GRIP is a futuristic combat racer inspired by the Rollcage games from 1999/2000. Combine furious speed with intense action to create memorable racing moments you won't forget.
User reviews:
Recent:
Very Positive (37 reviews) - 86% of the 37 user reviews in the last 30 days are positive.
Overall:
Very Positive (426 reviews) - 94% of the 426 user reviews for this game are positive.
Release Date: Feb 2, 2016

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Early access is a great way for us to connect with gamers, and allow you to help turn GRIP into the type of game you really want to play.

Our team can focus purely on development, getting you the best possible version of the game, and as soon as we make changes.

With every new version, we'll be taking valuable feedback from the community, of which we will then use moving forward.

In our forum there will continue to be polls for users to vote on, regarding all aspects of the game. These polls will give great general feedback from the players, in addition to the in-depth discussion on the rest of our forums (www.cagedelement.com/forum)

With your help, we look forward to creating the best possible version of GRIP there can be!”

Approximately how long will this game be in Early Access?

“Our goal is to have the "final" version of GRIP by the end of 2016, though with the right support GRIP will never be final, as we hope to be adding new cars, tracks and possibly pick-ups well into 2017.

The first version out of early access would be a complete version, or in other words, our vision of the full game as it's outlined in the game design document.”

How is the full version planned to differ from the Early Access version?

“Early access will not have many features at first. Our main goal early on, is perfecting GRIP's core gameplay. We want to make sure the game plays very, very well before we start adding the bulk of the content.

Once the vehicle physics, pick-ups, multiplayer functionality and AI are where we need them to be, we'll start to release new content that can change over time depending on feedback from the community.

The full version of GRIP will have 12 cars (3 classes), 16 tracks (4 planets), 10 pick-ups, career mode, arcade mode, arena mode (with arenas), precision mode (with a few tracks), elimination mode, multiplayer (online or local LAN and split-screen), mod tools for custom cars, and (depending on funding moving forward) a track editor so players can build their own courses.

The full game will be rich with features and content, as well as have great tools for users to make their own additions to the game.”

What is the current state of the Early Access version?

“Features included in the current version of GRIP are as follows:

  • 2 vehicles (12 different skins each)
  • 5 Game modes (Race, Elimination, Time Trial, Arena & Playground)
  • 7 Levels (some still WIP)
  • 4 Weapons (Homing missile, machine gun, mine, leader rocket)
  • 2 Power-ups (Shield, Turbo)
  • 9 Ingame music tracks
  • Play single player (against AI) or Split-screen with a friend
  • Online Multiplayer coming soon!

Will the game be priced differently during and after Early Access?

“We plan to gradually raise the price as we include new content and features. However, at whatever price you buy the game in Early Access you will NOT have to pay any more money to receive the final release version

That said, the first version released outside of early access will not cost too much more than the game does now.”

How are you planning on involving the Community in your development process?

“We'd like the community to give feedback on all aspects of the game, whether it be vehicle physics, weapons, power-ups, cars, track designs or overall visuals.

You can give feedback either here in the Steam community, or in our official forum:

www.cagedelement.com/forum

We look forward to hearing from you!”
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Buy Grip

 

Recent updates View all (4)

June 2

GRIP Update 1.0.10.1 is now available!

-
GRIP Early Access Release v.1.0.10.1 is now live!
-
The biggest changes in this patch revolve around physics interactions. The problems with bouncing violently and catching on the environment has been greatly reduced, and car vs car collision has been improved. That said, physics and collision are, as always, an ongoing work in progress, so the car vs environment collisions, weight of the car and overall driving will improve as we continue development.

NOTE: Unfortunately the Norvos track was not up to our standards for this patch, but we will have it in the game as soon as we can.



