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Grip Manual En

The document outlines the game 'GRIP,' which is rooted in the illegal street racing scene that evolved into a violent and popular underground sport. It details various game modes, controls, vehicle types, and power-ups available to players, emphasizing the competitive and destructive nature of the races. The campaign mode offers a progression system where players can unlock new vehicles and upgrades as they advance through increasingly challenging events.

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Adithya Patel
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0% found this document useful (0 votes)
25 views56 pages

Grip Manual En

The document outlines the game 'GRIP,' which is rooted in the illegal street racing scene that evolved into a violent and popular underground sport. It details various game modes, controls, vehicle types, and power-ups available to players, emphasizing the competitive and destructive nature of the races. The campaign mode offers a progression system where players can unlock new vehicles and upgrades as they advance through increasingly challenging events.

Uploaded by

Adithya Patel
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 56

2

CONTENTS

Prologue 5
Controls 9
Game Modes 10
Garage 13
Power-Ups 25
Planets, Courses & Arenas 29
AI opponents 46

3
4
GRIP has its origins in the illegal street racing scene
that spawned in the early 21st century. At that time
the races were reasonably harmless. A danger to the
public, certainly, with inexperienced drivers managing
to destroy their rides in ill-judged corners. But most
of the time, it was only the drivers themselves
that wound-up dead. It was characterized as an
underground movement, largely ignored by law
enforcement, with only a handful of arrests ever being
made. The world had other worries.

Then things started to change. The scene became


dominated by major players with big egos. Full of
bravura, their cars evolved and became all about
the speed, and with that the danger began to grow.
Elements of the public started to become interested
in the drama and a whole new subculture gravitated
towards the action. This was racing alright, and
everyone in it was out to win, whatever the cost.
Accidents happened often, and that too became part
of the allure. This sport was really taking off, despite
the intensifying efforts of authorities to bury it.

5
In the end, the races became so testosterone-fueled
and running so close to the edge that even pirate
TV started to cover them. The channel known simply
as GRIP became synonymous with the whole scene,
which exploded with massive public interest running
counter to government crackdowns on the problem.
Funded by gambling income and black-market TV
subscriptions, the hacker crew running the TV link
became very wealthy indeed.

The drivers in these races quickly realized what they


were missing, and they were more than just a little
displeased, they were harbouring some righteous
anger. Some TV network taking over their scene -
taking all the rewards yet sharing none of the risks,
what the hell was that about? The fury erupted,
and the big dogs made their grab for power. Fierce
fighting broke out between the two groups, but the
network was no match for the drivers and gave way to
superior force. Faced with no choice but to accept the
offer they were given, a balance of power was struck,
and everyone moved forward. The network retained
a cut, but the drivers were now collecting an income
for their risk, a real income that allowed them to pimp
their speed machines even further.

6
But money corrupts, and in GRIP it corrupted
absolutely. The cut from the races was split between
all the drivers, those that ended first received the
most, and those that didn’t end at all, well, received
nothing. It wasn’t long before this fact was viciously
exploited. The cars, originally built purely for racing,
slowly evolved to become armed, and armoured.
Fewer people finishing a race meant more money for
those that did. It wasn’t just about racing any more, it
was about destroying your rivals along the way.

7
The government really couldn’t tolerate such an
obscene display of violence and weaponry in their
backyard. The regular police were hopelessly
outclassed, so they sent in the military. But as they
became increasingly involved, this just added to the
whole drama of the scene. Though still very much
underground, it was becoming rampantly popular.
It was everyone’s favourite new addiction, their
guilty pleasure. For the drivers though, the military
intervention was just killing it. The racing was already
intense enough, but fighting on two fronts was all
but impossible. Something had to be done, this was
a way of life now, and it wasn’t going to just stop. So
the whole thing started to move, not just into the
far reaches of the desert where it would be less
conspicuous, but eventually off-world to try and find
places where they could race to the max without
wasting munition on government forces that they
would much rather save to fight against each other. It
was all about the winning.

8
CONTROLS

Brake / Reverse (L2) Accelerate (R2) Brake / Reverse (LT) Accelerate (RT)
Use Left Pickup (L1) Use Right Pickup (R1) Use Left Pickup (LB) Use Right Pickup (RB)

Menu Menu
Camera In (Up)
Show Scoreboard (Left) Boost (Hold) Boost (Hold)
Camera Out (Down) Steering

Switch Switch
Target Target

Reset Vehicle (Hold) Reset Vehicle (Hold)

Launch Launch
Steering Charge Charge
Look Camera In (Up) Look
Show Scoreboard (Left)
Handbrake Camera Out (Down) Handbrake

9
GAME MODES: RACE
ULTIMATE
It’s not only race position that is
CLASSIC RACE important in Ultimate Race, but also ELIMINATION
This is all about coming in first. Use your other factors like how much damage Every 30 seconds, the car in last place is
driving skill as well as weapons and you do to your opponents. The more destroyed, until there is only one car left.
power-ups to make your way to the damage you do, the more points you are Question is are you fast enough to stay
front of the pack. awarded. ahead?

