Taking a look at the review of GRIP: Combat Racing one wonders: where did the futuristic racing arcade end up ? Between the 1990s and the beginning of 2000 there was a large movement that evidently saw a close connection between technological progress, speed, competition and unsportsmanlike violence. The origins of this wave date back to almost thirty years ago, when F-Zero showed to a dismayed world the wonders of Mode 7 shot at thousands of kilometers per hour, but from there the same concept was used in other cases, often to stage remarkable technological developments such as Crash N Burn on 3DO or Megarace at the dawn of the CD-ROM. The game that perhaps has enjoyed greater following and that still counts of the emuli is probably Wipeout, but there is a line of less glamorous products but not less appreciated by gamers, decidedly more rough in terms of aesthetics but all based on the gameplay and the competition, which could be defined as a kind of parallel and obscure version of the aseptic titles that emerged from the Psygnosis tradition.
Just under the same label saw the light Rollcage in the late 90s, developed by Attention to Detail and became a sort of cult game, certainly less popular than others but characterized by a hard core of fans that has further strengthened (and perhaps enlarged) with the next release of Rollcage: Stage 2, which emerged the following year on PC and on the first PlayStation. The mention of these two titles is mandatory to introduce GRIP: Combat Racing , because the latter is not simply inspired by the series in question but it is the real “spiritual follow-up”, a definition that has become more and more common lately with the productions that emerged in crowdfunding precisely because, often, these are projects carried out by the same authors of the original titles but forced to apply different names to the games in order not to run into copyright issues. GRIP: Combat Racing is in effect the heir to Rollcage, developed by some of the original authors gathered in the Caged Element team and initially proposed through a crowdfunding finished badly but fortunately resumed and brought to a conclusion with the support of Wired Productions.