Here is the full changelist for patch 1.0.10.1:

Gameplay:

  • Better physics: Greatly reduced are the instances where the car will catch on geometry in tunnels, bounce on landing or fall through the world. Overall the driving is smoother and less frustrating (vehicle physics and handling are still a WIP)
  • AI improvements: AI now try their best to avoid other cars and mines. Plus they drive better on all maps (NOTE: Wild mode is experimental and we are not optimizing AI pathing for this mode)
  • Speedpads are now in the levels. This is their first implementation, and it's meant to be more of a test than anything. Give them a try!
  • Vehicle camera now subtly points down the direction of the track if player is off course (this is a WIP and just the beginning of camera improvements)

Pickups:
  • New Pickup! (EMP): A blast that will disable other car's engines and pickups temporarily. How effective it is depends on the car's position in the race and distance from the blast (this is the first implementation of the EMP and so it's not final. It's look and functionality will change over time)
  • Mines now plant if the user is relatively close to the ground. Also fixed them getting planted at strange angles
  • Shield now emits effect and sound when hit by machine gun
  • Raptor machine gun has an improved sound effect, plus knocks cars around a bit less, as it was overpowered

Levels:
  • Transport: Changed overall atmosphere/lighting, added some more assets and improved flow.
  • Alhatra Wastes: Smoothed some terrain, reworked one of the routes after the bridge, added various new effects to the environment.
  • Yuri Industrial: Added better collision for tunnel entrances, raised forcefield in some spots, removed destructible pillars for now, as they were causing issues

Visual:
  • Better explosions: They are now punchier and brighter
  • Improved Dreadnaught overall textures and greatly improved exhaust effects. Also improved exhaust for Dominator
  • Track lighting and effects have been improved on all three.
  • Depth of field effect added to end-of-race cinematic cameras

Optimization/fixes:
  • The HUD now creates less of a performance hit
  • Car collision with Destructibles and physics objects has greatly improved. No more getting a barrel caught under your tire
  • Various materials have been optimized
  • Vehicles are now set up for future customization options. This took quite a bit of time, but we are now ready for the future ;)
  • Improvements to missile navigation overall

-------------------------------------------------------------------------------
Coming in the next few major patches:
  • New Norvos track
  • New vehicle from a new manufacturer
  • Completely redesigned menu with better setup and functionality
  • Basic vehicle customization
  • An additional weapon
  • Multiplayer!
-------------------------------------------------------------------------------

If you want to give feedback, or need to report any issues, please visit our forum (be sure to check the bugs and crashes lists before posting):
http://www.cagedelement.com/forum

To all of our players, thank you for supporting us, and we hope you'll like what we've got coming in our next updates!
 


Copyright © 2016 Caged Element, All rights reserved.

43 comments Read more

April 3

GRIP Update 1.0.9 is now available!

-
GRIP Early Access Release v.1.0.9 is now live!
-

The biggest change is a better friction model for the vehicles which allows for some natural drift. This brings us one step closer to the type of driving we want people to experience with our game! Also included in this patch is the new Elimination mode (like Knockout), as well as a ghost car of your best lap in time trial (appears after the first lap) and various tweaks to tracks.



Here is the full changelist for patch 1.0.9:

Gameplay:

  • Drifting! The cars now have an improved friction model that allows for natural drift.
  • Elimination Mode! There is a timer that counts down and every time it reaches zero, the racer in last explodes. Very intense mode!
  • Ghost car now visible in Time Trial after your first lap (will mimic your best lap, every lap)
  • Airborne thrust: Vehicles can now accelerate in mid air due to the rear jet thrust. Be careful!
  • AI now try to avoid mines placed on the track
  • Better missile navigation (WIP)
  • Improved rumble pad functionality for gamepad
  • Fixed mines not planting properly
  • Fixed vehicle getting stuck sideways on race barrier (now gets pushed off)
  • Assassin missile can no longer be spammed by AI

Levels:
  • Added new race boundaries to Industrial, Alhatra and Transport. This prevents the cars from flying out of the level
  • Transport: Improved flow, eliminated or alleviated frustration with some problematic objects (many obstacles still need fixing)
  • Industrial: Improved flow and tweaked problematic areas
  • Alhatra Wastes: Reworked various areas, smoothed terrain and improved overall flow

Visual:
  • Cinematic camera has improved, with better views and implementation
  • 4:3 Screen resolution now supported
  • 21:9 Screen resolution now supported (may still have issues with the HUD)
  • HUD: Added direction indicator on HUD in the center (activates when car is not facing correct direction of the track)

If you want to give feedback, or need to report any issues, please visit our forum (be sure to check the bugs and crashes lists before posting):
http://www.cagedelement.com/forum

To all of our players, thank you for supporting us, and we hope you'll like what we've got coming in our next updates!
 



