It's an awesome game for those who can handle it." The staff of the former said of the game, "Arguably the most ambitious and realistic driving simulation to date-modeling the thrills and difficulties of Grand Prix racing circa 1967-it is also perhaps the toughest to play. The game was the runner-up for Computer Gaming World 's 1998 "Best Driving" award, and for GameSpot 's 1998 "Driving Game of the Year" award, both of which ultimately went to Need for Speed III: Hot Pursuit. It ultimately totaled 200,000 sales by 2004. GameSpot 's Gord Goble attributed its performance to the "combination of treacherous gameplay, sometimes glacial frame rates, and esoteric subject matter". He noted that its "steep learning curve kept many fans away" in European markets. Walker reported that "the game sold only a few thousand copies" in the United States, which he attributed to the general unpopularity of Formula One racing in the country. The game was a commercial failure Andy Mahood of PC Gamer US described its sales as "abysmally poor". Many, if not most games do that, but few do it as convincingly or compellingly." Sales If you're willing to make the investment it takes to become good, you'll be rewarded with what is perhaps the most exciting and engaging racing game we've ever had the privilege to play." An issue later, the magazine ranked it at #47 in its list of the Fifty Best Games of All Time, saying, "Not only does it have the most realistic physics model yet in a racing game a brilliant premise, and the best drive AI we've seen, but GPL enables players to do something they simply never could in the real world. GameSpot said, " Grand Prix Legends will reward you with arguably the most intense racing experience ever seen on a personal computer." Next Generation said of the game in its January 1999 issue, "Overall, there aren't enough adjectives to describe how excellent this is. The game received "favorable" reviews according to the review aggregation website GameRankings. Papyrus co-founder Dave Kaemmer commented, "It's not a pleasant thing to call someone on the phone and say that you want to license their dead son's name, but people have been very helpful." The team visited town halls to get blueprints for defunct tracks. However, the amount of time that has passed since the 1967 Grand Prix season meant that some of the tracks the designers wanted to recreate no longer existed in their original form. In addition, the more primitive suspension of cars of the time meant that the car physics could be more visually dramatic. Inspired by the 1966 film Grand Prix, the developers chose to base the game on the 1967 Formula 1 Grand Prix season because during that period tracks were narrow and lined with trees, houses, and other elements that in a video game can serve as backgrounds to enhance the sensation of speed. The game was in development for three years with a team of 25 to 30 people. Many parameters affecting the skill and aggressiveness of the AI drivers can be specified. The game also features multiplayer via LAN. The game offers several modes in which the player can race alone or against AI opponents.
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