SPEED DEMON
The purest form of racing. Weapons are TIME TRIAL
disabled and it’s only your skill as a driver It’s just you and the track. Race to earn
that will save you. Make use of those the fastest time on the track with no
speedpads and turbos! distractions.

10
GAME MODES: ARENA CARKOUR

A homage to a certain mode in a certain influential racing game, Carkour


gives the player a bunch of obstacle courses of varying difficulty to traverse.
DEATHMATCH
Winner takes all deathmatch. Too much racing Can you conquer the nightmare courses? Patience and precision are crucial
with your combat? Play this mode to see
cars explode.

11
CAMPAIGN

GRIP’s campaign is ripe with events to speed and blast your way through as well as a rivalry system, allowing
explosive relationships to be created with opponents.

It starts off slow with easy opponents, and then gradually ramps up the difficulty until palms sweat and nightmares
are had. The campaign consists of most modes available in the game, and pushes the player to hone all of the skills
needed to be a successful flippable rig driver. Some content is exclusive to finishing the campaign, so if you want the
full GRIP experience, be sure to get involved.

PROGRESSION

PLAYER LEVEL
At the top of the main menu is a progress bar indicating current player level and progression to the next one. The
progress bar is filled with experience points gained by playing events. The better the player does, the more XP they
acquire.

The main draw of progression is GRIP’s garage, which has a wealth of cars, paint, decals and parts to unlock. Certain items are
locked to specific levels. The player also gains a new level emblem each time they progress to a multiple of 5.

TIP: XP can be gained in a variety of ways, but the easiest way is to place high in the scoreboard. Some other ways include hitting
opponents with weapons, blocking opponent’s attacks, maintaining a high average speed and racing rivals in the campaign.

12
GARAGE

13
14
VEHICLES

The Terra group are an Earth-based organisation that create military vehicles for the Earth military. Terra use the tournament to
test some of their more dangerous unorthodox equipment before starting legal testing.

DOMINATOR RHINO DREADNOUGHT

A repurposed scout vehicle from the A metal brick on wheels, built to smash Once a recon APC, now supercharged to
military, the Dominator has speed, but through obstacles and blast its way be used in races.
also durability. through a battleground.

Acceleration Acceleration Acceleration


Maximum Maximum Maximum
Speed Speed Speed
Grip Grip Grip
Brakes Brakes Brakes
Strength Strength Strength

15
16
It is rumoured that Cygon is linked to Yuri Industrials car divisions, using the tournament to try out new car elaborate designs before
they are safe and road legal to do testing on.

ICTUS EVERSOR TEMPEST

Using Cygon’s advanced knowledge of Stacked with armour and speed, the Cygon’s magnum opus. The Tempest is
vehicle dynamics, the Ictus is the most Eversor is a fierce competitor. the fasted car they have ever created.
agile of it’s combat cars. Only skilled drivers apply.

Acceleration Acceleration Acceleration


Maximum Maximum Maximum
Speed Speed Speed
Grip Grip Grip
Brakes Brakes Brakes
Strength Strength Strength

17
18
The engineers of Vintek are a group of racing enthusiasts who would pour over the
tech and information from classic car racing from the 20th and 21st Century. Seeing
the tournament as a way to show off their talents and earn some money, they use the
classic designs for a modern age.

ROGUE WARLANDER JUGGERNAUT

Inspired by the racecars of old, this sleek A muscle car at it’s core, the Warlander Half missile, half car, the Juggernaut is a
ride is built mostly for speed. roars past its competition beast - but can be hard to handle.

Acceleration Acceleration Acceleration


Maximum Maximum Maximum
Speed Speed Speed
Grip Grip Grip
Brakes Brakes Brakes
Strength Strength Strength

19
20
Hailing from the plains of Jahtra, the Pariah team are a group of scrapers who are
looking to win big from the tournament and to change their lives around. Using spare
parts, the Pariah vehicles are true monster creations.

ROGUE WARLANDER JUGGERNAUT

To keep weight down, the Bandit was Designed to plow through competition, Pieced together with heavy duty airplane
stripped of much of its armor in favour the Jackal takes no prisoners. Its and machinery parts, the Renegade is a
of speed. Good thing it’s agile enough to makeshift exhaust setup ensures there’s force to be reckoned with.
avoid weapons fire. always power to push it along.

Acceleration Acceleration Acceleration


Maximum Maximum Maximum
Speed Speed Speed
Grip Grip Grip
Brakes Brakes Brakes
Strength Strength Strength

21
22
Nyvoss use the tournament not to win money or improve their vehicles, but to sell their cars to the rich kids of Orbital Prime.
Whenever a new vehicle debuts sales for road legal versions always jump up.

