripShift players locally. Other local WLAN connection capabilities include multiplayer races, as well as some multiplayer mini-games (including deathmatch) for up to four players. No Internet play is available.

We should come clean here and say that GripShift lacks speed. It seems that Sidhe was presented a choice between speed and platforming-conducive physics, and they chose the latter. The graphics engine certainly seems like it could've handle quicker action – everything moves quite smoothly (that is, when you aren't racing against opponents). Even when you're boosting through a track using nitros, scenery goes by at a relatively leisurely pace, when compared to the mind-numbing speed of WipeOut Pure or Burnout Legends. If you're looking primarily for a speed fix, GripShift simply doesn't live up to the intensity or excitement of those titles. However, it'd be hard to imagine getting a handle on the physics at really high rates of speed.

On the audio-visual front, you'll be greeted with some decent hip-hop or spacey beat music and standard sound effects coupled with a nice color palette, solid framerate and an overall nice appearance. The framerate chugs a bit when there are multiple players, although it's only noticeable because the single-car challenge modes are so smooth.

So, on paper, GripShift seems like it could've been one of those great little, diamond-in-the-rough titles, and to some, it may be. However, it has some things going against it that will turn off many gamers before they get into the meat of the game, not the least of which are the crazy physics. Yeah, it's possible to get used to them, but you have to wonder how much better this budget game (it's only $20 new) with over 100 tracks could've been if the floatiness were simply turned down a few notches. Still, GripShift has some redeeming qualities, perhaps the best being the relative addictiveness of the challenge mode and the act of unlocking new content. It's unfortunate that this promising combination comes mixed with a good amount of frustration.

Score: 7.0/10


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