15 Years Already? Four Great Racing Titles Released in 2008

Racing games and sims are built with endless hours of replayability in mind these days, but they are not released as frequently as they used to be – if that is for the better or the worse of the genre is up for debate. 15 years ago, this was different, but 2008 did not just spawn a bunch of low-quality titles – in fact, a few still hold up well to this day.

The racing world was much different in 2008: Lewis Hamilton only became a Formula One World Champion by the end of that season, taking his first of seven titles, the FIA GT Series was still in full swing before trying to become a World Championship (and subsequently folding), and open-top prototypes were still the car to have at Le Mans.

Interestingly, no new F1 games were released that year, as Codemasters only started their series in 2009 with a Wii-only version and previous rights owner Sony had last made a game in 2006. However, that does not mean there was not plenty of vehicles and tracks to race – and one title even is an important cornerstone of the sim racing genre to this day.

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About author
Yannik Haustein
Lifelong motorsport enthusiast and sim racing aficionado, walking racing history encyclopedia.

Sim racing editor, streamer and one half of the SimRacing Buddies podcast (warning, German!).

Heel & Toe Gang 4 life :D

Comments

>the most recent entry called Grid Autosport was released in 2022

it's legends though.
Grid Autosport was the best of the Grid series imo. But the best multi categories game from Codemasters was Toca Rave Driver 3. GRID was such a disappointment, I have to disagree, not any aspect was better than TDU3 (the overdone post production effects were such a downgrade after the clean aspect of TDU3, the handling was just arcade, although TDU3 had realistic handling, the poor diversity of categories after TDU3 was just a shame...).

One important information : GRID isn't the first game with the rewind mechanic, SCAR, from Milestone did introduce it a few years before. It was a good game, with great cars (alfa romeos), with the stress mechanic (competitor losing his means when you were following him closely, if not strong enough, and you too could get your vision blurred). These.mechanics came back in (corvette) Evolution GT, still by Milestone, still before GRID. This 2 games also had introduced fictional famous city tracks as the GRID series did after.

When it came out GRID just felt a bad copy , in terms of creativity, of these 2 previous games. After the magic of TOCA Race Driver 3, why??? GRID got rid of everything that was good in TDU3 except the cars destruction, which became ts main sale point. Anyway it's commonly accepted that GRID was the first game with rewind mechanics, but no, and it is not from Codemasters. I even don't know whether Milestone was the first developper to introduuce them. I think I have heard about such mechanics in an older race title, but I'm not sure and I can't remember the game.

From 2008, another interesting game came out, Project Torque / Level-R, a car racing MMO, I haven't played it a lot, as I wasn't in MMO games, but the physics were the same than those of Cross Racing Championship and LA Street Racing, so really good (CRC was such a unique game, and it still is, I want.to get the new Steam version now!). Project Torque has been revived 2 or 3 years ago on Steam, I don't know whether there are many active players.

GTR Evo, nothing to say, it was an amazing racing sim and still is.

These 2000 years (and early 2010s) were great times for arcade and sim titles, many great and solid experiences, still relevant and fun today, came out.
 
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I started with "Indycar Racing", then "Grand Prix Legends" > "rFactor" > "GT Legends" . "GTR2" > "iRacing" > "rFactor2" > "GTR Evo" > "Race" Series > "ACC" etc., etc.. A never ending parade of software, but no complaints from me. :thumbsup:
Haha, I played all the titles in that list back in the day. I would also add all the grand prix games, F1 racing simulation, F1 racing championship, F1 challenge, Nascar Racing 2003, GTR1, live for speed, and all the Colin McRae titles, Richard Burns rallye.

Great times spent then. And fond memories in my first online races on Vroc and later iGOR playing GPL all evening long. The additional enjoyment with the first mods, and modifying the engine power in grand prix 3 up to the 1600hp maximum that the game supported and laughting my ass with my friends with how ridiculously fast that thing was. Those mods back then made you feel like a hacker.
 
I am confident in believing iRacing was full of fake marketing because looking at the early days of iRacing, it looks like a total joke ! It might be better now but how the hell did iRacing become popular when this was at release, and for many years after ?
I though back then that iracing was going to crash into the ground because it was clearly a greedy money grab, and that people was not going to be that dumb as to pay every month for a game that was never going to be their property. Oh man how wrong I was, I also thought the same about adobe and about people not being so stupid as to purchase smartphones and graphics cards over 400€, lol. People never cease to surprise me.
 
Come onnnnnnnnnn. Look how bloody nice that Race 07 / Race Injection Nordschleife pic is.

I'm so glad we have PC gaming as opposed to consoles. Not only can we play our beloved old games still but we can play them in all sorts of enhanced ways we never could before. Ultra- and super ultra-widescreens, VR, high supersampling and downscaling (eg. Nvida DSR), HDR ouput (with the game using Special K or Win 11 auto-HDR) on HDR monitors, high framerates on high refresh rate (120 - 500 Hz) monitors, GSync/Freesync/VRR, etc.

Having a blast playing GTR1.
 
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Burnout Paradise
Race Driver: Grid
GTR Evolution
iRacing
Honorable Mention: Euro Truck Simulator

Which one of the above titles adopted the most successful business model? Which one of those titles is still as relevant today--or even more relevant--than when it launched?

Well, 3 of the titles are run by for-profit businesses while the other two are more Labors of love. Hat tip to ETS and ATS (which I play) who have passionate devs who, maybe out of necessity, still milk the same bones but stay afloat with DLC. As for iRacing, it is also a labor of love, if you will, by John Henry, who was comfortable bankrolling a loss making productduring startup. Lets be honest, how many commercial software products can be run in that manner. For EA, Codemasters and Tentacle it would have been impossible to justify huge losses for as many as five years while the initial investment gets recouped. The fact that no other company has approached a subscription model says to me that it is not the most attractive model, likely because of the J-shaped revenue curve. And at some point, these need to make money. The laws of economics don't bend for simracing, sadly. (Otherwise we'd all be playing Racing Legends by the West Brothers)
 
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