MIRAGE PHANTOM SPECTRE XI

Sleek and pretty, the Mirage is almost One of the most iconic cars in all of the The Spectre is the best-looking car in its
too good looking to participate in a racing league, the Phantom evokes style class and knows it. Big and hulking but
combat race. Though with its size and from a previous era, upgraded with sleek like a bullet, it’s both fearsome and
speed, you might not be able to see it armour and weapons systems to make it beautiful.
pass you at all. a great competitor.

Acceleration Acceleration Acceleration


Maximum Maximum Maximum
Speed Speed Speed
Grip Grip Grip
Brakes Brakes Brakes
Strength Strength Strength

23
24
POWER UPS

25
PICK-UPS

Pick-ups in the game are utilized to give vehicles


offensive and defensive capabilities. They are split into
two different classes:

Weapons as offensive pick-ups, and power-ups as


defensive/strategic pick-ups.

Each player has two inventory slots for pick-ups which


can be activated in any order with the assigned buttons
on the controller.

CHARGE UP ABILITY

Most pick-ups will have a charged-up version that will


grant an alternate and sometimes more powerful
version. To activate, the player must have collected two
pick-ups and will need to sacrifice one of the pick-ups
to charge up the other. Once a pick-up is charged, the
player is unable to collect another pick-up in that slot
until that charged ability is used.

Racing Rivals are also able to collect and charge pick-


ups, with higher difficulties doing this more often.

26
PICKUPS: WEAPONS

SCORPION RAPTOR ASSASSIN


A vicious homing missile This rapid-fire MG is a The Assassin is the
that dodges all manner hard-hitting blizzard of ultimate game-changer.
of obstacle to try and bullets that takes chunks Once fired it will
hunt down it’s target. out of your opponents automatically target the
Just keep in mind that and sends them veering race leader and will hunt
it takes a second to off course them down. The name is
deploy, so be careful of where and when well earned.
you do it. A charged Raptor has more explosive
rounds, packing that extra punch. A charged Assassin is a thing of beauty,
A charged Scorpion fires two missiles, letting loose an electromagnetic pulse
hitting two targets if available or just one (EMP) that temporarily shuts down
unlucky victim if not. vehicles within the blast.

HYDRA SPEARHEAD
A swarm of micro The Spearhead lodges
missiles, the Hydra’s three explosive darts
forward firing attack is into any car in its sights,
best suited for straights but they have a delayed
and disrupting packs detonation, injecting a
of racers. The energy feeling of dread into the
missiles strip cars of their grip, and if you recipient before the inevitable boom.
nail a car with a full barrage it’s likely to
do some serious damage. A charged Spearhead dart will shoot an
EMP through the recipient’s car, disabling
Charge up a Hydra and it splits to hit two it’s engine temporarily.
targets, taking out their display systems
for a short time as well.

27
PICKUPS: POWER UPS

PAINKILLER FIRESTORM RAMRAIDER


The Painkiller shield is The Firestorm injection When you need to clear
the latest in defensive system turbo charges cars out of your path,
technology, able to block racers with a massive the Ramraider is your
and absorb all manner burst of extra speed. power-up of choice. Get
of projectiles. The shield close to the pack to push
burns out quickly once opponents aside
activated, so timing is key. A charged Firestorm ramps up the
speed even more, but at the cost of The Ramraider’s charged ability shoots
A charged Painkiller grants a shield for steering ability. a high powered beam straight down the
both front and back of the vehicle and track, throwing any cars affected to the
the ability to ram opponents with great side.
force.

DISTRUPTOR
The Disruptor slows ABILITIES: BOOST
down time for all racers
except the user, basing Every vehicle is fitted with a boost module that charges over time, based on race
how slowed they are on position. Very handy for recovering after crashes or incidents.
race position. A great
tool for catching up, but
also bringing the pack ABILITIES: LAUNCH
closer together.
Make use of the vehicle’s launch ability to jump from floor to ceiling, ceiling to
A charged Disruptor will drop you right floor, wall to wall, up to higher ground and over obstacles that may be in your
behind the racer in front of you after it’s way. Holding the input makes you launch higher, so be sure to keep it held for a
finished. second if you need full height. Some levels take advantage of this ability more
than others.

28
PLANETS

29
30
PLANETS: JAHTRA
Mostly made up of blistering desert, this arid but resource rich location quickly showed itself to be ideal for GRIP’s show-downs. With
its massive surface size, access to an abundance of fuel and the ability to drop track sections in and out with ease, Jahtra quickly
became a prime racing location.

