Grip wants to be a combat racer. It wants to be a fast, loud, over-the-top spectacle that takes you back to the days of Rollcage while pushing forward into something newer. On paper, that sounds like a winning hand. In practice, it lands somewhere in the middle.
The game is built around vehicles that grip the track with wheels, wings, and sheer momentum. Weapons are everywhere. Missiles, lasers, mines, everything you expect from a genre that loves to blow things up. The pitch is simple: drive fast, shoot faster, and don’t get hit. The execution, though, is where Grip starts to slip.
Trailer, via Wired Productions.
The Track and the Vehicles
The tracks themselves are where Grip shines brightest. They twist and turn through tight tunnels, drop off cliffs, and force you to brake hard just to keep from flying off the edge. The level design is clever, often forcing you to choose between taking a shortcut that cuts seconds off your lap time or playing it safe and staying on the main path. That risk-reward system is the heart of the game, and when it works, it works well.
The vehicles add a layer of complexity that some players will love and others will find frustrating. Each car handles differently, and switching between them mid-race changes the feel of the whole experience. Some cars are agile and quick to turn, while others favor pure speed but require careful management of drift and boost. The variety is welcome, but it also means the learning curve is steep. New players will spend hours figuring out which car suits their style before they can compete with anyone.
Combat and Chaos
Combat is the star of Grip. The weapon systems are generous, and the game encourages you to fire at will. Mines lay traps behind you, homing missiles follow you, and the arena-style arenas give everyone room to maneuver without feeling cramped. When a race turns into a full-on brawl, the screen fills with explosions and the sound design pushes everything to a fever pitch. It’s chaotic, thrilling, and often very satisfying.
But the chaos can also be the game’s biggest weakness. When too many players are firing at once, the screen fills with so much visual information that it becomes hard to tell who’s who. Friendly fire is a constant issue, and the game doesn’t do much to distinguish between teammates and enemies when the action gets thick. It’s a problem that shows up in both single-player and multiplayer modes, and it can turn a fun match into a confusing mess.
The Campaign and Modes
The campaign mode is where Grip stumbles. It’s thin on story and heavy on racing, with little in the way of branching paths or meaningful choices. The missions are mostly about completing laps under time limits or reaching checkpoints, and the objectives rarely vary enough to keep things interesting. There’s no real narrative arc, no memorable characters, and no sense of progression beyond unlocking new cars and tracks. It’s serviceable, but it won’t hold your attention for long.
Multiplayer is where the game finds its legs. The split-screen mode supports up to four players on a single screen, and the online play is fast and competitive. Matches can be frantic, with players bumping into each other, dodging obstacles, and trying to stay alive long enough to cross the finish line. The matchmaking system works well, and the community seems active enough to keep matches populated during peak hours. It’s not a revolutionary multiplayer experience, but it’s solid enough to justify returning again and again.
Performance Across Platforms
Grip runs on multiple platforms, and the performance varies widely depending on which one you’re using. The PlayStation 4 version holds up reasonably well, though it’s not the most polished port out there. The PC version is the most stable, thanks to the Unreal Engine 4 foundation, and it’s where the game looks best. The SteamVR version exists as a separate experience, letting you step into the cockpit and feel the tracks pass beneath your feet. The Nintendo Switch version is the weakest link, with lower frame rates and reduced visual fidelity compared to the other versions.
Here’s how the platforms break down:
| Platform | Key Features |
|---|---|
| PlayStation 4 | Solid performance, standard controls |
| PC / SteamVR | Best visuals, strong VR support |
| Xbox One | Competitive multiplayer, standard controls |
| Nintendo Switch | Lowest visual fidelity, reduced performance |
Final Verdict
Grip is a competent combat racer with a strong identity and a few rough edges. The tracks are clever, the combat is exciting, and the multiplayer is genuinely fun. But the campaign is weak, the friendly-fire problem is persistent, and the Switch version is a letdown. It’s a game that knows what it wants to be, even if it doesn’t always deliver on that promise.
If you’re looking for a weekend distraction, Grip delivers. If you want a deep, engaging campaign, it falls short. The multiplayer is the reason to own it, and the tracks are the reason to keep playing. Just be prepared for some frustrating moments along the way.
Key Facts
– Developer: Caged Element
– Publisher: Wired Productions
– Platforms: PS4, PC, SteamVR, Xbox One, Nintendo Switch
– Genre: Shooter, Racing, Indie
– Themes: Action, Science fiction
– Modes: Single player, Multiplayer, Split screen
– Perspective: Third person, Virtual Reality
– Critical score: 6.8/10
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