Copyright © 2016 Caged Element, All rights reserved.

46 comments Read more
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About This Game

Current features:

  • 2 vehicles (12 different skins each)
  • 5 Game modes (Race, Elimination, Time Trial, Arena & Playground)
  • 7 Levels (some still WIP)
  • 4 Weapons (Homing missile, machine gun, mine, leader rocket)
  • 2 Power-ups (Shield, Turbo)
  • 9 Ingame music tracks
  • Play single player (against AI) or Split-screen with a friend
  • Online Multiplayer coming soon!

---------------------------------------------------------------------------------

GRIP is bringing old-school style combat racing back with a bang. Inspired by the Rollcage games and developed by some of the original team, GRIP is a true tribute to the explosive fun had in a past gaming era.

  • Intense Racing: Hit speeds of up to 700 kmph, driving on floors, ceilings and walls. GRIP's car designs allow for driving on both sides, so flipping the car no longer means game over

  • Awesome Pick-ups: Use an array of power-ups and weapons to get the edge on your opponents. Ranging from missiles and guns to shields and turbos, we plan to have a wide array of exciting pick-ups to use

  • Exotic Planets: Race on a variety of planets, from hostile icy worlds to alien jungle to sprawling non-terrestrial cities. Use destruction as a tool to win, crashing your surroundings down on your opponents, or lose your tail by heading through an alternate track route

  • Badass Rides: Choose from a roster of armoured cars, manufactured by different companies from around the galaxy. Each car has different specs - some swift and agile, others brutish and heavily armoured. There's a killer car for every taste

  • Bangin' Tunes: Race to a thumping soundtrack from some of the best electronic music artists. Drum n Bass is our main kick

System Requirements

    Minimum:
    • OS: Windows 7 64bit
    • Processor: 2.4 Ghz+ Dual Core
    • Memory: 4 GB RAM
    • Graphics: Geforce 560 or Radeon 6850
    • DirectX: Version 11
    • Storage: 2 GB available space
    • Additional Notes: Microsoft Xbox Controller for Windows® (or equivalent) is recommended.
    Recommended:
    • OS: Windows 7 64bit or Newer
    • Processor: 3.0 GHz+ Dual core
    • Memory: 8 GB RAM
    • Graphics: Nvidia 760 or Radeon 270
    • DirectX: Version 11
    • Storage: 2 GB available space
    • Additional Notes: Microsoft Xbox Controller for Windows® (or equivalent) is recommended.
Customer reviews
Customer Review system updated! Learn more
Recent:
Very Positive (37 reviews)
Overall:
Very Positive (426 reviews)
Recently Posted
illEverlee
( 1.5 hrs on record )
Early Access Review
Posted: June 24
Grip, as it is now, is very satisfying, and fills a gaming niche that I forgot even existed. However, all of this is mostly potential. Grip still has a lot of polishing that clearly needs to be done, mostly in the name of physics, responsiveness, and handling. Alas, I'm excited to see how the dev's continue to improve upon an already mind-blowing groundwork!
Helpful? Yes No Funny
SunnyTheYellowCreature
( 115.8 hrs on record )
Early Access Review
Posted: June 23
Product received for free
When I first played I have been having a blast playing this game with my controller, I wish Josh and I could play Split-Screen someday. This game reminds me of one those old WipEout games on PlayStation... I'd wanna say 3. And I'm not too sure.
Helpful? Yes No Funny
Danski
( 15.5 hrs on record )
Early Access Review
Posted: June 18
This is awesome!!! I have always played rollcage and now I have a new favorite car game!!!
Helpful? Yes No Funny
Kydos
( 1.3 hrs on record )
Early Access Review
Posted: June 18
Rollcage is back and its better than ever.

As a "veteran" Rollcage player I had some pretty high expectations for GRIP, especially hearing that some original devs were involved. I was not disappointed.

The early access demo was almost like a modern trip back in time, impressive graphics with an amost nostalgic feeling. The level selection was diverse but limited, this can be excused by the fact that GRIP is still in it's early stages.

The soundtrack is very well-suited to what is happening in game. The fast pace of Modern Drum and Bass and also a fresh taste of Old-school Jungle sounds is enough to keep you glued to your headphones. To think that there are many more tracks to come gets me even more excited to see GRIP grow.