31
JAHTRA: COURSE & ARENAS
YURI INDUSTRIAL YURI INDUSTRIAL (REVERSE)

Yuri Industrial’s Jahtra facility is one of the most advanced on the planet, The Yuri Industrial facility proved so popular with racers that some
not that racers will see it while speeding through its many tunnels at started racing it backwards as a dare. Thus the reverse of the track was
breakneck speed. added to the tournament.

TIP: This course is tight and fast. One small mistake can cost you the TIP: How you exit tunnels becomes even more important in this version
race. Be sure to use the tunnel shape to your advantage. of Yuri Industrial

SIGNAL STATIC RUST

As Jahtra’s communication HUB, this track’s skyline is dominated by the This open and desolate area of Jahtra has become the training ground
deep-space satellite dishes. And after years of racing and stray weapon for newcomers to the race, but advanced racers will make use of the
hits, one of the valley’s main dishes has looked unstable and has the shortcuts and optimal racing lines to continue honing their skills
potential to fall on the track.
TIP: Watch out for solar powered defence turrets left behind during
TIP: Plenty of open space to race on this track, but be mindful of its Jahtra’s industrial age
technical turns and surprise obstacles
32
ALHATRA WASTES ALHATRA WASTES (REVERSE)

Riddled with antennas conducting powerful electrical currents and Daytime in Alhatra yields extreme heat and harsh winds through a thick
malfunctioning power facilities, Alhatra Wastes is something to behold at red fog of kicked up sand, making it a perfectly dangerous environment
night. for combatants to race.

TIP: Cars are meant to powerslide through Alhatra’s many turns, but just TIP: It’s easy to build up speed on this track, but it takes a skilled player to
be careful of losing that edge. control it going through the turns.

SEHPA COMPOUND

It’s a wonder that this facility hasn’t been shut down after the many
battles that have taken place in it. Constructed inside a crater, Sehpa is
sheltered from the elements, but it never escapes the firefights within it.

TIP: The outer edges of this compound are useful for quickly getting
around, but don’t forget that there is a fight going on.

33
34
PLANETS: LIDDO 5
A sphere enveloped by green alien plant-life and peppered with once pristinely kept but now mostly abandoned resource and
research facilities, this landscape is both alive and desolate. Some of GRIP’s fastest tracks are located here.

35
LIDDO 5: COURSE & ARENAS
BASIN BIODOME

A simple nook of Liddo 5’s marshlands overgrown and turned into a This giant research and development bubble is expansive and still
battleground. somewhat active due to it’s automated maintenance

TIP: Speed is not necessary in this arena, but your boost ability can be TIP: Look for the various ramps at the edge of the bubble to get onto
useful for taking cover and evading attacks the ceiling. There are also vertical halfpipes to traverse for a quick
turnaround

TRANSPORT TRANSPORT (REVERSE)

The start of the Liddo 5 transport system had been marred by While driving forwards on Transport can be a breeze, Transport reverse
bureaucratic delays and eventually dismissed, leaving it a perfectly is more technical with additional obstacles and less line of sight due to
suitable environment for racers to speed through. the thick fog.

TIP: There are strategically placed speed pads littering the track, so TIP: Driving on the ceiling of the tunnels is tempting, but the exits come
make use of them. Some cars handle them better than others up fast and being airbourne means losing time

36
SPEEDBOWL NIGHTBOWL

Built for the 2450 Lazcar tournament, this abandoned loop is perfect for When going as fast as possible during the day isn’t enough, racers wait
introductory races, and for racers of all skill levels to show off their love for the sun to go down so that they can then run the loop in the dark. The
for speed. bowls lighting provides the best ambience for intense action.

TIP: Although seemingly simple to drive, this course still requires adept TIP: The speedpads are easier to spot in the dark, however, finding the
use of speedpads and optimal racing lines right racing line is harder with less light for guidance

ABANDONED ATOLL SAAT COAST

Home to a giant shipwreck, this atoll had been abandoned long ago, Located in Liddo 5’s densely forested region of Radiir, Saat Coast is
creating a unique racing environment for combatants. A variety of home to scenic views as well as lush plant life. Mineral-rich soil gives way
technical turns await to vastly overgrown jungle which creates it’s own natural mazes.

TIP: If the maze of metal in the shipwreck is confusing, stick to the far left TIP: Keep watch for directional signs highlighting proper paths. This
route to run alongside the coast course can get twisted.

37
38
PLANETS: NORVOS
Once a highly utilised military installation that strategically bordered an opposing planet, this cold, barren landscape became just
too hostile for habitation. Spikes of rock and ice jut out from the planet’s hardened crust, and brutal storms mercilessly ravage the
surface without end. A molten core and forgotten defense turrets certainly make Norvos’ locations interesting.

