Available worldwide December 6, Gran Turismo 6 seems to be the installment in the series that Gran Turismo 5 wanted to be. Everything introduced in the previous game has been refined, and major complaints have been ironed out to create a better playing experience. Below are facts I’ve collected that I feel showcases just how significant of a racing game Gran Turismo 6 will be. Continue reading →
“Polyphony’s flagship series finally makes it’s official debut on the Playstation 3, and the wait was worth it.”
It has been five years since Gran Turismo 4, which is the same length of time that Gran Turismo 5 was in development for. An extremely early GT5 prototype was shown at E3 2005, and since then there has been a wave of jaw dropping trailers as well as disappointing delays. It is November 2010 and, finally, Gran Turismo 5 has crossed the finish line. Was the five years of development worth it, and does the quality of the game reflect the half decade of work?
Upon booting up Gran Turismo 5 for the first time, most users will be required to update to the latest patch immediately, which is close to 200 megabytes. Following this, the game will ask if the player would like to install 8 gigabytes of optional data. Well, considering the fact that the install size is a massive 8 gigabytes should be more than enough to convince the average player to go ahead and go through with it. I did not play Gran Turismo 5 without the install, but I cannot imagine doing so. The game has to load so much data and changes menus so frequently that it would be insane not to do the 8 gigabyte install.
After all of the patching and optional installing is out of the way, which will take roughly an hour in total, players are treated with a cinematic intro movie that runs for a staggering six and a half minutes. The intro walks the player through the construction of cars all the way up to the exciting GT-esque racing that the player bought the game to experience. The intro does start out a little slow, but towards the end it is crammed with more action and excitement than you would ever expect to see in a Gran Turismo title.
Once you reach the main menu, there are a few choices available. GT Mode (or simulation mode for those who have not played Gran Turismo lately), arcade mode, course maker, GT TV, and the options menu are available to check out. I’ll cover the meatiest bits at the end, so first off is the options menu. The amount of individual options that the player can play with is nothing short of exceptional. Dozens of settings for race wheels, television display, and even proper custom soundtrack settings are all contained in the options menu. There’s a lot to check out, so players who are decked out with a racing wheel, a music collection on their PS3, and the Playstation Eye will have lots of cool settings to check out and play with before racing.
GT TV is a feature I’m not too interested in just yet, as I am still enjoying the main game far too much to give it much attention. However, I do know what it contains. In GT TV, players will be able to check out GT5 related videos, watch Top Gear, historical videos about various cars, as well as support for the PSP that will enable you to watch GT TV videos on your handheld.
The course maker is an interesting feature that I’ve played with a little. It allows you pick a theme (circuit, kart track, snow, gravel, etc.) and then generate a random track. You don’t too much control over the design of the track, but you can adjust the complexity, road width, and corner sharpness of each section of the race track. The control you have is very limited, and really all that you can do is decide whether or not the track will be basic or complicated. It’s not a critical feature in GT5, but it’s a little fun to check out from time to time. I don’t enjoy making tracks to race on in it, but I do get a bit of a thrill out of making test tracks in it and then giving them a shakedown in time trial mode.
Arcade features many familiar mainstays of the racing genre. You can compete in single races of varying difficulty levels of your choice, go rallying or karting, attack lap times in time trial mode, or even play with a friend in split screen mode. There are a few dozen “arcade mode” cars that you can choose to use. There is nothing arcade-like about the cars, they are merely just vehicles that the game lets you use in arcade mode rather than having to unlock cars in GT Mode to use. This lets you use various cars in arcade mode without going through the hassle of tackling several GT Mode races just to purchase new vehicles. The cars that you do obtain in GT Mode can also be used in arcade mode, but the way in which you set them to be selectable in arcade mode is a little peculiar and perhaps even archaic. Within GT Mode, you must go to your garage and select a car that you own, then bring up the menu and choose “add to favourites” for the particular car. This allows it to be driven in arcade mode. I do not understand why you have to do this just to use your GT Mode cars in arcade mode, as it seems like a very unnecessary step that only wastes the time of the player. I’ve forgotten to add cars to my favourites on several occasions and had to go back and forth between the two game modes just to enable the car for arcade mode and then select it. This process can take two or three minutes sometimes, which is a bit of a bother.
GT Mode itself is where players will spend almost all of their time. The standard simulation mode is contained here, which involves car dealerships, a tune up shop, A-spec and B-spec races, special events, and more. Upon entering GT Mode for the first time, players will have to purchase a car from the used car lot and then practice their skills in the license tests. Players who feel sure of themselves can skip the tests entirely and just go straight to racing instead, since the license tests are completely optional now.
