![]() Rookies should spend a chunk of time watching each of the tutorials in the "GPaedia," which details the step-by-step basics of tweaking vehicles, familiarizing oneself with the dynamics of each track, and so forth. There are, however, many rewards of which to speak. ![]() Even the most casual modes will require some work on your part before you reap the real rewards. Depending on how many of driver aids you've enabled (auto-brakes, auto-gear, indestructible, etc.), this will come pretty close to an arcade-like racing experience, with the major distinctions being that you'll most likely spend a good chunk of time spinning out in the gravel pits, playing with the many impressive camera angles, wishing you could catch up with the competition. There are the standard quick race, quick laps, and practice options, each just a couple of clicks away. To be sure, Grand Prix 4 is a souped-up version of its predecessors with no major innovations, but this is about as close as you can get to the real thing without being scraped off the pavement. While most racing games are forgettable, others are revolutionary, and some - such as Geoff Crammond's Grand Prix line - push the realism envelope so hard they can be downright alienating. ![]() Global positioning technology helped make the game courses copy the real-life tracks, and the physics engine allows drivers to feel the traction as they round sharp corners. The computer car AI has been improved, with driver error and stress taken into account. Over 30,000 photos were used during production to help ensure realism, and the pit crews have been created with the aid of motion capture photography. Geoff Crammond's Grand Prix 4 features a new graphics engine with anti-aliasing, environment mapping, and cars with 3000+ polygons each.
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