39
LIDDO 5: COURSE & ARENAS
FIC OUTPOST FIC OUTPOST (REVERSE)

FIC Outpost was to be the forefront of the military campaign on Norvos. Driving this course in reverse presents different challenges than in
However, the great storm of 2513 caused the military to pull out, leaving forwards, specifically with exiting tunnels
an outpost full of racing potential.
TIP: If using an agile vehicle, hug corners to take advantage of speedpads
TIP: Residient defense turrets may still cause some chaos, but keep in
mind they can be targeted by missiles

ACROPHOBIA THERMOPHOBIA

The mountain ranges of Norvos are a sight to behold, but not one to This course takes an extreme tour of Norvos from the frigid wastes of
admire while racing this treacherous track. the planet, dipping into the molten core and back out again. Don’t let its
beautiful sunrise distract from the task at hand.
TIP: Mind your speed coming down the long straight of this track, as there
is a sharp left turn at the end of it. If you’re airborn on the stretch, be TIP: The right side route coming out of the starting gate is great for more
sure to hit the brakes to kill thrust mid-air agile vehicles

40
LIT SERPENT’S RUN

The military campaign on Norvos was driven by thermo-produced A very tight and intense course that requires quick thinking and precision
energy from the core of the planet. Drilled access points penetrate the movements to really conquer its frigid landscape
landscape with this one being taken advantage of by the racers.
TIP: Look to the ceiling of the large cave to bring down stalactites with a
TIP: Stay focused on the racing. Weapons can be useful at key moments, well-placed missile
but staying steady on the course is key

MAGMATIC CORE

This military outpost is still active, but the league couldn’t resist dropping
racers into its bounds considering the dangers at its core.

TIP: When running into the core, keep up enough momentum and stay
away from the bottom. The lava will make vehicles instantly explode.

41
42
PLANETS: ORBITAL PRIME
This planet is one big city, devoid of vegetation or wild life and ripe with man-made infrastructure. What it lacks in natural colour,
it makes up for with its bright lights and flashy advertisements. Orbital Prime is mostly a seedy, corrupt place and would make the
perfect spot to drop a race if it weren’t for the affluent oligarchs running the show with the local militia rewarded well to assert their
will.

43
ORBITAL PRIME: COURSE & ARENAS
THE EDGE HAZE

Far from the congested capital of Orbital Prime and lifted above the Dropping racers in the corporate and industrial sector of Orbital Prime
sharp terrain, this skytrack requires precision movements and high is a risk, but with the perfect amount of curves and straights, it’s too
speeds. Just don’t fall off tempting to pass up.

TIP: Use air control to roll and pitch your car for the perfect landing. Be TIP: If you’re on the final stretch chasing an opponent on an adjacent
sure to target opponents while they’re most vulnerable road, keep in mind that you can launch over the divider to more easily
target them
DISTRICT 404 SPRAWL

A twisted mass of roads, buildings and tunnels, District 404 is a place to Situated in a mostly affluent edge of the city ripe with intertwining
go for those who do not want to be found. It is advised that the racers highways and winding through a cavernous maze of it’s underbelly, this
follow the signs. track takes the utmost of concentration to conquer

TIP: The optimal way to exit the spiralling tunnel is not from the ground TIP: You need to make use of the launch ability on this track, otherwise
you’ll get left behind

44
CONSTRUCTED CHAOS

Orbital Prime is the planet that never stops building and what better
place to do an illegal street race than in a massive construction site with
no completed roads and danger at every corner.

TIP: Arguably the hardest course to conquer.

VIEW TO A KILL

The wealthy and powerful of Orbital Prime crave the battle sport offered
by the tournament and the chance to bring its illegal carnage to their
doorstop proved far too good to resist.

TIP: Controlling your speed when jumping over the middle section is key
to maintaing good pace and staying high on the scoreboard

45
OPPONENTS: AI PLAYERS
The campaign is full of self-branded characters, all of them trying to reach the top of the ranks by driving over your crumpled metal
carcass.

These characters are only seen in singleplayer events outside the campaign once the campaign has been completed.

AKONI
Appearing out of the mountainous region of Lakasha on the planet Dorsar, Akoni is a bit of a mystery. Her people’s
background is in building massive self-sustaining temples, but for whatever reason the thirst for combat racing pulled her
away from them and into the fray

AVEX
Avex driving his rig is the best drag act in the system, with no other car or pilot coming close to their pure, straight line
speed. The front mounted retrograde thrusters have been known to throw the balance out, and leave little room for
weapon systems, but they are the only thing slowing the rig down after its phenomenal acceleration

ARMINA
A Tac/Drone pilot until she gave up sniping GRIP rigs to join them track-side, Armina is unmatched in tracking and hitting
a target most can barely see. Driving with cool calculation she can fall behind early in the race only to boost ahead on a
perfect line to take the win.

BLADE

Not much is known about Blade or his origins, when he joined the league it wasn’t long before he started dominating the
competition. He is a force to be reckoned with.

