Found this interview here, with the chief game designer: http://www.fanbolt.com/grid-autosport-interview-with-chief-games-designer-on-grid/ Here is the quote I like the best: In terms of gameplay and driving sensation, how does GRID Autosport compare to GRID and GRID 2? It’s mentioned that it goes back to a more authentic handling style. Just how different will it be? JN: It’s quite, quite different from GRID 2, and it’s ever so slightly more towards the simulation end of the spectrum than GRID 1, plus the actual car handling and simulation is more detailed than GRID 1. The three games share the series’ “All about the race” DNA, but the experiences have changed each time. Driving-wise, the key thing we’re really happy with in GRID Autosport is the way that the grip falls away when you’re right on the limit. That lets you “catch” the car if you’ve put too much throttle down too early, for example, because you get just enough warning that the car is about to lose traction. That said, we’ve made sure that there are lots of assistance options available so that players of all experiences can enjoy the game. In the above example, traction control would prevent the wheelspin from causing you to lose control of the car, at the expense of being a little slower than a skilled player who applied the throttle gradually. ______ P.S. - Remember the "fall off understeer" problem many had with F1 2013? Well, that's what Codemasters has been really toiling over. My bet is that the handling of the open wheel cars will be even better than F1 2013 because you will be able to feel the tire contact with the asphalt even more in the turns...a major failing of most racing games.