Gameplay-wise GRIP controls like it should. Your cars flip and tumble like crazy and your weapons are more destructive than ever. Sure, the movement of the cars are not as fluent as they were in Rollcage, but they are still as enjoyable as hell!

For a spiritual-successor to Rollcage, GRIP does an incredible job of modernising the franchise for a newer audience. I can't wait to see the game evolve into something even better.

My only complaint is the lack of Ultrawide support (as I'm running a 21:9 monitor), but apart from this, GRIP is well worth supporting.
Helpful? Yes No Funny
DamnTheseVoices
( 1.5 hrs on record )
Early Access Review
Posted: June 16
I was hopeful that the claim of improved handling in the latest 1.0.10.1 would finally make this game playable, but to no avail. A beautiful game like this with horrible friction/traction/yaw issues. The traction of all surfaces feels like driving on ice. The whole fun of driving is completely destroyed by making the user completely involved in battling over/under corrections dreading every turn no matter how small having the potential to put you into a spin. Any airtime usually ends in disaster, never being able to properly plant the landing without spining around. Forget any small bumps or dips in a turn, those will spin you. This is a big deal since it makes you drive self conciously trying purposfully not to steer at all. SO DISAPPOINTED since the latest patch seems to tout that thie current model is what they are "striving for".. If that's the case, I'm not playing this frustrating game anymore, sorry.
Helpful? Yes No Funny
Ahadihunter1
( 2.3 hrs on record )
Early Access Review
Posted: June 14
I haven't even started yet, and I'm already impressed. No. I'm not that type of person who jumps to stupid conclusions, I can tell that when this game is finished it's going to reign down the so -called "AAA" industry with a bang.

Amazing work guys keep it up.

Another thing for the fans, if your wish is to have this game be completed, I suggest you to buy it and support these brilliant minds.
Helpful? Yes No Funny
Nejc
( 2.1 hrs on record )
Early Access Review
Posted: June 13
Superb game. The reason why this game is so cool, is because there are very few games using this concept. What you basically do is move with supercars that can move at insane speeds. After you reach exterme speed, it becomes really interesting. The game also has some powerups and weapons that allow you to disable opponent. Currently there's no online, but it's coming. Split screen however is already in the game.
The only bad thing is performance right now which seems a bit off, but it's playable and should be better by the time the game is finished. Developers are also very active on forums, and release content patches fairly often.

HIGHLY RECOMMENDED AT CURRENT STATE!
Helpful? Yes No Funny
Snapps
( 1.1 hrs on record )
Early Access Review
Posted: June 11
The game has potential BUT the physics on the cars are off. They spin out from hitting invisible bumps on the road and have terrible grip. Not particularly like the game because of this. The menu's are also buggy, and only 3 tracks.
Helpful? Yes No Funny
BlazeHedgehog
( 2.3 hrs on record )
Early Access Review
Posted: June 11
I consider myself a Rollcage veteran of sorts. It was a favorite PS1 racer of mine, and I kept the PC version installed for many, many years. So GRIP should be right up my alley, being a spiritual successor.

I find it incredibly ironic that a game called GRIP feels so heavy and so slippery. Rollcage wasn't an easy game to control, either; but I managed to come to grips (heh) with its control and eventually mastered it. I can chalk up my distaste here to just not being used to GRIP yet, but that doesn't mean I like it in its current form.

GRIP is a game of wide open outdoor spaces and tight tunnels. A great deal of the game involves lining yourself up just right so you slot in to a tunnel without losing any speed, but with how much weight your vehicle carries, that is EXTREMELY difficult. Borderline unreasonable. Especially when you have other racers, weapons fire, and environmental hazards to also contend with.

If you get turned around, forget it. The time it takes you to get your bearings, back up and recenter takes forever. You're guaranteed to be in last place. There's a quick reset feature, but it's not as quick as you'd think it should be -- you have to hold the A on your controller for up to 2 seconds to trigger it. In most cases, that's about as long as it takes to physically back up and recenter. And you WILL be turned around, as GRIP loves to launch you skyward (and sideways) for even the smallest lump in the road.