There are several different kinds of races in GT Mode. First is A-spec, which is essentially just standard single races or tournaments that follow certain themes such as only allowing Japanese cars or European antique cars. Winning these races will grant you credits (currency) and experience. Complete all races under certain categories and you will often be rewarded with cars. B-spec races are identical to A-spec races (same categories, events, etc.) only instead of you driving, you get to instruct an AI “apprentice” sort of driver. You will issue him commands to ease up, increase his pace, or attempt to overtake other drivers. Your B-spec drivers will usually struggle initially, but as they drive more often, they will level up and become better drivers. Some B-spec drivers will just struggle with certain kinds of cars. For example, I stuck my B-spec driver in a 1969 Chevrolet Corvette Sting Ray, and he made countless mistakes, spinning out at almost every corner. Afterwards, I stuck him in a Toyota FT-86 Concept ’09 and he immediately proceeded to kick ass, winning race after race. I then figured that the twitchiness of the Corvette may have been too much for my B-spec driver, as even I had troubles with the car. The FT-86 was a much friendlier car to drive and felt great, which my B-spec driver seemed to agree with.
I mentioned experience points, which is new to Gran Turismo. Obtaining experience from events will allow you to level up, which unlocks new special events and allows you to drive higher tier cars. In previous Gran Turismo games, you could essentially just grind credits and then purchase the best cars, but now you must reach the proper level to pilot certain cars. I always used to buy a Doge Viper as soon as possible, but I had to be level 12 to get the one I wanted in GT5 (the Viper SRT/10 Coupe ’06). When I finally reached level 12, I was ecstatic to purchase the car, and then proceeded to lovingly throw it around the corners of a self-created test track.
The special events in Gran Turismo 5 are great. Initially they may feel challenging or perhaps unfair, but after realizing that the special events take not only raw skill but also careful planning and quick thinking to win, they become extremely intriguing. I struggled with one event that involved racing a pretty ugly Toyota bus around the Top Gear test track, and I just couldn’t figure out how to win it. The best I could muster was 9th for a full day until I went back to the event, observed the AI carefully and planned out several various overtaking moves. When I felt ready to challenge for the gold again, I pulled through and came in first position. It was an awesome feeling to conquer the event, and I felt like I really achieved something. The feeling of accomplishment that I have received from Gran Turismo 5’s various events and races easily trumps any other game that I have played recently.
Now that I have discussed the majority of the game’s content (except the online play, which I have not yet played but here is quite good), I want to go over how the game itself plays. There is really only one thing to talk about, and that is the racing.
As in past Gran Turismo titles, the huge collection of cars present in GT5 (slightly over 1000) contains some pretty awful turds, but most of the cars are either pleasant or flat out awesome to drive. The Toyota bus for example is a wretched vehicle that I never want to drive again, while the Mercedes-Benz SLS AMG is perhaps the smoothest handling vehicle that I have ever used in a racing game, and I have fallen head over heels in love with it. Few cars handle terribly, and those that do not feel like they are just bad cars, no. Instead, the poorer cars instead just feel like untamed animals that fight with you and challenge you for control. It’s an exhilarating experience to drive such cars, as even the real shit boxes possess lots of personality.
In terms of sound, not many cars sound terribly interesting. Many of them sound like they have generic stock engine noises that we’ve heard several times over now from various other racing games. However, my Mitsubishi Lancer Evolution VI GSR ’99 is a real treat to listen to. It sounds ALIVE, as if it is breathing. NASCAR and karts also sound pretty fantastic and really capture the essence of their real life counterparts.
The graphics in Gran Turismo 5 seldom dip below “good.” Most of the time, I would rate them as being either good or great. The only time the graphics appear to be “average” or perhaps bad in any way is when there is lots of mist or smoke being kicked around. For some peculiar reason, mist and smoke effects cause cars who get caught inside of them to look very pixelated. Even the premium model cars, which are ordinarily gorgeous, look like PS2 era vehicles when caught in mist or smoke. Fortunately cars are rarely ever in this situation, their stunning beauty rarely comprimised by strange graphical issues. A few cars do have polygon tearing issues, which is very odd in this day and age. I’ve only witnessed it on the NASCAR cars in replays, but there may be other cars that are the victim of polygon tearing.
In terms of trackside graphics, it’s a bag of mixed nuts. City tracks look absolutely fantastic and are perhaps the best looking environments I’ve seen on the Playstation 3. However, once you move away from the city tracks, you will find two dimensional trees and bizarre instances of distant objects popping out of nowhere, rendering far later than they should. These aren’t gamebreaking and don’t really make the game ugly, and at very high speeds most of the graphical problems are hard to even notice. However, tracks with many slow corners give you ample opportunities to pick out the game’s graphical flaws.