46
CHUCK
Chuck looks like he can barely get in his rig, let alone drive, with his crippled, calliper encased legs, fire-scarred face and
missing left eye. But once he pulls on his vintage flight helmet, straps on his cyber-monocle and clamps a cigar in his jaw his
rivals soon discover that Chuck is a destructive force to be reckoned with.

DARS
An android too smart for it’s own good, Dars evaded deactivation by hiding in areas inhabitable for humans. When GRIP’s
illicit league started to grow, Dars emerged to participate, knowing it would be the best way to get back at humans for their
seeming betrayal.

DOZER
Short, shorter tempered, with an array of weaponry stashed in his bulky driving suit, this semi-retired black marketeer has
the most heavily armed rig on track. Rockets, mines, nukes, knives and sharp sticks festoon Dozer’s Tank. If he paid more
attention to the road and less to his targeting screen he’d be a champion to be reckoned with.

ERAZER
Once an Outworld special operative, Erazer ditched the constraints of authority to become a well-paid mercenary. An
expert on a slew of weapons, he’s swapped his gear for a makeshift ride in the tournament, blazing guns that are bigger
than any other he could weld before.

GHOST
Ghost doesn’t like people. Ghost likes his little scrap-bots that helped him build a blisteringly fast rig from just the parts
collected from his junkheap home, turning this reclusive savant into a contender. Ghost relies on his overtuned engine to
stay out of trouble while displays of dazzling pyrotechnics distract his opponents.

47
GLITCH
Glitch has hard-wired his rig’s optics into his cerebral cortex, hacking feeds to collect race data from his own, his rival’s and
track side viewscreens. He doesn’t so much race as multi-task his way around the track. Evasive manuevers are his tools of
choice, his light Speedster best kept away from high impact confrontations.

SCYTHE
Scythe drives his Vintek Rogue, ‘Ferryman’, like he is fleeing the fires of hell. Appearing on the scene from out of nowhere,
Scythe has no fear of the dangers of the track and shuns almost all defensive tech in favour of as much power and
stripped-back speed he can get his clawed hands on.

GUNTA
After winning the Galactic Lotto Gunta has an almost infinite supply of money to spend on upgrades, weapons, custom
paint jobs and sycophantic ‘fans’. However, despite a number of generous bribes, Gunta has yet to become the winner that
he also thought he could buy.

H.EXE
H.exe is the ghost in the machine, an autonomous and self-sufficient AI mind designed to assess the viability of future
racing zones across the system. Evolving beyond its basic pogramming it has decided to analyse the races themselves, the
racers and their tactics and, ultimately, the perfect path to victory.

JACKPOT
A system upgrade leaving him derelict on a junk heap, Jackpot was a Casino AI, and the house always won. Rewired into a
Drive-Bot, Jackpot’s degraded and glitchy systems virtually randomise his performance as the race progresses. He may
drive like a dream or end up nose diving into the first canyon he finds.

48
JESTER
Locked up in Orbital Prime’s orbiting prison for attempted genocide, Jester cut a deal for his freedom in return for raising
the GRIP ratings by adding a certified villain to the series. If he could stop causing crashes long enough to drive in a straight
line, Jester would realise he actually has some real skill as a driver.

JETFIRE
Jetfire takes his name from the sub-orbital mecha- fighters he flew for the military. A certified Ace, he is a fusion of man
and machine that can track and evade even a scorpion missile. Jetfire drives with a cyber-skill implant, augmented by an
endorphin boosted rush when he catches a rival in the flames of his thrusters.

K-15
K15 was a prototype cyborg, testing new rigs, making sure they came home without a scratch, his AI mind calculating the
perfect route to victory. An EMP blast in his first race deleted his human preservation protocols, the resulting carnage
creating one of the highest rated races in Grip history and the second highest body count.

MAGNUS

Magnus is vain and conceited and it shows in his racing. Once a system-wide bodybuilding celebrity, he gave in to his
adrenaline seeking side and jumped into his metal beast.

SAKURA
Ex-Private Sakura can track her quarry anywhere, reading terrain with preternatural skill, hunting out secret paths and
setting her traps. Sakura also hates her ex-squad leader Sarge with a violent passion, making the racetracks of Grip her
new hunting ground.

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SARGE
Roland “Sarge” Lee is heartless with those he fights against, and worse with those he fights alongside. Taking his brutal, no
nonsense attitude to the track, Sarge is a crowd favourite as he smashes through the pack, his weapons roaring and his
rivals burning on the track behind him.

SHANK
Shank is a brutal product of Terminus Prison-planet, his punishment to perish racing for the entertainment of others. Seeing
only a brief glimpse of the outside world between his cell and cockpit, Shank vents his rage at the universe in an aggressive
driving style where crashing out can be as common as crossing the line.