Weapons are also extremely difficult to wrap my mind around. The CPU racers seem to be able to use them with startling accuracy, but after more than an hour of play, I honestly don't know if I've ever actually hit anyone with them. It all adds to the feeling that the game was balanced a certain "way" -- a way that discourages everything but pure, high-precision skill, where a single mistake, no matter how insignificant, can cost you the whole race. Even by Rollcage standards, it feels a bit extreme.

GRIP is a very interesting concept, a very pretty game, and it has a very unfriendly learning curve.

It's also very early access, so obviously, it's just something to keep an eye on. Things could -- and definitely *should* -- change in the future.
Helpful? Yes No Funny
Steeluz RAGEQUIT!
( 0.4 hrs on record )
Early Access Review
Posted: June 10
so i saw this game, and i decided to try it out. and i gotta say.. it reminds me of the old RC games i used to play on playstation. and i just love it!!! abit hard but still gotta give it 10/10 even tho its not finished yet!
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
5 of 7 people (71%) found this review helpful
Recommended
20.9 hrs on record
Early Access Review
Posted: June 4
Three tracks, two classes of car, only singular race modes and I’ve sunk 15 hours into this bad boy. Without a doubt, some of the best fun I’ve had in a racing game in a very long time. You’ll have your head tilting and body leaning into corners with these furious races.

Pros:
Fast & fun gameplay – jump into a race and put the peddle to the metal. Prepare to 'woo'
Killer music – original soundtrack is loads of fun and really suits the vibe of the game
Short game is a good game – great for burst gameplay sessions when you have twenty min to kill
Actual skill is involved – learning when to apply the brakes, deaccelerate and line up your jumps makes you feel like you’re becoming a better racer. Also learning how to cop a hit can save you from spinning out from a missile
Different day, different mode – Multiple modes of play are fun. You have standard races, elimination races, battle arena mode and time trial will keep you occupied
Diverse tracks – all the tracks are very distinct and have their own unique feel. You can also reverse and mirror the tracks too

Cons:
Too easy – at first I struggled to take first position, but now I can snatch the trophy even when giving the AI a lap lead
Physics are inconsistent – much better than what they used to be, but the physics can get annoying when you’re airborne or collide with other racers
Static tracks – at the moment there is only one track which can have its course altered by racers. This feature is promised to be fleshed out, but for now it’s lacking

Points about early access:
Updates occur about once a month, but they usually have substantial content. The physics engine is being worked on, so at the moment the car physics are a bit wonky. But I like to think that adds to the challenge. The developers are very active in the forums and chat to lowly peasants like myself. More tracks, cars, songs and modes to come.

This game is incredible. Get it.
Was this review helpful? Yes No Funny
3 of 4 people (75%) found this review helpful
Recommended
3.7 hrs on record
Early Access Review
Posted: May 30
This is the racing game I've been waiting for. It's early access still, but it's shaping up to be one hell of a ride.

+Awesome and clever level design
+Crazy sense of speed
+You'll feel like a bad*** when you pull off insane saves and stunts, made possible by the neat flippable vehicle designs.
+Cool weapons and power-ups
+Great soundtrack

These guys are doing it right. This is gonna be big.
Was this review helpful? Yes No Funny
3 of 4 people (75%) found this review helpful
1 person found this review funny
Recommended
2.1 hrs on record
Early Access Review
Posted: June 13
Superb game. The reason why this game is so cool, is because there are very few games using this concept. What you basically do is move with supercars that can move at insane speeds. After you reach exterme speed, it becomes really interesting. The game also has some powerups and weapons that allow you to disable opponent. Currently there's no online, but it's coming. Split screen however is already in the game.
The only bad thing is performance right now which seems a bit off, but it's playable and should be better by the time the game is finished. Developers are also very active on forums, and release content patches fairly often.

HIGHLY RECOMMENDED AT CURRENT STATE!
Was this review helpful? Yes No Funny
1 of 1 people (100%) found this review helpful
Recommended
115.8 hrs on record
Early Access Review
Posted: June 23
Product received for free
When I first played I have been having a blast playing this game with my controller, I wish Josh and I could play Split-Screen someday. This game reminds me of one those old WipEout games on PlayStation... I'd wanna say 3. And I'm not too sure.
Was this review helpful? Yes No Funny
1 of 2 people (50%) found this review helpful
Recommended
2.3 hrs on record
Early Access Review
Posted: June 14
I haven't even started yet, and I'm already impressed. No. I'm not that type of person who jumps to stupid conclusions, I can tell that when this game is finished it's going to reign down the so -called "AAA" industry with a bang.

