
- #XWAVE GP4 DRIVER DRIVERS#
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GP4 retains the high fidelity telemetry and setup options that have been a hallmark (and a joy to serious simheads) throughout the series, and couples them to the improvements from the GP32K add-on. Grip? No grip? You can feel it in an instant.

The informative force feedback comes into its own here. Controlling an aquaplaning car in the wet is GP4's ultimate challenge, and it's sometimes worth following the AI until you get the hang of it. This was one of the aces in the pack in GP3, and GP4 enhances it with its improved graphics (we finally get the raindrops-on-the-camera-lens effect for the first time!). F1 2002 doesn't even come close.Īnother GP4 forte is the variable weather.
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To see the cars jostling for position down towards Les Combes at the end of the long Spa straight, or seeing them spear through Eau Rouge from a camera at the bottom of the hill, or to watch the AI battles courtesy of the 'directors cut' mode, is to witness PC racing perfection.
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Geoff Crammond has a creepy knack of replicating TV camera angles and the placements are simply perfect. Great stuff!Įqually wonderful are the replays, thanks to the replay editor first introduced in the GP32K add-on. In one race at Monza, Jarno Trulli tried an ill-fated out-braking manoeuvre on Ralf Schumacher's BMW Williams into Turn 1, sending them both into the gravel. The 2001 season traits have been modelled well, and often the Schumacher brothers will take the fight for the lead into the distance. Negotiating starts is a fraught affair, with the cars possessing an uncanny spatial awareness and ability to take your space without crashing into you. The AI, already impressive in GP3, is simply stunning here. Whilst F1 2002 goes out for maximum frills per cc, GP4 is good at doing the important things well, and in some areas it mops the floor with the opposition. That aside, the casual fan will notice little difference between the two. F1 2002 is just as accurate but it exaggerates effects like bumps. All 2001 changes like the re-profiling of chicanes at Monza and the lower kerbs at Hungary are also present.

GP4 is no exception, and the new breed of tracks feature more pronounced dips, crests and road camber changes (bankings) than those in GP3. It's hard to say which is more realistic, but they both sound fantastic.Įvery F1 game claims to employ GPS data to model the tracks, and every new incarnation seems to get closer and closer to the real thing (at least, as we see it on TV). It's also completely different to the screaming samples in F1 2002. Apparently sampled from the Arrows F1 Ford Cosworth, it comes across as raspy and seriously powerful. Monaco is the perennial showcase of an F1 sim's graphical ability, and GP4 genuinely exceeds itself here - the detailing on everything from the casino to the docked yachts is nothing short of remarkable. Unlike the cartoony effect in the EA F1 games, GP4 goes for a clinical pseudo-photorealism and pulls it off with sharply defined objects, smooth textures and panoramic backdrops.

The second surprise is the quality of the graphics. First, you're greeted by the sight of fully animated mechanics lowering your car and indicating that it's clear to drive into the pit lane. Heading out onto the track for the first time, you'll be hit by a triple-whammy of surprises.
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The GP series has always catered for multiplayer 'hotseat' racing on a single PC, and this neat little extension is the next best option to split-screen play.
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This mode lets up to 22 drivers shoot it out for the fastest qualifying time, feeling like a rally-style competition around a grand prix circuit.
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The menus retain the depth of options we're used to from previous editions, including the standard quick race, non-championship race, full championship etc., plus there's a little novelty in the quick laps option that made its debut in the GP32K add-on. The GP4 experience gets off to a good start with the new interface styling, a swirly hi-tech affair that looks miles better than the previous photo-laden backgrounds from GP2 and 3. While the in-game mechanics are virtually unchanged, you'll also find that some of the weaknesses have carried over in the process, and long time fans may feel that there has not been enough of a progression to warrant paying another £30. Open the box and you'll find a solid racing simulation that has been developed firmly upon the GP3 / GP32K foundation.

GP4 carries the hallmarks of both these traits. At the same time, Microprose's publisher Hasbro knows a thing or two about milking a product for all it's worth, as we saw with the pitiful GP3 2000 Season Update. Microprose's Geoff Crammond knows a thing or two about creating decent racing simulations, a fact showcased by his sterling work from Revs all the way up to Grand Prix 3.