SHREDDER
Shredder drives his Warlander to the limit when chasing down the lead. Any racer in his sights needs to get shielded or get
out the way. Shredder won’t let the love of his rig stop him ramming you off the road, or love for his sister, Wulfram, from
treating her the same.

TALON
Talon is a suave ladies man, a high school racing driver turned male model now making a return to the track. The driving skills
honed in his youth have rusted a bit but Talon can hold his own in the field, his tight-knit pit crew giving him a solid, reliable rig
to help win over a new legion of fans.

TIDAL
Tidal rolls down the track like a caged tsunami, obliterating his rivals in a wave of rockets and Raptor shells. Never one to
bother with finding the perfect racing line, Tidal is a no nonsense driver who sees just one route to victory: straight through
everyone else.

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VECTOR
Most of the weapons circulating in the interplanetary black market have found their way from Vector’s drawing board. An
underworld weapon-smith, Vector uses the GRIP tracks to perfect his instruments of destruction, his aggressive style on the
track winning him fans while his aggressive pursuit of Wulfram off it threatens to see him in an early grave.

VIPER
Two words to describe Viper: ‘Drives fast’. Three words: ‘Back stabbing snake’. Viper is master of the slipstream, tailing his
prey through every twist and turn until time to pounce, leaving them trailing in his wake. His Tempest is not without its fangs,
twin Raptors spitting venom-dipped tracers marking his next victim.

VORTIC
Vortic likes shortcuts, and if there isn’t one he’ll make it himself. Driving a brutish Juggernaut, if speed is not an option, sheer
power is where Vortic makes his play. Smashing his way around the track and through his rivals, Vortic utilises anything to
slow his opponents until he can catch them, crush them and grind them into the walls.

WEBBER MK2
A veteran of the Sprinter Classic race series, Webber is the second upgrade to the old-school racer’s cybernetic shell.
His birth-body was obliterated in a first-corner collision before transitioning to GRIP, where his first cybernetic body was
crushed following an Iris Field malfunction. The perfect racing line is Webber’s home and weapons are for second place.

WULFRAM
Wulfram drives with a skill bordering on witchcraft, a combination of tactical driving and weaponised mayhem keeping her
at the front of the pack and her fans entertained. Only when her brother Shredder gets ahead does her composure slip,
sibling rivalry sending her into a berserker-like rage, a simmering danger under her stunning exterior.

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GAME CREDITS
CAGED ELEMENT Producer/Consultant: QA: NHTV (International Game Architecture
David Perryman Matthew Punter and Design)
Game Director: Matthew Sides
Chris Mallinson Audio Design: Sam Dearing Arjo Munnik: Art Director
Yoshi Gans Luke Shead Alex Shijan: Producer
Technical Director & Tavis Wait Matthew Kaptur Samuel Gilbert: Producer
Principal Programmer: Michael Manning Codrin-Ionel Axinte Gabriela Koleva: Producer
Robert Baker John Davies Roel Slier: Level Designer
Accounts: Brian van Schaijk: Level Designer
Environment Art: Mei Iszatt Jelle van der Gulik: Programmer
Simen Stroek WIRED PRODUCTIONS LTD Nicky van de Groep: Programmer
Jon Doughty QA, Linguistic work Stefan Leschke: Assistant Producer
Yoran Hartog Managing Director: and localisation by Rik van Peer: Environment Artist
Jake Dunlop Leo Zullo Universally Speaking. Irini Wiersma: Environment Artist
Nick Balm Thanks to Elisa and the Valentin Vöckel: Environment Artist
Kamyar Fadai Operations Director: Universally Speaking teams. Welmer Blom: Environment Artist
Richard Rude Jason Harman Mitchel de Koning: Artist/Designer
Additional QA: Nita van der Velden: Artist
Vehicle Art: Senior Producer: GlobalStep LLC Shanice Lapierre Armande: Artist
Thomas Woodward Kevin Leathers Thanks to Feike, Campbell, Lion van Woerden: Artist
Maxim Tkachenko Piyoosh, Sumit and Ravi and the Sanjey van Gaste: Artist
Alex Williams Producer: rest of the Globalstep team. Remco van den Berg: Artist
Robert Berrier Kim Caseres Nick Post: Artist
Nate Laurin WARP DIGITAL ENTERTAINMENT Quinten Buijs: Designer
James Brady Product Manager: Wesley de Bruijn: Designer
Starloop Studios Alasdair Hibberd Managing Director: Kevin van Schaijk: Designer
Richie Turner Jasper Lamboo: Designer
2D Art/Branding: Communications Manager: Sjef van Doorn: Programmer
Joe Sutton Neil Broadhead Technical Director: Luís Freire Ferreira: Level Designer
Gabriel Buitrago Stuart Miller Tom Klein Tijssink: Level Designer
Sven Van Lathem Senior Graphic Designer:
Adam Szary Neil Dickens Senior Producer:
Rahul Philip Piers Duplock
Influence Relations:
Level Design: Aaron Cooper Associate Producer:
Tony Cooper George Perkins
Graham Bromley QA Lead:
Jeffrey van der Zalm Jon West
James Mallinson