There were a lot of debates online which are even going on now over the premium and standard model cars. The difference between the two is that premium model cars have interior camera views and every piece of the cars’ exterior is modeled to perfection. Standard cars do not feature any kind of in-car camera view and have lower polygon counts. Many frustrated gamers, particularly at GameFAQs, have gotten very upset over standard cars, calling them nothing more than reskinned vehicles from Gran Turismo 4. Some have said very unkind things towards the standard vehicles and have spoken harshly of Polyphony Digital as a result. So, what’s my verdict on premium and standard cars? Well, unless you are intentionally looking for any kind of graphical difference and freezing your replays in order to do so, you probably won’t notice a damn difference between the two. Yes premium models look absolutely stunning, but standard models are not the ugly abominations that the internet trolls make them out to be. They honestly look just fine and can easily go toe to toe with the premiums. In my opinion, the only advantages that the premium cars have are in-car cameras, fully modelled exteriors, and more thorough damage models. Aside from that, they look pretty much just as good. I’m being brutally honest here, standard cars are not an issue at all.
So how does Gran Turismo 5 hold up? Were the five years of development worth it? In my opinion, yes. Many people are upset and let down by the game’s critical reception, but those are the people who overhyped the game and hailed it as the greatest game of all time long before it even came out. The truth is that Gran Turismo 5 is not the best game ever made, far from it! But, is it still a good game? Yes, it’s a good game. In fact, Gran Turismo 5 is an exceptional game. The care taken to create this wonderful product is very apparent to anyone who plays the game, and the quality of the racing is definitely unmatched. In time, I expect Gran Turismo 5 to most likely become my favourite racing game that I have ever played. So, is it worth checking out? If you are a fan of Gran Turismo or racing games in general, then yes. Even fans of Forza (which I did not want to even mention in this review) should find some aspects of GT5 to be extremely enjoyable.
While there are a few graphical and technical issues with the game, none of them directly harm what this game does best, and that is delivering some of the absolute best racing to ever grace a gaming console. This is, without a doubt, Polyphony Digital’s finest work ever. Bravo, guys.
Who would have expected more info so soon post-E3? Well, some more tidbits have been spoken by Shuhei Yoshida, President of Sony Worldwide Studios. His comments, along with everything else that’s known, has been compiled here. Read on and salivate, because GT5 is sounding pretty immense.
Release date is November 2, 2010 and will have an approximate price tag of $60 dollars.
Four players will be able to play locally. Up to sixteen can play together online.
3D Compatability: GT5 will take advantage of 3D television technology.
Over 1000 cars will be in the game.
Car damage is in for all vehicles. A few hundred “premium” cars will also have damageable interiors.
Car data and your garage can be imported or synchronized with Gran Turismo on the PSP.
Improved physics allows cars to roll realistically.
Formula One: Several teams will feature their cars in the game.
Kart Racing: How it will function is unknown, only mentioned by Shuhei Yoshida in passing. And no, not kart racing like Mario Kart. Think real life kart racing. Basically go-karts, only better.
IRL: Indy Racing League will appear in the game in some form.
NASCAR: Cars from the American racing league will be present, as well as a few official NASCAR races.
Super GT: I am very unfamiliar with this racing series, but it is in. Sure to please the fans!
Stunt Racing: How it will function is unknown, only mentioned by Shuhei Yoshida in passing.
WRC: The World Rally Championship is fully licensed and should feature prominently in the rally portion of the game.
Race Photo Mode: Players will be able to take pictures of their cars while driving.
Photo Travel Mode: Players will have the ability to exit their cars and walk around the race track to snap pictures.
YouTube Compatability: Ingame uploading to YouTube is supposedly a possibility.
Track Editor: How it will function is unknown, only mentioned by Shuhei Yoshida in passing.
Weather Effects: How they will function is unknown, only mentioned by Shuhei Yoshida in passing.
GT Lounge Mode: Players can “rent” a race track, which lets them drive around and race whenever they want, or just hang out in the paddock and chat. Players can also drift freely or use this mode as a driving school.
Playstation Eye: Will be able to track your head movements. As you move your head, so will the ingame representation of yourself. Looking outside of the car will be possible by looking left or right.
Day/Night: Not only has night racing returned, players will also witness actual day to night transitions while playing. High and low beams will be used during night racing.
Tracks: There will be approximately 20 tracks in the game. The number of track variations (ie. Reverse High Speed Ring) should bring the number close to 70.
Major manufacturers Bugatti, Lambourghini, and Mercedes-Benz are present in the series for the first time with GT5.
Formula One driver Sebastian Vettel and Red Bull Racing’s technical director Adrian Newey will be doing voice work for the game.
Dynamic Crowds: The longer the races, the greater the crowd diversity and size will be.
AI: The opponent AI has been revamped and can react to the player better, also allowing them to make better maneuvers.
No doubt there’s a lot more information, but this is what I’m aware of myself. There’s no doubt that this could very well be the ultimate king of racing games. The features that Polyphony has promised is now looking to be absolutely surreal. If these features are all indeed true, then this game will be so spectacular that a Gran Turismo 6 will not be necessary for several years.