Amazing work guys keep it up.

Another thing for the fans, if your wish is to have this game be completed, I suggest you to buy it and support these brilliant minds.
Was this review helpful? Yes No Funny
1 of 2 people (50%) found this review helpful
Recommended
2.7 hrs on record
Early Access Review
Posted: May 30
UPDATE: Had a run with the new update, and the changes are welcome. I would also like to say at least from what I see I think I can see the potential of where this game could be headed. From the looks of it could be Split/Second meets Wipeout HD/Fury from PS3, and if that's the case I like it even better.

Only say that because they have destructible environments at least from what I saw from one of the stages. In my opinion if they expand on that even more than might be good, not advocating they make planes crash out of the sky etc, but it's at least a really good thing they got going.



For as little time as I've spent with this game. It's insanely fun it might be Pre-Alpha, but I can tell this game has a LOAD! of potential as someone else said talking Rocket League here. I never played the other game other reviewers are talking about, but I'm interested in doing that now.

Only thing I can say compared to other games in Pre-Alpha state you can take the plunge on this one, and shouldn't be disappointed with what there is to offer.
Was this review helpful? Yes No Funny
2 of 4 people (50%) found this review helpful
4 people found this review funny
Recommended
7.2 hrs on record
Early Access Review
Posted: June 4
Head Tilting Simulator 2016
Was this review helpful? Yes No Funny
1 of 2 people (50%) found this review helpful
Recommended
2.1 hrs on record
Early Access Review
Posted: June 9
Here is my early acccess review

https://www.youtube.com/watch?v=T61u6CND4_w
Was this review helpful? Yes No Funny
1 of 2 people (50%) found this review helpful
Recommended
0.4 hrs on record
Early Access Review
Posted: June 10
so i saw this game, and i decided to try it out. and i gotta say.. it reminds me of the old RC games i used to play on playstation. and i just love it!!! abit hard but still gotta give it 10/10 even tho its not finished yet!
Was this review helpful? Yes No Funny
7 of 14 people (50%) found this review helpful
Not Recommended
2.3 hrs on record
Early Access Review
Posted: June 11
I consider myself a Rollcage veteran of sorts. It was a favorite PS1 racer of mine, and I kept the PC version installed for many, many years. So GRIP should be right up my alley, being a spiritual successor.

I find it incredibly ironic that a game called GRIP feels so heavy and so slippery. Rollcage wasn't an easy game to control, either; but I managed to come to grips (heh) with its control and eventually mastered it. I can chalk up my distaste here to just not being used to GRIP yet, but that doesn't mean I like it in its current form.

GRIP is a game of wide open outdoor spaces and tight tunnels. A great deal of the game involves lining yourself up just right so you slot in to a tunnel without losing any speed, but with how much weight your vehicle carries, that is EXTREMELY difficult. Borderline unreasonable. Especially when you have other racers, weapons fire, and environmental hazards to also contend with.

If you get turned around, forget it. The time it takes you to get your bearings, back up and recenter takes forever. You're guaranteed to be in last place. There's a quick reset feature, but it's not as quick as you'd think it should be -- you have to hold the A on your controller for up to 2 seconds to trigger it. In most cases, that's about as long as it takes to physically back up and recenter. And you WILL be turned around, as GRIP loves to launch you skyward (and sideways) for even the smallest lump in the road.

Weapons are also extremely difficult to wrap my mind around. The CPU racers seem to be able to use them with startling accuracy, but after more than an hour of play, I honestly don't know if I've ever actually hit anyone with them. It all adds to the feeling that the game was balanced a certain "way" -- a way that discourages everything but pure, high-precision skill, where a single mistake, no matter how insignificant, can cost you the whole race. Even by Rollcage standards, it feels a bit extreme.

GRIP is a very interesting concept, a very pretty game, and it has a very unfriendly learning curve.

It's also very early access, so obviously, it's just something to keep an eye on. Things could -- and definitely *should* -- change in the future.
Was this review helpful? Yes No Funny