![]() ![]() Apart from single race weekends (called Non-Championship Race), players could drive in Quickrace mode (with a previously set length and grid position), Free Practice, a full season and online multiplayer via dial-up connection. Grand Prix 2's game modes ranged from quick races to full-distance championships including authentic weekend structures.Īccurate weekend structures let players experience full F1 weekends if they so chose, but sessions could also be skipped. However, it is possible to rename each team and driver in the menu, so even though the drivers' helmets would not change, different drivers could take their seat in name. ![]() The game's driver lineup is that of the 1994 British Grand Prix, which is where the cars' liveries are based off of as well. Same Helmet, Different NameWhile driver lineups changed frequently in 1994 due to the tragic Imola weekend, drivers being injured in testing, sponsorship or other reasons, they stay the same in Grand Prix 2. Usually, positions 27 and 28 were reserved for the Pacific team, which only qualified for five races in the hands of Bertrand Gachot, and two in those of Paul Belmondo in 1994. All 28 cars would compete in the two qualifying sessions - one on Friday and Saturday each - to make the grid, the two slowest drivers did not make the race. Of course, 14 teams meant 28 cars - but as F1 had a 26-car limit in place, this ruled out two drivers per race weekend, just like it did in real life. The success of Unbound's Kickstarter (currently scheduled to start May 7th) will determine the fate of the game, but until then you can find it on Steam here.All 16 circuits of the 1994 Formula One season are present, but not all of them feature the safety changes made that year - Jerez, Estoril and Silverstone do, Spa-Francorchamps, Catalunya and Montreal do not. Still, only a small gripe in an otherwise nice first peek. ![]() While not essential in a puzzle-heavy game, it does help if jumping feels enjoyable. If there's one thing that sits wrong with me in the trailer, it's that the player character's movement - especially jumping - looks a little stiff. It's a good sign to see so many permutations on its puzzling early on. I even spot a bit where the other world has reversed gravity. In other cases, it's a circle linked to the player's movement. In some cases they're cast a distance in front of the player. It looks like the game plays around with the bubbles a bit, too. Your ability to open up bubble-portals to the other world at least lets you see what threats are lurking there, and there's some interesting mirroring of moving objects going on to enable some potentially clever puzzles. Unlike Limbo, death doesn't seem to be lurking around every unseen corner. Some of them are quite menacing for what appears to be a bloodless game, although not showing blood didn't stop Limbo from having some horrific violence. I do rather like the game's storybook art-style and the designs on the monsters, especially. The game looks very nice already, but Alien Pixel are planning on taking it to Kickstarter next month to help finish production. Floppy-hatted spellcaster Soli can open bubbles of alternate reality, solving puzzles by revealing and briefly entering a second world that may be just as hostile (if not moreso) as your own. Unveiled today from new studio Alien Pixel Studios, it's a vaguely Limbo-ish puzzle platformer with a dimension-hopping twist. The world is a dangerous place, as is the other, second world that the little wizard in Unbound: Worlds Apart can open portals to. ![]()
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