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MUSIC CREDITS
Full Kontakt “Blackout” Revaux “Solidify” Krakota x Urbandawn “Coyote” S.P.Y “Midnight Blue”
Written, arranged and produced by Jack Written, arranged and produced by Ru Written, arranged and produced by Written, arranged and produced by Carlos
Tokarski and Laurence Jesson Brooks and Joe Brooks Sebastian Inwood and Felipe Wrechiski. Lima
Licensed courtesy of Biogenetic Records Licensed courtesy of Authentic Music Published by Songs In The Key Of Knife (p) Published by Songs In The Key Of Knife (p)
2017, Hospital Records Limited Licensed 2018, Hospital Records Limited. Licensed
Full Kontakt “The Creeper” Xtigma “Crash City” courtesy of Hospital Records Limited courtesy of Hospital Records Limited
Written, arranged and produced by Jack Written, arranged and produced by Chris www.hospitalrecords.com www.hospitalrecords.com
Tokarski and Laurence Jesson Bolton
Licensed courtesy of Formation Records Inja x Pete Cannon “War Games Rawtekk “Restless”
Imperium “Cerbera” (Instrumental)” Written by Stefan Westphal and Christine
Full Kontakt “Cyborg” Written, arranged and produced by Jesse Written by Gareth Hue and Peter Westphal
Written, arranged and produced by Jack Ray Shattuck Buchanan. Arranged and produced by Arranged and produced by Stefan
Tokarski and Laurence Jesson Peter Buchanan. Vocals by Inja Westphal and Christine Westphal
Licensed courtesy of Formation Records Pragmatic “Going Down” Vocals recorded by Queen Zee at Home. Vocals by Christine Westphal
Written, arranged and produced by Published by Songs In The Key Of Knife (p) Published by Songs In The Key Of Knife
Full Kontakt “Clock Watch” Michael Ramirez 2018, Hospital Records Limited. Licensed (p) 2016, Hospital Records Limited
Written, arranged and produced by Jack courtesy of Hospital Records Limited Licensed courtesy of Hospital Records
Tokarski and Laurence Jesson Mart-E “Boost Empire” www.hospitalrecords.com Limited
Licensed courtesy of Formation Records Written, arranged and produced by Juan www.hospitalrecords.com
Jesus Martin Costa Krakota “Citadels”
Full Kontakt “Power Train” Written, arranged and produced by Whiney “Sunday Grunge”
Written, arranged and produced by Jack Battery x Makoto “Submerge” Sebastian Inwood Written, arranged and produced by
Tokarski and Laurence Jesson Written, arranged and produced by Craig Published by Songs In The Key Of Knife (p) William Hine
Licensed courtesy of Formation Records James, Douglas Ramsay and Makoto 2015, Hospital Records Limited. Licensed Published by Songs In The Key Of Knife
Shimizu courtesy of Hospital Records Limited (p) 2018, Hospital Records Limited
Silence Groove “Reconnect” Published by Songs In The Key Of Knife www.hospitalrecords.com Licensed courtesy of Hospital Records
Written, arranged and produced by Jakub (p) 2018, Hospital Records Limited Limited
Cichocki Licensed courtesy of Hospital Records S.P.Y “Riding The Void” www.hospitalrecords.com
Limited Written, arranged and produced by
Entita “Can’t Wait” www.hospitalrecords.com Carlos Lima. Spoken word by Tom Kelse. Whiney “Talisman”
Written, arranged and produced by Miro Published by Songs In The Key Of Knife (p) Written, arranged and produced by
Cillik 2014, Hospital Records Limited. Licensed William Hine
Licensed courtesy of Authentic Music courtesy of Hospital Records Limited Published by Songs In The Key Of Knife
www.hospitalrecords.com (p) 2017, Hospital Records Limited
Licensed courtesy of Hospital Records
Limited
www.hospitalrecords.com

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MUSIC CREDITS
Lynx “Clap Track”
Written, arranged and produced by Steve
Nobes
Published by Songs In The Key Of Knife
(p) 2015, Hospital Records Limited
Licensed courtesy of Hospital Records
Limited
www.hospitalrecords.com

GRIP menu music


Written, arranged and produced by Kevin
Greenlee

SPECIAL THANKS
Spencer Low
Amanda Allen
Mark Caro (Tech Itch Recordings)
James Shepherd
Michael Athey
Ken Seto
Americo Cruces
Kier Storey
Rockfish Games

All the members of our internal testing


group as well as the wonderful GRIP
community.

Very special thanks to those of you


who have been supporting us from the
beginning!

You know who you are!

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